The following is a collaboration of Koltik Morrel, Suhr Zarek, Drpoo Loop, and Atreus Auditore
This has been updated for path 4.06a and significantly trimmed to place more emphasis on more important things and improve readability.
Dark Knight
Saw a slight nerf to Power Slash's effect, though I'm not going to lie, it did nothing to DRK in the grand scheme of things...
As it stands, is the most well-rounded tank capable of 3 types of CC, a powerful 3,000 HP shield with 50% uptime and no GCD requirement, a powerful 2,000 potency attack with no resource scaling, and arguably the best self-sustain that does not require extra GCDs (like PLD) and can be used every 3 GCDs (opposed to WAR’s 6).
Both of its combos push out a total of 3250 potency before traits/Sole Survivor, which is higher than both PLD and WAR.
Everything in its toolkit can be used both for itself and the party and its entire kit flows well with each other, utilizing all of its resources (MP, TP, blood gauge) quite fluidly.
As opposed to calling for nerfs, we should use it as a basis to elevate the other tanks, however if nerfs needed to occur, it should likely go to increasing the Blackest Night’s cooldown to reduce its 50% uptime.
Paladin
Okay, so 4.06a saw a straight nerf to PLD. It is an undeniable nerf and the only perceivable positive you can consider is the 5% extra mitigation from Shield Oath with Cover. You lose 5% damage extra as well, making this an adjustment rather than a nerf or buff.
The CC nerf to PLD's stun was SUBSTANTIAL. The 1 second trimmed off of Shield Bash is very noticeable and has made PLD CC objectively worse than DRK. I cannot conjure a reason as to why this was done. This was almost as foolish as the Hallowed Ground nerf.
Cover was nerfed as expected. So with two nerfs, PLD saw no exchange, so now it's time address Clemency and PLD's undeniably weak self-sustain.
Suggestions (the following are options, they are not necessarily all to be combined)
- Requiescat: increase base damage from 500 to 1000 and adjust MP scaling from 400% to 200%.
- This will increase the move’s reliability while not increasing maximum potency. It simply means the move can still achieve at least 1000 potency at 0 MP (which is like all the time).
- Clemency: BUFF IT. Improve potency. Allow the 50% bonus to apply to self-casts as well.
- Going to put this into simple terms. The potency of Clemency does not justify the stop-and-cast nature of it. It requires abandoning forward pressure on enemy teams for a lackluster, GCD heal. If Cover and CC have been nerfed, then the only logical thing is to improve Clemency.
- Rage of Halone: add a 500 or 750 MP gain.
- To encourage more use of the move while not contributing to MP drought.
- Cover: It already got nerfed, so... mission accomplished?
- We suggested a recast increase, but an Oath cost had a similar effect.
- Hallowed Ground: … put CC immunity back on it, ffs.
- The changes to allow things such as stacks, Aetherflow, etc. to still be accrued through HG are completely understandable, however CC on the PLD is not. Who even complained about that? The cooldown for HG is huge and lasts all of 5 seconds (same as TBN, usable every 10 seconds). Like what even is this move.
Warrior
Just got a pretty nice buff with 4.06a, but definitely could use work. It's no longer a literal trainwreck, just somewhat of one.. As opposed to PLD and DRK, it only utilizes two resources instead of 3. The only current use for TP is Tomahawk. The WAR then needs to decide whether to use beast gauge for DPS, CC, or self-sustain where the DRK can do all of it, simultaneously, without stepping on each other’s toes.
It takes 6 GCDs (outside of Inner Release) to acquire the 50 beast gauge needed to Inner Beast, for a 1500 potency self-heal. It takes DRK 3 GCDs to gain 1250.
Suggestions
- Onslaught: either remove the beast gauge cost or switch its required resource to TP.
- Not too sure about this one anymore, as Onslaught now has the effect of stun (which is a WIN for WAR)
- Upheaval: give same treatment to Requiescat above, increase base damage to 1000 and adjust HP scaling from 400% to 200%.
- As before, this means low HP can still yield a minimum of 1000 damage.
Kindly discuss and try to include what mode(s) you feel would be impacted the most (either positively or negatively) so as little as possible is left out.