Yeah if we want different tank burst cooldowns we should make dark knight a 30s job gun breaker 1 minute warrior 20s and paladin 40s. 2 minutes is boring as heck.
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Yeah if we want different tank burst cooldowns we should make dark knight a 30s job gun breaker 1 minute warrior 20s and paladin 40s. 2 minutes is boring as heck.
I feel like this has next to nothing to do with XIV DRK, though, nor should it?
Ours draws on, in essence, the power of transgression, of not giving af -- substituting reality with our own. Even DRK's inclusion of Void is less necromantic as it is about unfettered creation / lack of external order.
Let's leave Death Knight (DoTs, permanent pet, necro-knight) to Death Knight. Unholy's just across the street already.
Now hold on, while Carighan is asking for a lot Dark knight was robbed of its drain tanking identity by warrior. Abyssal drain was a gcd you could enhance with dark arts to heal per enemy hit. This was changed right as warrior got nascent flash in shadowbringers. Personally warrior and dark knight are very similar 1 man army archetypes in their lore so drain tanking makes sense for both. Im glad dark knight got some back with the living dead and carve changes.
Yeah it wasn't meant as a serious suggestion. It's a very different form of that what the Dark Knight is although you're correct they were the tank with the "most" self-healing pre-Warrior-retooling. (such as it were, it still wasn't a lot)
Although now that makes me wonder, given the lore behind Dark Knights, if the job would not be interesting if its defensive tools essentially had low if any CDs and no direct duration, rather they drained mana while active. And then in turn there's more advanced ways of regenerating mana.
I am hoping for a rework in 8.0, but I'm also hoping the rework will keep things that people who main DRK like - as opposed people who don't or who jump on the job once to level it to the cap and then complain about how it's not a WAR in dungeons.
The highly concentrated burst and the strong and flexible mitigation kit is why a lot of people play the job and arguably why DRK one of the two meta tanks in high end content today. Going from high burst to dots and high mits to self healing would maybe satisfy some people who don't play or main the job, but it would be a complete rug-pull for the people that do. Then there is the fact that if DRK just got more self healing right now without losing anything else, it would just become the best tank in the game period (bar some niches where PLD shines).
Thematically DRK always felt to me more like a dark paladin than anything like death knight, there isn't really anything necromantic about the job, not even the Living Shadow (if you've done the job quests, you know). Que Burialgoods.
I wish they brought back Dark Passenger, scourage and power slash animations in some capacity.
I mean, the difference is marginal. It exists, don't get me wrong, but mitigation are 95%+ identical in function. They all look&feel somewhat different but it just doesn't make a meaningful difference. You don't have any fights where non-DRKs cannot mitigate something and hence aren't useful for a specific mechanic, you don't have any fights where the extra mitigation is the difference between a wipe and a clear. It's all just smoke and mirrors to give the illusion that the four tanks aren't for all intents and purposes identical.
All remaining functional differences are in invulns, WAR in dungeons vs the other tanks (such as it is, since all dungeons are so trivial you never need the WAR-selfhealing to begin with) and in how very rarely you can do some tricks with Cover on a Paladin. That's it.
DRK wasn't "robbed by Warrior", though, any more than Warrior itself was. Both were simply dumbed down in Shadowbringers, losing on-demand spenders in favor of CDs. Remember, WAR lost its self-heal GCDs [Inner Beast, Steel Cyclone] at the same time (while PLD in turn lost the ability to buff its GCD heal).
Moreover, only one of those jobs launched without a damage reduction ability (or, none greater than 5% mitigation, and only one mitigation tool at all), and it wasn't DRK. WAR is XIV's original self-healing (and originally self-healing and max-Hp-boosting only) tank (with Inner Beast originally just healing for up to 1700 effective potency since it healed for 3x damage dealt and could thereby crit).
Not sure why you're trying to lecture someone who's played the game since its start on what was in it, and Carighan's post was very explicit in preferring a more necromantic (DoTs and minion(s) approach to DRK. Which is already something one can find on WoW's DK (Death Knight) just fine but has nothing to do with XIV's DRK (Dark Knight).