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Originally Posted by
Undeadfire
Then why does Dark Knight, need more fixes on this?
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My question is this, Paladin has had no self mitigation upgrades till Endwalker, all in the past stuck with 2 cooldowns, guaranteed shield block, and Intervention which cannot be used on it's self.
It handled Dungeons, EX trials, Savage raids, Ultimates without much issues tanking over Drk/War/Gnb when needed, not preferably, E3S/E8S specially attacked both tanks permanently, TEA phase 2 attacks both tanks. Why does Dark Knight suddenly need more mitigation when it really isn't the problem? Micela is very correct the sustain is over the top and needs bringing down.
I never said anything was wrong with pld pre endwalker. I quite like how paladin was improved, and would have welcomed qol changes like the ones they received in endwalker had they come earlier.
Even then it wasn't just paladin. *everyone had weaker defensive skills besides dark knight.* stone, RI, sheltron? all weaker. Damage was scaled to account for those weaker skills as well. TBN was stronger because that was the competition. the rest of the kits across all the tanks is identical barring their invulns and ribbon skills.
DRK needs a defensive buff simply because of how things have been changed. TBN is competing with skills that do far more than it, without drawback for misuse, and are still stronger irregardless. living dead is at this point a worse holmgang that has a minute longer cooldown. Oblation is decent. kinda.
Sustain is fine. we don't even have savage trials out, and even then sustain is acceptable in the two ex trials. Wouldn't mess with that until 4.2 since that gives them time to design boss mechanics around jobs with less sustain.
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DRK´s invul might be somehow special, but it has actually the best design and all of them are somehow balanced out throuth the use-time and cooldown.
Living dead is well designed in theory, in practice it's a mess. It is interesting on paper to have an invuln that relies on healers to function, but more often than not it just dissuades players from using it outside of situations where coordination is already a given, and even then you rarely get the full effect from it.
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Invul is a superior tool and in kind of DRK you´re going to think twice about "should i use it?", unless you´re a WHM with benediction ready. That´s how such superior surviving-tools should work. Not like e.g. PLD Hallowed Ground, which can carry whole raids whrough badass mechanics with a tethered heal + LB3 or is just use because it has no cons.
While HG is a better skill than LD, Holmgang and superbolide exist, have the same duration as HG, and has a shorter cooldown. It's kind of baffling that hallowed has such a long CD even though it's actual comparisons have barely any drawbacks.
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And if you take the healing tools from others away, DRK should be superior. All of them has the 3 same defs aka Reprisal, Rampant and the 30% hard cd. Then all of them share one unique def, but that´s it.
taking away things is boring and defeats the purpose of giving them that sustain in the first place.
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PLD is already going to lose since any other defs assists only his group members and he needs to be healed to make use of one of them. The other 3 share a 60s cooldown, which is so far balanced throughout the kit and better / worse based on the situation. GNB is the only one with an extra cd, meanwhile PLD has a blockchance. And both are needed, because they don´t have such strong tools like BLN or Raw Intuition (With heal ofc).
Without counting the healing, DRK would win hard i guess with a 15s hard cd without a real con.
This block of text is kind of a mess? If you are predicting what would happen if we removed sustain from the other jobs we'd just be back to shadowbringers but with slightly better cds. I just left shadowbringers. I do not wish to return.