Originally Posted by
Colt47
It's got too many OGCD options to fire off in the first few rounds with the way it is designed right now that is for sure. There's some kind of breaking point on having just the right number of cooldowns and too many cooldowns, and it gets hit somewhere between 70 and 90.
Just went back to playing DRK at 90 and holy crap is my brain stressing out trying to deal with having all of these up at once...
Oblation, Abyssal Drain, Blood Weapon, Delirium, Salted Earth, Carve and Split, Edge of Shadow, and plunge on top of the main combo. And with all of that going on you're trying to also balance out the defense cooldowns because this job even with the changes feels like it leans a crap ton on a shield that lasts 7 seconds. This sounds like a long time until you realize this games GCD system is 2 seconds and sometimes monsters just decide to chill out doing some aoe move that costs most of the time. Or just have this brain fart during pulls where they stand there until the server realizes "Oh yeah this should probably be chasing the tank now".
Still feels like the coolest tank to play, but this job definitely is hard to just pickup again if someone takes a break. Most of the other ones have a chain and stuff kind of slots in along the chain. This one is like "roll face on keyboard" 1-2-3 1-2-3 "do some minor stuff" 1-2-3 1-2-3 "do something minor" 1-2-3 "roll face on keyboard".
And when someone is in the rolling face on keyboard phase, they have no way to react or use defense cooldowns because all the OGCD slots are stuffed with dps stuff. So it isn't even the same set of stuff all the time depending on the situation. Even DPS generally fall back into the same pattern if they get resurrected, just the timing goes a little off on a main combo. With DRK because of all the OGCDs it just warps into different things, so someone constantly has to keep their eye on the hot bars just to make sure they can make sure they hit the right OGCD attack on the priority list.