What is the best tank drk pld or war and whats the pros/cons of the tanks?
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What is the best tank drk pld or war and whats the pros/cons of the tanks?
Eos.
Pros: Best tank
Cons: N/A
depends on the roll and mechanics the best tank to do massive damage,grab adds and is most versatile is WAR. The best Main Tank that can consistently stand in front of a raid boss with the correct cooldown and aggro rotations is Paladin. DRK........ seems (thus far) not viable in a raid group unless that person can swap to one of the aforementioned
Eos pulls aggro on adds like nobody's business. She clearly wants to tank the way she always instantly pulls Bennus and also Bahamut's dragon pals.
One of the most annoying things about this game's lag is that since Eos is on the server, she can start casting a heal literally before the adds in T12 and T13 even appear on my screen. So the Bennu or dragon appears and is already halfway across the arena to Eos before I finish my Skull Sunder animation. Sometimes Eos just wants to die and quite frankly I just let her. I hate Eos with the fire of a thousand burning suns.
PLD is the best MT, WAR is the best OT. Both can function quite well in the reverse as well.
PLD strengths:
•Best cooldowns in the entire game
•Great party support/utility
•Greatest overall survivability of the tanks, solid against magical threats, and insanely good against physical ones
•Ability to use a shield
•Very easy to play
PLD weaknesses:
•Lowest damage of the tanks (although despite what first impressions might suggest, not by a particularly large difference, especially over time)
•Lacking in AoE damage/threat control (just spam flash, no one cares about lolPLD damage anyway)
•Can have TP issues in prolonged encounters
WAR strengths:
•Highest OT damage of the tanks (FELL CLEAVE!)
•Potential for impressive MT damage as well
•Amazing OT support skillset
•Testosterone
•Stances off the GCD
•Great AoE damage/threat control
•Infinite TP
WAR weaknesses:
•Cooldowns are a touch on the weaker side than PLD
•Stances do have a 10 second cooldown, which demands a degree of foresight for proper use
•HP bar tends to fluctuate a lot, can put pressure on healers
•Holmgang is not as practical as it is awesome
DRK strengths:
•Can put out some solid damage as MT
•Great AoE damage/threat control
DRK weaknesses:
•Buggy as all hell right now
•MP management adds additional layers of complexity (which itself is good) without much of a payoff and added risk (which is bad)
•Little to no party support/utility, has no value as OT
•Damage mitigation is poor against physical-based threats, and average against magical-based ones.
•Many skills don't work well with one another, lacking in overall cohesion
•Abysmal TP management
•Living Dead is one of the worst cooldowns in the game, puts a huge amount of stress on healers, and can lead to guaranteed death even when used properly
•Heavy reliance on unreliable elements, such as parry
Titan Egi, duh.
REALLY ? that is news to me because I main WAR and we just got new TANKING COOLDOWNS (raw intuition, equilibrium) that are VERY strong.. For example, Equilibrium is a 1200 potency self heal based on strength that can be used with Berserk to heal for (currently) 10,000+HP ............ Raw intuition is 20 seconds of frontal 20% damage reduction, combined with Vengeance that is 50, happens to combine with inner beast and other cooldowns as well along with granting a wraith stack (in Defiance inner beast still is a cooldown) .......... sorry warriors are the best hybrid of a tank that can DPS now.
oh we also have the most hp in defiance, in deliverance we do the most dps of all tanks. Sooo turning reality laughingly upsidedown on it's head and saying warrior is now a DPS , and "not Tank" happens to be the most ridiculous thing I've ever seen here.
Pro-tip: You can't parry Magic damage. Raw Intuition is useless against tankbusters which are Magic. If you wish to experiment with this, go to A4 and pop Raw Intuition before Discoid and see what happens.
I don't dislike Raw Intuition but it's intended to be situational. Meanwhile every PLD CD happily works on every damage type because their CDs straight up reduce % incoming damage, Physical vs. Magic is irrelevant to a PLD. WAR was given a new CD which doesn't work on Magic and certain DRK CDs don't work on Physical. In general, it's likely this is intentional because PLD is the "Chosen One" that is supposed to be MT and WAR and DARK are always supposed to be OT. Thanks Yoshi.
I thought the only tank is PLD.
DRK and WAR are DPS. Enough said.
That's a pretty good post, Kiteless. Though, I would've listed Testosterone as a weakness... ;)
DRK feels really close to being a good tank to me. I think if parry was more impressive, it would be a shiny good class, but yeah it's definitely the "weakest" of the three.
pretty much sums up war players now, there dps players with a few tank traits...full strength acc, stood in deliverance so have about the same hp as a geared melee, no healing bonus..rather use fell cleave over IB...and its not even an OT thing, they do it as MT aswell, SE should just drop them as tanks and move them to the dps class...leave drk and pld as the real tanks
Or they could just... you know, let the bad WARs die off and let the good WARs continue business as usual.
Many people often underestimate just how good a good DRK will be. DRK receive a bad reputation because currently there are ALOT of bad DRK out there. DRK mitigation is only slightly lower than PLD but they are more than capable of handling all the current content without placing alot of added stress on the healers. In addition their damage output in tanking stance far exceeds that of the other tanks. For example if you look at the dual boss setup of A1: Both tanks will be required to act in the roll of MT allowing for direct comparisons of tanks in a fight. With a DRK/PLD setup you can see that the DRK will consistently pull 100-200 dps more than the other tank while maintaining a similar level of mitigation (although slightly lower).
DRK is the farming tank, PLD is the progression tank, and WAR is the beastly OT. When you have content on farm status and you don't need the extra mitigation then DRK will be the preferred tank due to higher MT dmg output.
DRK of course.
It's situational. A4 runs I've seen PLD struggle on the last phase. When I tank it's like... No damage when discord and ray hits due to being magic damage. I think essentially you'll want a physical tank and magic tank in raid. Sure a PLD can do it no doubt, they just have a harder time. Physical fights they are King, magical fights you want a DRK. As for WAR... I dunno DPS? Lol
The best tank is paladin because we get Excalibur. None of the other tanks were blessed by the Lady of the Lake. As such, we can reasonably assume that Paladins were always meant to be kings, our AF has a crown for a reason!
DRK's DPS as MT isn't that much higher than WAR. And depending on how often during the fight WAR can switch to Deliverance, it can overtake DRK by a very large degree. If you're pulling 200 more DPS than other tanks, regardless of which tank they are, you're hanging out with some very, very bad tanks.
Additionally, A1 is a bad example for your comparison, since every tank can get through that with their DPS stance. And if we're going by that standard, WAR wins by miles.
Problem here is that with Inner Beast, WAR's ability to mitigate magic damage is pretty much on par with what DRK offers all without having to worry about nearly as much pesky resource management. And whatever extra difficulty PLD might have with magic heavy fights, it pales in comparison to what DRK has to deal with on the physical side. Especially when you consider that PLD's physical mitigation is far above what DRK's magical mitigation abilities can claim to offer.
If A4 continues to have a magic tank buster on a 60s recast in savage I'm pretty sure DRK MT is gonna shine.
Pld can at that point rampart first, sentinel 2nd, rampart 3rd and blow hg on 4th (assuming savage gets to this point, I've never had more than 3 in normal). While drk can do the same thing except for the HG part but combine every one with an extra 30% mitigation from dark mind, taking a lot more stress off the healers. With delirium, shadowskin and dark mind I think I was taking roughly 2.5k per blast, less on shadow wall.
That is the beauty of the drk magic mitigation toolset, the ability to combine it with the other cooldowns which are almost the exact same as pld cooldowns (10% less sentinel vs shadow wall) since dark mind has such a low refresh. Would be tougher on something like twintania where death sentence had a 35 sec recast, but that was originally meant to be a tank swap anyways because of the healing debuff.
Paladin essentially has the same thing but with sheltron on physical busters, I'm not sure what a big shield mitigates at 60 (my pld is only 56) but assuming its 30%+ paladin will be able to combine their cooldowns with sheltron and take a ton of stress off the healers.
As it is currently balanced a good MT will be able to switch between PLD and DRK depending on the fight, while WAR is still by far the king of the OT role.
I highly doubt most people even consider the equipment differences of the tanks they claim to out DPS.
Theres nothing particularly pesky at all with Drk's MP management. It's essentially the exact same as WAR's with the ability to use it consecutively in a smaller time frame. Warrior's use 8 GCD's to get 5 stacks of Abandon/Wrath.Quote:
Problem here is that with Inner Beast, WAR's ability to mitigate magic damage is pretty much on par with what DRK offers all without having to worry about nearly as much pesky resource management. And whatever extra difficulty PLD might have with magic heavy fights, it pales in comparison to what DRK has to deal with on the physical side. Especially when you consider that PLD's physical mitigation is far above what DRK's magical mitigation abilities can claim to offer.
8 GCD's can give you 1765 or 2652 mana. Which is equal to a Dark arts or 1.5 Dark arts in the same rotation that gives War A consumption move. Where Blood Weapon accelerates the speed of your next Mana option, as Berserk accelerates your rate of Stack acquisition.
The power of a DA option generally is weaker then any consumption action of a Warrior, but a Warrior again does not have the same consecutive use of their actions given DA's 5 second down time.
There isn't anything particularly pesky about DRK's resource management.
Naturally PLD's physical mitigation is higher, I don't know if anyone has noticed over the past 2 years....but magical damage is intentionally mitigated less. Would seem rather clear from a universal tanking stat like Parry being inapplicable and block being inapplicable. Part of the value of DRK is having a cooldown for an attack type that Yoshi has intentionally penetrate two defenses.
Didn't know that MT's had to level up another class and learn to play it to be good at MTing.
2nd, DRK's problem hasn't really been about it's mitigation, but rather it's ability to bring something unique to a raid to offer utility. And I can tell you now that if the Savage version doesn't bring stupid amounts of magical damage (it won't since all content is being made in mind to allow any combo of jobs), that while DRK's magical defense is high, it won't really matter that much.
Except it's bugged and gives false reading's.
Except there's nothing false about it, while it is bugged it is accurately showing your mana at the time as a result of the Dark Side cost being taken at a different time then the Mana regen tick when desynchronized.
This is however trivial and does not affect proper resource management.
Except it does when you have 200mp above what you need for dark arts and then the server decides to tick it down to just below what you need. If your operating on the I'll keep a third of my pm for emergency dark arts dark mind. Then that little big can cause problems cos da won't activate. I understand the pm is working as it should but it should be ticking down once not tick down and tick up.
Except what notion of Proper resource management escapes your mind?
I'm not advocating "not fix bugs" I however would greatly enjoy to see the level of hyperbole`on this forum go down, but consider you responded once more with a melodramatic post, it's rather evident players rather exaggerate.
What mob is putting you to 200 mp, what boss. What is resource management? I
You don't need to be keeping a third of your mp for emergency's fights are scripted, you are keeping your MP up by simple sense of having what you need when you need it. They provide us a large enmity modifier with potency to match so that we are running syphon combinations. Where the hell is your mana going. Spamming Unmend? Unleashes? AByssal drains? Come on.
Soul eater? Puh-lease. The class has 5 flipping abilities that recover mana.
Let's drop the hyperbole, a bug is a bug, the bug isn't going to destroy anyones success unless they themselves make a mistake.
What notion of false readings escapes yours? Because without the real consistent knowledge of your resources, you're not going to be doing proper resource management. If anything you'll end up like those gimp healers that sit on their MP until you're sure you have enough to make a move when you're starting to run low. Which then will put you at the stopping point sooner than what a player could have normally gone to.
Unless you're trying to tell me you've some how managed to do perfect math to give a approximate reading every few seconds while managing everything else. In which case you're bsing, a machine, or a genius. I'm leaning to the first option.
But it's good that you've found a happy medium for yourself, where you believe you're doing proper resource management.
Except it is consistent, it isn't false.
Dark side IS taking Mana, this isn't false. Your mana goes up This isn't false. What is supposed to happen is thatthe cost of Dark side and the mana regen tick are in sync so that they happen simultaneously and the player reads this as a smaller cost then what is displayed to them. However when bugged the darkside cost and regen tick happen separately this isn't a false reading, there is no placebo its happening right in your face. Instead of being taxed Darkside at the same time you recover mana, you get taxed Darkside at a different time, thats the bug. Putting on a buff automatically desyncs them so you'll see it out of combat. There isn't anything "false" about this for it to be false the Mana would have to technically still be there, it isn't. The games reporting the information to you on your MP bar accurately.
Your mana regen tick of 3% every 3 seconds while out of combat or 2% every 3 seconds in combat, is not happening at the same time Darkside ticks. How many times must this be gone over.
Your Darkside Tick was constant, your MP regewas in-combat constant your mp regen out-of-combat is constant, these 2 constants are supposed to happen at the same time. This did not remove your ability to manage your MP, this causes you to lose Darkside earlier if you mis-managed your resource.
But their not in sync...so yet again....you're getting a false reading. As the game is taking more...and then refunding that back later, instead of giving you that smaller consistent amount. You're yet again....not going to be doing proper resource management, unless yet again, you're doing this on the fly , in your head aka the math, as you'll ALWAYS react to the values that are there. This is ALWAYS going to throw you off. Unless yet again you're delaying (waiting for that return), where normally you'd have reacted.
The player can be absolutely fantastic at playing PLD, however an equal skill level DRK will take less damage from the tankbuster in A4. Therefore a player who is already a good MT but wants to maximize efficiency and help their static clear easier will have DRK leveled, know how to play it, and will switch to DRK for this circumstance. A bad MT will stay PLD and put extra pressure on their healers because he is too lazy to level/learn DRK.
Eventually with gear any combo of half decent players will be able to clear all of this, some of the top teams will probably even keep PLD and still manage to clear it, doesn't mean that is the best option for that specific circumstance.
What the OP asked is which is the best tank, what I'm saying is it's circumstantial based on the fight/player.
That is not a false reading. I rather not argue semantics but a false reading would be the game saying you have 700 mana and you actually have 0 or you actually have 1300 but this isn't being shown to you.
The game shows you exactly how much Mana you have at any given time, there is nothing false about it.
cally do the exact same in every fight.
It does not require anyone to be lenient with their mana. The Dark knights Darkside has been desyncing since its release. If one has not grown accustom to the rate at which their bar depletes after hundreds if not thousands of encounters they have been a *very* unobservant player. This does not require anyone sit on emergency funds or eye their MP bar with a magnifying glass.
You have 6917 Mana as a Dark Knight @ 60.
3% of that is 207 Mana every 3 seconds while out of combat.
2% of that is 138 Mana every 3 seconds while in combat.
Dark side costs 265 mana @ level 60.
When synchronized you lost 127 mana in combat. (265 - 138)
Granted your regen tick is higher with Piety so with a scholar in the party it's probably 126 though I can't be bothered right now to look at my MP total with a Scholar/AST.
Without any mana regen/costs it takes 54.46 seconds to run out of mana in Darkside from Full while in Sync. While Out of Sync You're going to gain the 138 at a different time from when you get costed 265. In general this won't make a difference however at your last tick if you are 265 mana or less when its time for the Darkside tick you will run out of mana. This essentially makes you leave Darkside ~1 Tick earlier when desynchronized.
The larger qualm was that buffs making Darkside tick while you were out of combat (which I can't even get to occur this morning) and obviously 265 > 201 so you lost mana and would eventually after about ~ 100 seconds bottom out out of combat.
Again none of this is a false tick given the game reports all of this to you, so you can see what is happening.
We're actually talking something particularly minor being used as a scapegoat for players not managing their mana correctly. While desynchronization is not ideal and will be eventually patched, It is trivial to DRK success.
This is wrong. It takes approximately 54 ticks to lose your mana, you don't even need to do the math you're not losing mana at a substantial enough rate that you need to sit there and eyeball it.Quote:
"You're yet again....not going to be doing proper resource management, unless yet again, you're doing this on the fly , in your head aka the math, as you'll ALWAYS react to the values that are there."
You gain 884 mana from every syphon strike (Let alone Blood weapon, Sole Survivor, Carve & Spit and Blood Price as additional options).
If we look at it sync'd One Syphon essentially covers you for 20 seconds of Darkside ticking. 2 syphons cover Dark Arts cost. You may find that this is semi-similar to the time it takes to build Wrath stacks, excusing that Sole Survivor, Carve & Spit, Blood Price and Blood Weapon also exist to recover mana where applicable. Without any MP resource tools you would just do a combo of Power Slash > Delirium combo > Soul eater combo and you'd be more then covered. With 1 syphon being equivalent to basically 20 seconds worth of Darkside ticks. Most of your mana is actually free to go to *anything* else. If you fit in a Delirium combo ~ 20 seconds (hey Delirium has a 20s duration wtf) you cover Darksides degeneration cost.
So everything else between those 20 seconds is basically gravy and all you concern yourself with is MP regen for everything *but* darkside as just by keeping Delirium combo (or just using it every 20s if theres a monk in the party for it being your 2nd highest potency combo) you cover Darkside.
Mp management isn't hard you basically do the same thing in every fight.
Seku Im going to clear this up for you with some nice clean napkin math and that relates to having and un-synced MP drain from Darkside and MP gain from regen does not effect your ability to effectively manage your resources.
We will make this very simple and say that you have 3000 MP. (this is not the actual value)
2% of 3000 = 60 therefore every 3 seconds with this MP pool you would regain 60 MP
To my knowledge Darkside seems to be roughly a constant 3% loss while in combat.
3% of 3000 = 90 therefore supposedly you should lose 90MP every 3 seconds
so what does this mean. that you should happen that you should only effectively lose 30MP every 3 seconds or 1/100th, however because they are desynced this doesnt happen, except it does as long as the ticks alternate the mean lose 90 a second later you gain 60 you still only effectively lost 30. so as long as you dont get a down 90 then ANOTHER down 90 the fact that they are not in sych is irrelevant as it provides you with the same effective MP at the end of a cycle and i have never seen a double down. This bug is QoL not game breaking and as far as resource management goes a non issue.
I will say PLD is kinda ugh on A4 (phases 1-2). Great on rav/bis ex, though a bit lame on anything with adds.
You cannot block any attack on A4 (aside from dolls), so the consistent mitigation from DRK and WAR abilities (non cd based) result in far more consistently even damage than PLD's big cds + long periods of getting face punched. Furthermore, no blocks = no shield swipe = out of TP in 2 minutes flat.
Furthermore, our stun eats up TP like nobody's business, and I have to call for goads and stop dps aside from Rage debuff for every leg.
In phase 3 palies fare better, able to have rampart + convalescence, sentinel, and rampart + virus up for the discoids (as well as hallowed ground).
However, I am really feeling the annoyance of paladin's lack of consistent mitigation options aside from big cds. Lower damage is also a bit of a concern, though not too much so. When palies can block damage intake is far more even, and you can TRANFORMERS ROLL OUT (er, sheltron) big hits all the time.
HG is still by far the best "emergency" button though, and clemency, cover are amazing off tank and raid utility. Not to mention divine veil, a fantastic AoE bubble.
I am not saying pali are bad, its just I wish I had a more on demand mitigation option, and better options vs magic/non blockable damage.
Because the game telling you, you only have X mp when you're really suppose to have about Z mp is accurate... oh wait it isn't. Does it correct itself? Eventually.
So you both just sit in Darkside and don't use Dark arts, got it.