can you measure the additional party DPS produced by this 'amazing aoe'? because tanks of old weren't really having aoe threat problems to begin with
fact check
compare dark dance to raw intuition, lol. don't tell me you're actually gonna get hit from behind when you're fighting a raid boss that takes up 1/4 the screen. while we're at it, point me to a buster in 3.0 that can actually be evaded
against less than half the attacks in the game right now, and less than a quarter of the busters in the game r/n
I seriously don't know how we can make 'uptime' as a serious argument for DRK cooldowns when inner beast exists and paladins have almost no gaps between their cooldown availability if played correctly
Every dark knight cooldown except dark mind is longer than, or equivalent to its counterparts present in other tanks. even dark dance has identical uptime to raw intuition yet is worse in every way except for trash pulls.
This all neglects that drk has no 100% uptime physical damage debuff like halone or storm's, less EHP than paladins, with their access to blockrate, and warriors, with their significantly higher raw HP, meaning that in addition to having shoddy, unreliable physical mitigation in the form of dark dance, dark knight is also missing something like 20% of the other tanks' passive EHP overall
The only argument I can honestly make in DRK's favor is that dark arts souleater is an almost-reliable way to get a 20% refund on most busters you'll eat except that won't stop you from dying if the damage you took exceeds your current HP and it can and will screw with your healer's perception of how much HP you actually have. Except, you know, again, that's just a poor man's inner beast
so what are dark knights gaining for this measurable disadvantage in maintanking, total lack of party utility, and inferior MT/OT DPS to Warriors? aoe damage that they can't even use 1/3 of the time because it'll run them out of MP if they do? the ability to not take damage from trash pulls in speedruns? woo-hoo. real competitive raiding job there.
congratulations, you can replace half of what a monk brings to a party in exchange for battle hymn and trick attack. except you either gave up your paladin and became the MT (enjoy your healers screaming in panic every time a savage boss so much as breathes on you,) or you replaced the warrior because apparently your static leader is literally insane and thinks "not needing a monk" is worth giving up a permanent 10% damage debuff, like 10% bonus DPS for your ninja, and FELL CLEAVE FELL CLEAVE FELL CLEAVE FELL CLEA
paladins also have five cooldowns that work every time you use them instead of "when the game decides they should work" and "against those two whole endgame bosses that deal significant amounts of magic damage to the tank"
paladins didn't have an entire defensive cooldown balanced around the fact that they could blind enemies to improve it
paladins aren't required to pacify enemies in order to get damage reduction that is competitive to other tanks