
Originally Posted by
Lyth
@Sarcatica: Autos and cleaves are a non-issue if you're tanking in stance, or if you're doing content outside of the current raid tier. A lot of this has to do with the fact that the rate of incoming damage is below that of the passive healing that you get from regen + fairy. If the rate of incoming damage is higher, however, you either have to heal more actively or mitigate more actively. In particular, eating an unmitigated cleave out of stance can potentially be dangerous, and it's generally the follow-up auto that kills you. You could theoretically offload all this onto the healers and only pop cooldowns on tankbusters if you're overgeared enough, but it costs us less resources to be competent then it costs them to compensate for us. Every little bit helps, and blocks and parry procs fit into this category, even though we don't gear to maximize this.
Not every group has a NIN. If you're on PLD, chances are that one of your melee slots is already locked down for MNK. There are situations where you will need to be able to adapt to not having a NIN in the party.
The preferred tank class for veteran raiders tends to be whichever class they spend the most time practising. With the most recent set of changes, the potential damage output for each job is close enough that if you're skilled enough on PLD, it's probably a bigger loss to the raid for you to swap. Swapping to DRK will not magically improve your dps if you're struggling with this to begin with. DRK has a tendency to amplify people's mistakes and make them a whole lot more visible. It's much better to be a good PLD than to be a bad DRK, and if anything, players tend to vastly overestimate their competence on related jobs to their main that they play less frequently.
Regular DM works for most of the cases that you listed (its main use in A5S is for the shock therapy sets that follow chimera/pigs and its main use in A7S is for the sizzlespark sets from the end of second jails onwards). DADM is more for those situations where, based on your HP threshold, you know that you have to choose between turning on stance or activating DA to survive the next hit. The Magicked Mark that follows the double Bio-Arithmaticks when tanking Swindler out of stance is an example of this. You can trivialise the damage by turning on stance, but it costs you MP and dps. Eating it out of stance will often kill you, especially if the heal timing happens to be slightly off. DADM is a worthwhile investment here, even though it costs you MP to do so.