The drawbacks on Holmgang and Living Dead are actually pretty bad given that they're quintessential "Oh Shit" cooldowns. This is why I've suggested WAR get the invincibility removed from Holmgang and get an ability that doubles their max HP (which actually would be in line with WAR's theme and make more sense, because someone fighting in a holmgang is not going to be invincible and unable to die), and DRK get a damage shield that absorbs damage taken equal to their max HP and then take the accumulated damage over something like 12 or 15 seconds (which would give a lot more leeway both to the DRK and their healer).
Storm's Path can be applied within 3 GCDs, kept up indefinitely and is not limited by damage type. Divine Veil has a 2 minute cooldown. Reprisal has a 30 second cooldown and requires a parry proc (that you can't fully manipulate the way you can shield blocks).Path mitigation? PLD has Halone and Divine Veil, which is actually really strong. It's currently a 2.8k shield on the group. DRK has Delirium and Reprisal, which copies Path's debuff and doesn't cost DPS to use.
Equilibrium's design points to it being used as a self heal while tanking, and TP recovery while not tanking (because as we've learned, off-tank TP upkeep is a concern). But since the players bastardized the design by making WAR tank in Deliverance (and forcing it on PLD and DRK despite neither being designed to do so), the mechanics surrounding WAR are all over the place.Equilibrium? Why do PLD and DRK have skills that are completely useless for half (or more) of a fight? It's not WAR's fault that PLD has skill slots wasted on trash like Cover or Tempered Will, or that both of them have procs that requires them to get hit, or that DRK has so many slots wasted on skills that are purely for DPS. Why do they have Dark Arts if it's going to affect almost no skills?
The problem is that the differences between the tanks are in the wrong places. PLD, DRK and WAR should have the same effective HP, similar DPS potential, and similar utility so that any combination of tanks would be capable of doing progression. The differences should be in how they mitigate damage and how it ties to their gameplay.In the end, the problem is that SE made DRK too similar to PLD so you never want to have them in the same group.
WAR not only offers group mitigation that can be kept up indefinitely and can be applied on all damage, but also deals higher damage. Both of these things are part of why WAR has a guaranteed raid spot.
WAR is not exempt from changes. The adjustments should and will likely affect the whole tank roster.There's so many ways they could be made unique so that any tank composition could work, but all people can focus on is that WAR actually does stuff different to the other two.



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