I was under the impression that DoTs snapshotted any buffs and debuffs up at the time of application (i.e. Trick, Hypercharge, etc.) Is the DoT tick not recognised as slashing damage or something?
Hm. I don't know if this was really the case. Although there was an initial surge of interest in DRK at the time of its release (just like with NIN), a lot of people wandered off into other jobs after hitting 60. If you look at the Eorzea Census from a year ago (post-HW), tanks still were relatively rare compared to dps. The numbers fit with the queue times; the ratio of tanks to total players is probably lower than 1:4 (instant queues for 4-mans) and higher than 1:8 (longer queues for 24-mans after they changed from 2/2/4 to 1/2/5). DRK is the least played tank (which makes sense, because it's gated behind HW), and PLD is the most played (which is unchanged before and after HW).
The bigger impact of DRK was probably in luring players away from other tank jobs. You suddenly had long time WAR players coming into the job, bringing their combat prowess with them. This is probably why the MT dps levels started to climb, and player expectations with it. The techniques became mainstream.
Here. These are the parts in particular that I'm referring to:
From this post, I inferred that you felt that 'how much damage [a tank] deals ... [is] irrelevant to [their] duties', although what you're saying now seems to contradict this. I may have misunderstood, or you may have had a change of heart in the interim; not that it matters either way. If you can agree that dealing damage is one of the responsibilities of a tank, then this discussion becomes significantly more straightforward.
Now for the next part:
If doing damage is just a means to hold aggro, then why are you talking about rotating in RA and GB? RoH is your highest aggro generation combo by far. The other two combos sacrifice enmity for more damage.
You also talk about dropping the Strength Down debuff from RoH to fit in an extra application of RA, and explain that there may be times where you want to prioritise RA over RoH. You're sacrificing mitigation to do more damage.
I'm trying to get a sense of your priority system in all this. You downplay the role of tank dps, but it seems like there are clearly situations where you feel it appropriate to trade off enmity and mitigation to do more damage. So when is it appropriate? I presume this would be when you have more than satisfied the enmity and mitigation requirements of the encounter. Which gets back to what I was saying earlier: tanking is about knowing when to trade-off offense for defense and vice versa.
You could certainly try to design a fight with tight mitigation checks, requiring 100% Shield Oath uptime. It's not going to stay that way, though. Initially, only the teams with the best tanks would clear. Then more gear gets released, and the playerbase gets more practice. The check gets softer, and more teams start to clear. Those best players who cleared at a lower gear level no longer need the extra mitigation, and their Shield Oath uptime starts to drop, while their dps goes up.
Actually, this is a bit of an oversimplification. When you work on the later phases of a fight, your Shield Oath uptime in the earlier phases is going to start to drop off fairly quickly. Only the part that you're presently working on may actually ever require 100% ShO uptime, even in a very difficult fight.
Either way, tank dps comes mainly from how effectively you use your mitigation tool kit to stay out of Shield Oath and on how good your positioning/melee uptime is. Your rotation is a distant third; dps jobs are really the ones who spend the most time worrying about optimising complex rotations. Ours are fairly trivial. The tanks most capable of clearing a tight mitigation check are also the ones who do the highest dps.



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