Quote Originally Posted by shao32 View Post
wait we going again to WAR vs PLD/DRK performance war again..... sigh.
Except his post wasn't about performance, it was about design. And regardless of performance, WAR is better designed than DRK and PLD and should be the standard for tank design.

Having proc based skills / conditions like Reprisal, Shield Swipe, Low Blow in a game that splits MT up-time and doesn't offer alternative means of activation is bad design. Having tanks that rely on Parry / Block for optimization when those stats are complete dead weight outside of when they're taking hits is bad design.

With WAR, their conditional benefits / CDs like Vengeance and RI have an important usage outside of when they're getting hit because they enable your triple FC rotation and at least give a stack. Equilibrium has a function both in Defiance and in Deliverance that is relevant to the purpose of each stance (more sustain = better survivability, more TP = more DPS). You have actual options for how you spend your resources that again has synergy with your stance rather than just spend MP = DPS. Your CDs have actual synergy like Berserk buffing the healing factor of Blood Bath, Equilibrium, and Second Wind rather than the counter synergy of Dark Dance / DADP and Blood Price or the complete lack of cohesive design with FoF and Flash / Clemency. You have one defensive kit that works well regardless of damage type rather than this forced physical / magic BS that has MTs juggling two jobs for progression. You have innate TP sustain from 0 TP GCDs and Equilibrium rather than the suggestion that you beg for Goad or bribe your BRD / MCH when you bottom out on TP.

WAR should be the standard for tank design. Maybe you enjoy playing poorly designed jobs for the challenge but PvE shouldn't be about you trying to fight against crappy job design.