I'd provide data for you, and I'm sure others might as well, but I have to work with what I got, and my faithful ps4 does not come with the ability to have third party programs, and so, this data you desire shall not be granted. However, comparisons can still be made.
You rate DRK as having the best aggro management, but really, that's chalked up to your lack of experience with WAR's very wide and far reaching cone. I used to think WAR was heavily nerfed when flash was removed, but you know, after learning POSITIONING, it was no issue at all and grabbing hate has never been an issue.
One factor you bring up very often is party DPS, but really, it's healer+tank combined since any dps is irrelevant to which tank is playing. Natively, DRK has living dead, SW and TBN, but WAR has ToB, raw intuition (whihc makes far better use of awareness), and equilibrium, and vengeance. Sure, TBN accounts for a good chunk and can be re-deployed more than once in a pull, but with its short duration, paired with SW's short duration, it translates into a big pull that must be burned quickly lest you find yourself starved for CDs next pull. Maybe you can make an arguement for using DA-AD in between those holes of mitigation, but that can only do so much because its' still DPS hampered by BP's grit lock.
WAR on the other hand can handle a prolonged large pull far more easily thanks to its plethora of CDs that retain their effectiveness past a few seconds. Unlike DRK, WAR's damage can be kept without stressing the healer out. You can use fewer CDs when you opt to use unchained, and more CDs when you're using deliverance. In either case, you have enough CDs to maintain above-sufficient mitigation, but perform more damage. Keep in mind, i'ts not just obtaining more damage in the form of losing a tank stance penalty, but also having access to berserk every pull.
Also, I'd like to point out that you excuse DRK being able to spam syphon strike when a pull is whittled down to its stranglers, yet seem to think that does not apply to WAR when it comes to building gauge between pulls. But really, if a team is truly competent then that's even more in favor of WAR because ensures mobs die quickly which negates WAR's percieved TP issue.
No doubt, however, that DRK can very well indeed jump into AoEing at least 3 GCDs earlier than WAR and provide a more continuous stream of abyssal drains. Since making my last posts criticizing DRK's AoE as being interrupted, I have practiced more and seen you can definitely keep yourself going in between quietus uses and non-DA'd AD. However, it is also far more noticable that my AoE is indeed less impactful and damaging than WAR. As to whether that results in more DPS than WAR, hard to say since it depends on other factors, but like earlier said, a need for such a continous stream is not needed when things die quickly, and as earlier posted, things die quickly when you're playing WAR.
in short, a correctly played WAR's higher damage does not come at the healer's expense.



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