I don't think this is really fair to say. The back-to-back tailwhips in v1s and the Paranormal Waves in v2s are every bit as threatening (moreso in v1s, I'd argue) as the actual cast-bar Twinbolt/Evilsphere capital-T Tankbusters - Dark Mind doesn't affect the tailwhips at all, and even TBN doesn't cycle fast enough for any of those. In v4s, Double Attack and Earthshaker aren't affected by Dark Mind in the first place and hit for tankbuster damage, and so does being in the front position for Terminal Antilight, which happens in too close a proximity to Aero IIIs for Dark Mind to catch them all.
Even in a nearly purely magic-based fight like v2s, Vengeance is just flat out better than Dark Mind, because DM's short 10s duration means that it will catch fewer big hits than Vengeance, and the 15s cooldown on TBN is too long to make up for it. In a fight like v4s, the combination of low-duration on DM/SW and TBN not having a short enough cooldown to cover attacks 10s apart means that basically all of Warrior's cooldowns are ideal for the Aero III -> Earthshaker combos, while DRK has to blow Rampart and then awkwardly spread DM and TBN across both attacks.
Also absolutely one of those misconceptions that came out of spoiled WAR mains whining at SB's launch. WAR is easy to maximize DPS on compared to both PLD and DRK, because most of it comes from only 20 seconds every minute, and you can screw around for the other 40 seconds (and you don't need even close to the full 40 seconds to build up enough gauge for your next Berserk). Downtime actually helps your damage on WAR, relative to the other tanks, because it basically means that a higher percentage of your overall uptime will be spent in Berserk, while PLD can only afford 22 seconds of downtime per minute before they start wasting buffs, and DRK needs 15 seconds of uptime every 40 seconds before they start bleeding damage (and missing a BW isn't a 'small bit of DPS'; the overall damage increase is fairly comparable to Berserk and FoF).Not to mention WAR is significantly harder to Max dps on than DRK. You miss a BW you lose a small bit of dps, you mess up 1 inner release and you may as well just give up there bc youd prolly do more damage in full tank stance at that point.
It's also basically impossible for a WAR to lose out on damage by overcapping their resources, and it's very easy for a Warrior to figure out whether they have enough resource to 'spare' to throw out a BG attack outside of Berserk, while DRK can very easily overcap on both MP and Blood due to how fast those resources swing up and down, and it's much less clear whether you're going to lose DPS by blowing a Dark Arts or a Bloodspiller earlier than you should.
DRK has very few advantages over any other tank in any current fight. DRK's overrepresentation in early prog had much less to do with the class's efficacy and much more to do with the fact that Warrior players were putting on too much of a pout at the time over losing their godlike mandatory-pick status to see that they were still the strongest tank class.



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