I think I disagree with large chunks of this post. Not necessarily because it is factually wrong, but because it misses the point people who ask for both uniqueness and balance want.
It is not so much that the difference creates an imbalance, its more like the rest of the kit makes drawbacks irrelevant. PLD/DRK have costs associated with their stances, and is balanced with warrior not getting immediate benefit, until you can equilibirum immediately after tank stance and not lose anything. But you are locked into the tank stance for 10 seconds and take a damage penalty, until you pop unchained and you subvert this.
Warrior’s kit is designed around stance dancing, at the time of writing it is the only tank which actually sees full skill changes based on what stance it is in along with unique effects, and because of this design if you need to swap into tank stance you have multiple options for dealing with the repercussions. Even though, used effectively, warrior’s tank stance can HP shield more damage than either grit or shield oath can mitigate.
Ok, having an advantage in one area doesn’t destroy things but lets keep going.
Valid, very valid. But having mained paladin for the majority of this expansion I don’t mind too much. Why? Because in raids my cotank can play to my strengths. Warrior and and similarly Dark Knight can pick up the slack in this area, and in turn paladin can help them in mitigation. What was a weakness in paladin becomes a strategy in which two tanks can synergize.
Yes, this is another point in the design category for warrior like tank stance. Because fight design typically has intermissions/nontargetable periods warrior ends up excelling in damage over the other two tanks. Even if in 100% uptime fight either paladin or dark knight would pull ahead. The problem is once again “theoretically they are equal” and practically the fight design tends to favor warrior.
Warrior again? Seeing a pattern in these examples lol.
Warrior again? Not to mention things like vengeance is a 2 minutes cooldown and is 5 seconds longer than other tank large cooldowns and has a counter attack attached to it, thrill of battle restores HP and increases max hp by 20%, and tank stance is readily available with equilibrium to bump up the HP difference and unchained to make up for tank stance penalty.
Warrior is not first! Oh its second. And while that shield isn’t great, it is a shield which means that it can be turned into dps with the way limit breaks can charge off shielding critical damage.
The point that is missed, is that though all the tanks function nearly equivalent relying on a dps combo and similarly themed cooldowns, the tanks are not in an equitable situation when it comes to the usefullness of their kits to a party. All too often Wariror and Paladin occupy the 1 and 2 spot, and while dark knight can shine, the areas where it shines is usually a dungeon.