
Originally Posted by
WhyAmIHere
So... What is DRK's big thing that they do that sets them apart?
Initial guess would be "TBN!" But a big mitigation isn't enough when that's all there is to the kit. It's big beefy shielding sure, but it's also the only tank mitigation skill with a drawback, which sucks IMO.
Secondary thought: "Living Shadow!" Yeah sure, no other tank gets to summon a pet, but... it's just a glorified DoT at the end of the day. There's no interaction with it, and up til the what, 5.4 or 5.5 change, it didn't even generate enmity(???). Coming in EW is just going to be an animation change so that Esteem can use the level 90 ability Shadowbringer (Please dear god the naming is so bad it's not even funny nor cool. Dark Wave woulda been nicer IMO), which is just another way to phrase "the potency of your DoT is increased," akin to Bio becoming Bio 2, or Biolysis.
"Delirium!" It's Inner Release.
"Blood Weapon!" It's Infuriate with a drawback.
4 abilities in DRK's kit that could be used as a focal point for how DRK should be built around. MCH's Automaton Queen is another variant of Living Shadow, but MCH also plays much to similarly to how DRK does now: spam your 1-2-3 combo, spam 1 move for a period of time, then summon a DoT pet that has no interaction with the player's input beyond summoning.
GNB and PLD both have 2 actual DoT abilities that aren't painted over by a pet. WAR's lost Fracture long ago. I'd say enough people that remember it have been asking since Stormblood for Scourge to return.
There's enough there for the dev team to build a proper Dark Knight, as a tank, with a unique identity, that is fun to play and rewarding for playing well. I just wish they took the time to actually work on DRK. Maybe come 5.1 or 5.2 if enough players stop playing it in high-end content we might finally see some improvements.