I'm also not sure where people are getting the idea that DRK should be a drain tank to be honest. It was kind of a drain tank in 3.0 but only in trash pulls, once you were against bosses Warrior was the drain tank, so it's a little strange to me that's where peoples thought processes go. Through FF history Dark Knight has had a bit of a mixed identity that has usually leaned towards being a damage class that actually sacrificed HP for damage with a few outliers. Even in Final Fantasy Tactics you faced a Dark Knight that drained HP, but when the released War of the Lions they renamed it to Fell Knight and introduced a Dark Knight as a playable class that was a mix between having a single drain ability and several abilities that cost HP, with the better damage being on the latter. Dark Knights were usually damage dealers with high HP pools, so being a tank in XIV is kind of an outlier on its own, but saying it has to be a drain tank is very strange to me, as much as I enjoy tanks with high heal values.
If we look at what a Dark Knight really is historically and lore wise in XIV, I can really see DRK being a barrier based tank. Dark Knights are from Ishgard, they dropped their shields in favor of the pure offensive value of the greatsword and at some point took up the dark arts. Being a barrier tank suits the Dark Knight in this regard. The job still has to function as a tank, but in terms of thematics it still has to be a tank that feels like it "dropped its shield for the sword". Rewarding shields being broken is a great way to capture this, but locking your offensive abilities behind it is strange and djanky. Imagine if Souleater worked like a reverse Brutal Shell. You hit a target with it and get a shield, when the shield breaks you heal for that value. It would have to be smaller than Brutal Shell for balance sake since a large portion of Brutal Shell heal potency is wasted on overheal and this hypothetical souleater would be significantly less likely to overheal, but it would be effective and unique while fitting the theme of a tank and basic sustain in its kit.
Then going with this idea of a barrier tank, it would also need more barriers than just TBN. Dark Mind should be changed to be more universally useful at the cost of strength. 20% for a unique cooldown is nice, but it's not nearly as applicable and I know many would trade the strong but rarely used gimmick for a weaker but useful ability. The Dark Knight as a tank that actually wants to take damage is not a terrible idea. Get hit but don't quit kind of thing. But again, leaning into the identity of a tank that actually wants to take damage, an ability like cover, but for multiple party members, would work incredibly well with shielding, especially on the context of a Dark Knight who still embraces the dark arts and abandon all defense to uphold justice and defend those who cannot defend themselves. Remember, the first Dark Knight was an Ishgardian from the Brume who had it with the hierarchy and was vengefully protecting his people, taking damage for your allies is a decent manifestation of this idea and it would also allow for DRK self-barriers it would have in this hypothetical situation to also be applied here as well. An identity where the DRK's form of mitigation is literally taking the hit full force and pressing on is pretty cool IMO.
It's also fairly recent in the games lore than Dark Knights actually took up Dark Arts, so the whole "lore" justification on keeping Living Dead the way it is is just a lazy excuse. It's not even good flavor for a job with this kind of history, it demands a healer but the Dark Knight never stood in front of healers. I twas an aggressor, not a defender, removing the source of suppression by putting itself in their lines rather than holding its own lines against them.


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