Quote Originally Posted by Archwizard View Post
So you have the seeming paradox of the job having the least complicated attack rotation, and perhaps the one with the hardest time surviving at almost every level of content (aside from perhaps synched ShB content), which is arguably more important for a tank. Not incapable of performing the duties of a tank, just... harder on them.
It culminates in taking on a lot of risk, all for the reward of... doing slightly more damage than other tanks during your opener at 90 with an absolutely boring attack combo.

Granted, the damage makes it very attractive from a raiding perspective, but take that singular element away and you have the least attractive tank available.
The funniest part is that the sustain portion can easily be fixed with few changes that don't really change the kit a whole lot. An HoT on Oblation, Dark Mind mitigating 10% of physical damage as well (so it's usable in all situations), maybe cure potency on use of Bloodspiller/Quietus...there's so little the devs have to actually do to fix DRK's ability to survive and bring it on par with other tanks.