Quote Originally Posted by Roquepo View Post
Just started playing the class, so don't know how fit I am to add my thoughts here about the topic (GNB main during both Endwalker tiers, for reference), but I cannot believe how disconnected the kit really is. Like, the class is a collection of oGCD buttons only tied to their own CD that you can sort of press whenever. In a no buff comp, you can just press those buttons at any time, in any way and it wouldn't ever matter as long as you don't cap up resources or lose usages through the fight.
I have to wonder, though... is that so bad? Alone, you need only not overcap; in buffed parties, you should bank as much as you can without overcapping. But... is that really a problem to, when solo, have more freedom / fewer constraints / less direction than most? Tanks aren't generally something one wants to play solo anyways, and outside of a WHM-or-SGE/SAM-BLM-or-MCHx2 light party, you're going to have some manner of buff that'll oblige those timings in the same way a No Mercy or Fight or Flight would.

Nor is there any real synergy other than that among any tank job anymore; Upheaval and Spirits Within interactions with HP, stances, etc., are all a distant past.

That's not to say I don't agree that it's lackluster and could be improved, but... in what way did you want to see improvement, because it seems only two jobs offer anything more in that regard, and DRK falls only a generic damage buff window away from them?

And I think the biggest offender for this is Living Shadow. The coolest ability DRK gets being a glorified DoT is unforgivable. It should replicate what you do instead of what it currently does. Better be a flavorful damage buff than a fire and forget DoT.
Agreed.

Also, Blood Weapon should have an on-hit healing effect just for flavor alone.
Tentatively agreed. It's worth noting though that in the past every MP expenditure had a tanking benefit outside of Carve and Spit (which was a mere margining mechanic). DA-Souleater meant more self-healing, too; DA-Power Slash gave a metric ton of threat; DA-Dark Passenger also added a blind for mitigation; DA-AD was the only way to get it to do any healing; and all else were buffs to your next defensive among Dark Mind or Dark Dance. In that sense, the MP generation on Blood Weapon was almost always also a means of sustain; it was just perhaps out of balance, overly favoring only DA-CnS, -SE, and -AD for AoE sustain.

If, for instance, it returned to that (with Edge/Flood/Shadowbringer healing or adding to current shielding, etc.), would BW's granting MP alone still seem to lack sustain flavor (rather than just seeming a more bankable/timeable means of self-sustain)?