Blackest Night is different as a Short CD compared to the other tanks.
Why is that ?
Because Blackest Night is the only short CD that doesn't reduce incoming damage (A shield doesn't reduce damage, it's an absorption).
Of course, the absorption is 25% of the target's HP, so it's always a huge shield, but that's pretty much it. In fact, it's also the only short CD who come's up with a drawback if you don't use it correctly (Aka DPS loss).
What can we do to make it better ?
Basically, let's do some theorical Math. For this to work easier, let's assume that all the tank in the exemple will have 100.000 HP.
So basically, the DRK can shield himself for 25.000 HP, allowing to strongly absorb incoming damage for... 7s... That's short.
On the other hand, all other tank have Double Mitigation in a 4 sec window but still have mitigation up to 8 sec.
We can already tell that the stronger the boss will hit, the stronger the damage reduction will be effective for those 3 tanks. They also have benefits to regen after such a hit.
PLD = 15% + 15% = around 28% Mitigation + 4.500 HP heal x 4 (250 Potency x 4)
WAR = 10% + 10% + Shield = 19% Mitigation + something near 8.000 Hp shield + Heal 8.000 hp x 4 (400 Potency x 4)
GNB = 15% + 15% = 28% + Catharsis of Corundum (Around 16k heal no crit) (900 Pontecy heal)
What doesn't make any sense is that some secondary effect from those tank will have a duration from 12 sec (HoT Paladin) up to 20 sec (WAR and GNB). We can all agree that the War's one will not last because the shield is so little it will only take one auto-attack from the boss to destroy it. BUT the HoT from the paladin cannot be removed and the emergency heal from the GNB will either explode because of the 50% HP condition or when the time run out.
So. I think that having a 25% Shield is kinda Underwhelming at this point, especially considering the rest of the DRK kit. Invuln aside, you have literally only one way to stay healthy. That's your 1-2-3 combo. And that's it.
In my opinion, this make the DRK the weakest tank on the defensive side by a huge margin.
My idea to resolve the matter is this :
Nerf TBN to be a 20% HP shield.
Modify it so it doesn't cost Mana.
Still gives the Free attack if the shield break.
At level 82
Upgrade TBN to become Oblation :
Shield 20% HP for 8 Sec
Reduce incoming damage by 10% for 4 sec
Give Free attack if shields break. If shield doesn't break, heal 100% of the remaining shield for the target.
Modify Carve and Spit :
Add heal 400 Potency on it. (Doesn't make sense to share the same CD if it's not the same effect, aside for the MP regen)
So basically, what does this mean ?
This mean we get rid of one button that wasn't even usefull to begin with.
Second, by lowering the shield a little we allow it to break a little easier.
Third, no more DPS loss for no reason. Instead, give a DPS UP if done correctly, so it's rewarding and not punishing anymore.
And finally, give a little more survivability in higher level content.

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