I mean I'm running the job right now and sorting my feelings on it again just to double check my own thoughts.

I actually got a bunch of questions that only the devs could probably answer involving tanks in general.

1) In the design of the dungeons, is the intent that all tanks are supposed to be able to handle a single pack of enemies with a typical composition, or is the intent that the tanks should be able to handle all enemies within a walled section with a typical party comp?
2) When the tanks are built, what skills are dedicated for mid-high end content vs normal content? In the current design it feels like a lot of the skills are not necessary until we hit end-game even though we have them unlocked and the opposite seems to happen with lower level content.

Outside of that, DRK has a flow to it once it gets going, but I definitely feel like salt and darkness is unnecessary bloat even though it is on the same button, and blood weapon could easily be merged into Delirium as a single skill. The reason they didn't merge them appears to be due to the stretch between 68-79 since at that level we don't have living shadow yet and lack the extra skills we get such as oblation. Actually, when I look at it Oblation feels like it was supposed to be a buff to TBN, but they decided to split it into a separate skill since it doesn't synergize with how TBN wants to work. DRK is the one tank that doesn't want to have all their eggs in one basket because the intent is to have TBN break to give a bonus hit. It's like you are begging your healers to be worse at their jobs of shielding you and mitting because that is what TBN wants. :P