Quote Originally Posted by BabyYoda View Post
Healing now increased passively with DRK which is the boring way to make it tankier.

Dark Mind is 10% extra physical damage which is great but I believe it is not enough for the job to make it more unique.

Dark Missionary same thing.

these changes wont save the job for being more homongized it will make it "Work" for at most next expansion.

DRK now feels like SMN 5.0 and we want changes in the same level as SMN 6.0 with avoiding the mistakes happened in 7.0 summoner
I agree, reducing damage taken is only a band-aid fix for a gameplay problem. The tanks need to have something that is unique to allowing them to mitigate damage that isn't just reduce damage taken for a set amount. Its a boring way to approach tanking when you can have something like Clive's dodge that is reactive and active mitigation.

Each tank needs something unique to their tanking that isn't just press buff and does the same thing as the other tanks. They need something that is comparative but unique to the job theme and allows tanks to be more active to their tanking instead of sitting in spot and pressing CD that reduces damage taken by percentage.