
Originally Posted by
Bixby
At the low levels you're talking about, neither tank has the defensive abilities that really define them. They're weak DPS in heavy armor with a couple enmity skills and a couple defensive cooldowns.
All other things being equal, Gladiators have better defensive CDs (Rampart and Convalescence vs. Foresight and Bloodbath). They also have a shield. Which means they get to both block and parry, while Marauders only get to parry. It's not a massive difference on a per-hit basis, but it adds up, especially on trash packs. More enemies means more overall incoming damage, but also more chances for blocks, which means more chances for the difference to be visible.
It's possible there's also some degree of player personality coming through. GLA/PLD is your standard stand your ground, protect your team, sword-and-board defensive tank. MRD/WAR is the rampaging, bloodthirsty berserker. Newer MRDs might not be thinking as defensively as they'll need to later on. A lot of people see that big axe and think it's supposed to do loads more damage instead of blocking it.
It should really all go out the window later on. From 30 on, you should have Warriors instead of Marauders, and they should be using Defiance (+25% HP, +20% healing received, +Enmity). Paladins, meanwhile, don't have Shield Oath until 40. Between 30 and 40, Warriors should be much easier to keep alive. After that, they should be roughly equal.
At this point, it's likely also a bit of confirmation bias and self-fulfilling prophecy going on. You see a MRD and prepare yourself for a stressful time, and see every HP drop as further proof of the trend, while letting them slide a bit more with GLAs because, after all, the rest of the time they're so easy.
Incidentally, you don't have to use roulette to use the DF. After your daily roulette, you get better XP going specifically for the highest-level dungeon you qualify for. Assuming the party can actually complete it, of course.