
Originally Posted by
Syzygian
I'm failing miserably to understand the complaints with DRK at level 60.
DPS: You have two 400+ potency attacks, 75 and 40 potency DoTs with a very short cooldown and joke of a TP cost, respectively, the most spammable AoE with proper MP management, an OGCD gap closer. Suffers only a 5% damage reduction while MTing.
Individual potencies don't matter, overall DPS does. WAR wins on that. WAR also has unlimited TP, PLD can go for 30-45s longer than DRK. DRK does 1*0.8*1.15=92% of a DRK with no Grit/Darkside. WAR does 1*0.75*1.2=90% of a WAR with no Defiance/Deliverance, but WAR also has Inner Beast and Unchained which ignore the penalty.
Utility: -10% incoming damage, -10% incoming INT based damage. Former stacks with Storm's Path. Latter procs on parry but in any fight where you're MTing its up at least half the time.
Reprisal is completely random. Delirium isn't unique, MNK has the same debuff.
Hate: DA Power Slash is ridiculous and is enough to put you in the lead on hate to the point where you don't need to maintenance it for half a dozen full combo rotations at least, leaving you free to focus on mitigation, DPS, and utility. Gap closer supplements pulling, Abyssal Drain is targeted, ranged AoE hate. Salted Earth further supplements steady hate on trash.
Enmity is literally no problem. Both PLD and WAR can hold single target and aoe enmity with no change of losing aggro, so I don't see why that would be considered an advantage of DRK.
Huge wall of mitigation text
DRK simply can't match PLD or WAR in a cooldown rotation. Even in magic heavy fights, WAR ends up with more mitigation thanks to Inner Beast and its short cooldowns. That's kinda funny considering magic tanking is meant to be DRK's gimmick.
Resource management: A DA Power Slash opener leaves you free to use Syphon Strike combos, DA Soul Eaters, maintain debuffs, and Blood Price is enough even on single targets to maintain a constant MP pool if you're paying attention.
Probably the only place you're right, but WAR/PLD don't even have to deal with that at all.
OTing: With proper use of Blood weapon you have a 400 potency attack every 7.35 seconds for 20 seconds and an additional OGCD 450 potency attack afterwards, while maintaining debuffs and MP in the 20 sec remaining on the CD at that point. Not to mention an OGCD gap closer, stun, AoE DoT, and line AoE.
And you'll be out of TP and useless at 2:15 into a fight. You don't even burst higher than WAR in that time.
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