Need to remember that sentinal and Vengence were balanced with the idea that WARs didn't really have a button press rampart equiv and PLDs could use Foresite. IB takes 6 GCD's minimum atm to proc (or infurate but chances of u having it when needed are slim to none unless you hold it)
However with SB current stances WAR's have way more defensive options for everything now that they have rampart as part of their kit (Foresite didnt work with magic). PLD's arent to worried about this because we have access to blocks which are insanely effective now that they block magic. Parry is still physical only and has no scale so you are stuck with a 20% reduction/rate. Also WAR are still locked to defiance for Inner Beast so remember that was well. If you want to compare skills lets do so... lets say a rank for skills as a 0>1>2 scale.
Innerbeast vs Sheltron vs Blackest Night -> All in all these three are fairly balanced and I like to give it to the DRK here. TBN is an awesome CD. Sheltron is hampered by the fact if an attack crits or an auto gets in the way u lost your CD/life although in shield oath its a free sentinel and provides DPS. IB will always be good. +1 for all
Rampart -> Was given to all tanks. This cost DRK's flavor made PLD's waste a cross class slot for it now and was a buff to WAR. In my opinion shoulda kept this locked to takes and change foresite to match. Maybe to give a little flavor each skill has a passive trait tied to it (PLD technically got one with intervention) +1 for all
Vengeance >Sentinel > Shadow Wall - Pretty much read how it is, Vengeance is the best Mid tier midigation CD. 2min timer, 15 secduration and reflect dmg. PLD have a longer CD and mitgate more dmg but only lasts 10sec and DRK is the same but mitgating 10% less. In my opinion dropping shadow wall and sentinel to 2 min would help and adding an mp restoring effect to Shadowall would definitely help DRKs. +2 WAR +1 PLD 0 DRK
Thrill of Battle-Bulwark-Dark Mind -> Its really the best comparison here. Bulwark RNG nature puts it behind and that ridiculous CD tied to it is worse. Thrill is Thrill... Free HP plus a small heal is always good. DRK Minds can only mitgate Magic and puts DRK slightly behind, the saving grace is it has a shorter CD and can be buffed although its not as good as it was in 3.0 +2 WAR +1 for PLD/DRK
Clemency > Equallibrium > Souleater/Abyssal Drain? -> in terms of sustain DRK has it harder/easier depending. Clemency will forever be better than both of these skills now that it has half the MP cost can be buffed via resicast and is quickly restored and can heal other party members giving you half the heal. Equalibrium has good synergy with upheaval, thrill and defiance while taking advantage of berserk. Souleater and abyssal drain require more work however done right can be amazing in large AOE pulls. Souleater however require grit to heal you but thanks to the new syphon strike buff on a single target you can get a small 10% heal every 3 GCD's. in the grand scheme tho DRK self heal is lacking compared to the other 2. +2 PLD +1 WAR 0 DRK
Divine Veil = Shake it Off =/= DRK -> you can say TBN is DRK's version but really it isnt and veil does have the benefit of basing its HP off the PLD but doesnt effect the PLD and requires a heal. Im betting this will change in the future in some way. WAR's requires a sacrifice of CD's to increase effect but is based of the individual's HP. it would require 3+ CD's to be eaten for it to effect a castor or healer like a PLD Devine veil but has a shorter CD and is on demand. +1 PLD/WAR 0 DRK
Cover>Intervention>Passage of Arms - say what you want PLD has party mitigation covered. Something wants to kill you the PLD has options. cover and intervention on target then targets target specific macros are really helpful and can be comboed together to reduce a shit ton of dmg to a target. alot of PLD's will hate Passage but if its a choice between a clear or not just hit it. Infinite blocks are good! 15% mitgation is good! Get into my wings! +3 PLD (1 for each)
Holmgang=Hallowed=Living Dead -> these skills have balance. Holmgang is short and spammable but requires strict timings to make extremely effective. Hallowed Ground allows you to Yolo any 1 mecanic in the game and not have anyone worry about your raggety ass. if the fight is long enough you can yolo 2 mecanics. Living Dead can be abused to provide a 12-18 sec invuln windows with only the need for a benediction or ED to get ya back up. If your a SCH well it sucks to be you really shoulda played a real healing class XD +1 all
adding up the points
PLD- 11
WAR- 9
DRK- 4
Things look bad in DRK land. Compared to the other 2 DRKs have it rough. could give an extra point for TBN versatility however its still not as good as WAR's IB and Sheltron just mitigates more total dmg without resource cost and gives more resources

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