Playing all 3 Tanks in end game content the Tank Balance is just not there, close but not there.

With the new Shake it off WAR's have the best total mitigation once more with their shorter CD's. Venegence is way better than ShadowWall and marginally better than sentinal. Adding Rampart to a WAR's kit made that even more apparent. TBN, Sheltron and Innerbeast all serve the same purpose but IB does last longer at the cost of DPS whereas DRK and PLD can use theirs in DPS stance. DRK and WAR have gap closest with DRK's being a little easier to use but PLD knock back negation thing is entirely useless outside of 1 fight and on a 3min CD. Holmgang is broken, in high level play this skill is abused. Living Dead can be considered slightly better as u can abuse it to last for 15 sec. Hallowed is just ignore mecanic skill. DPS wise DRK is lowest simply due to their kit getting nerfed overall this patch. DPS wise its sorta balanced but I think it can be improved.

Sentinal/Shadowwall/Bulwark= Drop all these down to 2 min CD's. No reason to have them at 3min anymore with wAR having rampart acess. Also Shadow wall needs some help as it just pales in comparison to WAR's 15sec length and PLD bonus mitgation.

Tempered Will= Drop this down to 1min. This skill is currently a relic skill and has never had many practical applications. So far only 1 fight makes good use of it and thats not enough to justify the skill. Also many knock back skill completely ignore the skill tool tip (looking at you O1S) PLD don't have a gap close this should be our equivalent but sadly its like a hand me down pld got before the other two got a better version.

Dark Mind= change this to a flat 10% dmg reduction. when DRK Arts is used with it change it to a party wide 10% mitigation.

Divine Veil= increase the shield capacity to 15% and also make it effect the PLD. Shake it off will require more work but can surpass its effectiveness with just 2 skills under defiance. Also with veil effect up have it give the pld either a healing bonus or a def bonus. and for the love of god let healing abilities trigger the damn skill, as of now only healing SPELLS trigger veil makes it frustrating when a heal goes out and doesn't trigger the skill.

TBN= If u DRK ARts the Blackest night it spreads the shield over the entire party for 8% of your max HP and on yourself for 15% of your total Max HP. Upon each shatter generates 10 Blood Gauge and 30 Blood gauge for your personal shield for 100 Blood total if all shields break.

DRK/PLD also need a small boost in enmity. Onslaught's multiplyer is ridiculous and DRK has no enmity generation outside of their GCD. PLD has shield swipe and circle of scorn but Circle enmity is tied to the initial hit alone and sheltron multiplayer isn't high enough. I would suggest taking the dot factor away from Circle and straight up making it DMG while slightly bumping its enmity so that both skill equal to onslaught when used together. For DRK adding in a multiplyer to plunge and then a Dark Arts bonus where dmg and enmity is increased would go a long way.

For WARS the debate about unchained being tied to inner release is at best annoying. On one hand Defiance and deliverance have a skill set on the other inner release makes unchained useless but as of now WARS dont use Defiance besides the pull. To compensate maybe switching from defiance to deliverance could drop the CD of the skills by 10 sec or so to speed up the use should u need to tank stance often.

Other than that potency/enmity scaling needs to be changed a bit. Enmity is heavly skewed in WAR's favor. PLD and DRK should ahve equal enmity generation in other ways.

But thats my two cents.