I mean, that's kinda the point. People are complaining about DRK dungeon heals when you've got abyssal up for every mob group and can put up a 25 % shield every 15 seconds.
There hasn't been a problem with DRK survivability in dungeons since day 1 but for some reason people just can't shut up about it.
Because if DPS are bad, the DRK runs out of mitigation before the enemies die. If the healer is bad, the DRK has no way to sustain themselves enough to make up for it.I mean, that's kinda the point. People are complaining about DRK dungeon heals when you've got abyssal up for every mob group and can put up a 25 % shield every 15 seconds.
There hasn't been a problem with DRK survivability in dungeons since day 1 but for some reason people just can't shut up about it.
If you're on WAR, Bloodwhetting and Equilibrium help massively for this.
If you're on PLD, Holy Circle, emergency Clemency, Holy Shelltron help with this.
If you're on GNB, Aurura, HoC help with this.
If you're on DRK, you only have Abyssal Drain, then nothing.
That's the main complaint, that when things get bad, DRK has no way to keep itself afloat compared to the other tanks. Not even its "invuln" can buy time, since it's the one that punishes you the worst since you need a healer to full heal you.
WAR dungeon healing is out of control as usual and PLD has always had clemency to pick up a bad run where the healer dies but GNB is not gonna be staying alive without healer any better than DRK is and for some reason nobody seems to have a problem with that.
Saying it's abyssal and then nothing is a bit dishonest since you're completely ignoring TBN which in a mob pull is effectively healing you for 25 % of your max health every 15 seconds. Hell, you can even use it on bosses; it's a hit on your DPS but so is clemency. I really wouldn't want to make the baseline for viability around the ability to carry people who don't know how to play the game though. I haven't had a single trouble with DRK wall to walling in EW dungeons, neither leveling nor expert, and as the graph above shows there's nothing particularly wrong with DRK dungeon heals. I will admit though that I haven't ran expert for a couple of weeks since I've had no reason to and I'd imagine a lot of good players have not been in that roulette for a while since there's nothing to gain from it until the patch tomorrow when I expect it'll get better than whatever is going on in there right now.
Hell, I think later I'm gonna ask the healers I know if they've noticed any tank other than WAR standing out in any way in EW dungeons and couple that with a question of if they've noticed any tank having a higher chance that who ever is piloting them is not mitigating properly or is otherwise playing badly.



DRK's healing score is inflated by dungeon bosses, with their single target rotation healing vs. PLD blocking and GNB shielding. Unless the encounter is dragging on over a minute no way is DRK getting more than a 1200-1800 potency heal, while PLD is at 1600 just from Requiescat.
Or I'd like to hear where the heck their healing is coming from otherwise, other than maybe comparatively from 99% of PLD players sucking at utilizing their defensive kit.
Last edited by ThorneDynasty; 01-03-2022 at 05:41 PM.
It's actually Abyssal, Souleater and the SHEER amount of healing Dark Knights require per run. Warrior on the other hand is SOOOOOO bloated due to their self healing being utterly BROKEN.
PLD is the middle ground with their mid ground self heals coupled with healer healing and it appears that Gunbreaker overall is requiring the lowest amount of healing despite having a decent sustain kit with their nice DR and reapplying damage shield every 8 seconds with Brutal Shell.
That's what I'm seeing. Good job Gunbreaker for having some nice defensives.



You could probably fix DRK's performance in dungeons just by putting CS/AD on a 30 sec CD instead of a 60 one.
Or add in a way to reset the cooldown through other abilities. Problem solved.


Then again, that's if you constantly use it. and if it is broken every time. And you manage to generate enough mana to use it on cooldown every time.
Both of those conditions are pretty trivial in a dungeon environment; DRK's MP generation in AoE is at least a good 20-25% higher than MP generation in singletarget, so you can TBN on cooldown and throw out some extra Floods besides, and incoming damage during big pulls is constant enough that TBN is a guaranteed break in every scenario where there's a difference between having an extra 25% effective HP and not.
I had a similar graph in the other thread that takes into account both the healing and percentage-based mitigation of TBN versus the PLD and GNB equivalents, using current endgame stats. The conclusion is the same as Lammas's: DRK is a very strong dungeon tank relative to PLD and GNB, and TBN generally compared favorably to HS/HoC in realistic dungeon scenarios. Obviously WAR is running laps around DRK, but it's running laps around PLD and GNB too so you have to do some mental gymnastics to paint that as a DRK problem.
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