


It has synergy with Bloodwhetting/Nascent Flash, same as Inner Chaos/Chaotic Cyclone (especially if it cleaves), but feel free to completely ignore this as irrelevant if it suits your argument.[Primal Rend] completely lacks synergy with the rest of the kit and is emblematic of the new obsession with removing all thought, but everyone gives it a pass because “monk flip” or “you can use a gcd gap closer while breaking tethera in this incredibly specific mechanic during p4sp2:finale that we’re absolutely going to be seeing more of and isn’t just a one off”



I wouldn’t call that particularly relevant but I can see the argument there. So: is that synergy or jank coding? Based on how inner release no longer forces critical heals I’m leaning toward the latter. Let’s also not pretend that you can’t fully heal from a handful of mobs using an uncomboed mythril tempest. The flat potency is far too generous in dungeons and the change also makes it less rewarding on single target, if significantly easier to get some hp back when heavier hitting attacks are on cd.




When you're looking at rdps, the damage gain associated with a Crit/DH buff belongs to the player who supplied the buff. The actual winners are jobs like SCH and BRD, assuming that their rdps hasn't been rebalanced around this.
Let's just say I'm very curious to see how this actually gets implemented, though. The ratio of crit multiplier gain to crit rate gain will determine what job comp the buff favours.

All i can say about Warrior: they go brrrrr



DRK vs WAR.
Basically almost carbon copy of eachother outside of defensive kit and DRK having more OGCDs to make it feel more fluid and dynamic.
Both are really good. However the biggest difference between the two is that WAR is significantly more self sustaining that DRK. At end game you can see WAR being favored simply due to the ability to cheese tank busters more frequently than the other tanks.
I love DRK but WAR seems to be the favored tank by the devs followed by PLD.
Play whichever one you have the most fun with.
Dark Knight or Warrior.
If you got either one in their lvl 60s, then do HoH, their 70 kit, are pretty much their core playstyle, so how they feel to differ inside there, to you, will be expanded further upon, at 80 and 90 as well.
Dark Knighthas the most oGCDs attacks of all the tanks, but their kit aren't really advanced in any situations, I would even say they are the most straight forward tank, a simple dps disguised as a Tank. Dark knight has the best front loading burst dps though, and you will notice that in HoH compared to warrior. Their TBN is perhaps the only special ability where you always have to gauge the cost of it not breaking, compared to other tanks having similar core tankbuster mitigation ability(s) for free. If you like a busy opener job, first 15 seconds, then you'll likely favor the Dark Knight over Warrior. Dark Knight's ogcd attack, based on MP is also its 10% damage buff, which means as you engage, within the first gcd you'll have your damage buff up, and able to control it far easier, than Warrior's method of keeping their 10% damage buff up. dps rotation-wise outside of their burst window, Dark Knight is very simple. in a nut shell, heavy on ogcd attacks, making them busy in the opener but overall very straight forward, absolutely not the most complex or advanced Tank job at all. Death Knight used to suffer from the worst death save, of all the Tanks, but with the change of giving them self heal through attacks, while Walking Dead, it's a very decent death save, as long you got something to attack and heal back to 100% from. And finally had its 2nd rotation AoE attack changed from lvl 74 to 40-something, which is great, being able to get both blood(62) and MP from their aoe rotation early on!
The Tank that feels like a DPS, until its MP is spent.
Warrior,it's pretty much the king of self sustain/heal, weaving them into your regular burst or rotation, as you please. Since Warrior's attack style is more slow and GCD heavy, means you won't have trouble weaving your defensives between your attacks. Also means it can feel rather slow between each IR burst phase, but each hit will have pretty huge impact, as per usual "Unga Bonga! Smash!" happy feels. Since the Bloodwhetting/Raw Intuition change, your playstyle often revolves around when to use it, and what to use of other defensives, while BW/RI is on cd. The problem with Warrior, or what you will realize, is that their 10% buff either require you to do a 3 GCD single target rotation or 2 GCD aoe rotation, before unleashing IR and go ham. Warrior still has the fastest gap closer of the tanks, and you got 3 charges, making it a rather very mobile tank, in a strange way. Also with IR buff you'll be immune to all knockbacks or binds, which arms length would also have negated, giving you numerous ways of ignoring even more mechanics than most other tanks. Has the shortest CD on their death save, with no drawbacks. At 70, warrior's aoe rotation does not grant them beast gauge, first at 74 does it grant beast gauge. So in essence the new Drk has a better complete aoe rotation early on now.
The Tank that refuses to die, where other tanks would have died.
In my opinion, both have their neat moments, and sometimes feel very much alike as well, Bloodspiller and Fell Cleave, and their 1 minute cds, with different flavors. In the End it's oGCD heavy with a bit more dps, vs a GCD heavy with a lot more self heals and defensives. Since you got a GNB already, its pretty much a mix between the two. So if you wanted a bit stronger defensive kit, its Warrior, if you want more ogcd attacks, its Dark Knight.
Since the Dark Knight QoL, its a very nice tank to play, in most cases. But Warrior is defo the best Dungeon Tank(raw intuition & up), and perhaps the strongest old content destroyer.
Last edited by Moebious; 08-16-2022 at 01:42 AM.



Inner Release forced BW/NF crits during the Media Tour, which was changed for release. That indicates intention to me, even if the initial interaction was purely incidental. That is, SE decided to pick and choose what forced BW/NF crits.
Maybe I'm wrong—there could be some mechanical reason why Inner Release was changed to function differently from IC/CC/PR in this one specific way, though I can't imagine what that reason might be. Regardless, the synergy exists.


DRK sucks! WAR's better!

WAR functions extremely well in all content (and absolutely dunks on P4S at several points during the fight with very minimal thought)
DRK functions like ass and makes me not want to play tank anymore. Playing it is frustrating. Even looking at the skills makes me mad. Flood of Shadow existing means Abyssal Drain has to be shit. TBN existing means Oblation has to be shit. E N H A N C E D U N M E N D.
At least they fixed Living Dead.


Fixed is a strong word, after about 5 years of shit they finally made it so the button doesn't just kill you. Living dead is still garbage.
Drks have the worse sustained survivability, they have the blanded mechanics bolted from other classes so they don't syn well. The only thing Drk had going for it was it was the highest DPS tank and now since the new 6.2 buffs to the other tanks they aren't even going to have that anymore.
Whether it's neglect or incompetence something needs to bloody change.
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