I know there's been a lot of discussion about issues Dark Knight has, but there's one I haven't seen talked about as much that I wanted to bring up, and that's that Dark Knight's opener is incredibly busy and active (and quite fun, IMO), but once those ~20 seconds are over and they're back to spending ~40 seconds doing filler, Dark Knight's rotation is extremely simple and repetitive. To compare it to what other tanks get to do in between their 1-minute windows:
Paladin:
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Paladin:
- Their filler combo is 7 steps long. Steps 1 and 2 can be done before finishing steps 4-7, and one step is ranged, giving them lots of room to shuffle things around if they want for uptime or buff alignment.
- Circle of Scorn and Spirits Within/Expacion are both 30s cooldowns, so they get to hit them each once again while waiting.
- They have two 3-step filler combos to bounce between, one to maintain a damage buff and one to build gauge and self-heal.
- Every two filler combos (or every ~1.88 on average, I think?), they get enough gauge to use Fell Cleave, and using that further decreases the cooldown of Infuriate to give more Fell Cleave (and its upgraded variants).
- Upheaval is a 30s cooldown, so they get to hit it once again while waiting.
- They have a single 3-step filler combo that gives them a cartridge every time, which they need to balance between making sure they have enough for Gnashing Fang and Double Down, while spending extra ones on Burst Strike.
- Gnashing Fang is on a 30s cooldown, so they get to do the combo again while waiting.
- Danger Zone/Blasting Zone is a 30s cooldown, so they get to hit it once again while waiting.
- They have a single 3-step filler combo.
- Every 3 filler combos (or every 2.5 on average), they get enough gauge to use Bloodspiller.
- I guess you could count Salted Earth as something since it's 90s? So it's going to naturally drift in and out of every other filler window.
- The simplest filler combo (single 3-piece, tied with Gunbreaker)
- The least resource gain from their filler combo (letting them "earn" less uses of other buttons between DPS), meaning they're stuck doing the same loop more than other jobs.
- No 30s damage cooldowns to hit during each filler
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