Which Tanks Are Strongest in FFXIV Dawntrail?



Sorry again about my voice, I’m sick but I’m recovering! Should ideally be back to normal by the next video. This video discusses my first impressions on each of Dawntrail’s tanks as well as which ones are the strongest as of right now and therefore promising picks going into the 7.05 Savage tier.

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0:00 Intro
1:14 Warrior
8:18 Gunbreaker
15:35 Paladin
22:26 Dark Knight

#ffxiv #dawntrail #ff14

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41 thoughts on “Which Tanks Are Strongest in FFXIV Dawntrail?”

  1. 5:30 The double weaving is irrelevant to whether you can get the full opener into the potion. I didn't even know they had changed potions to be double weavable but have been doing the full combo under potion duration.

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  2. Let's hope they rework DRK next expansion. its a damn shame we have to wait so long, especially given that we all pay a sub every month. like, the least the devs can do is make sure all classes feel good to play in all content. but hey im still gonna play it, i like me sword and edging.

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  3. It's a long standing joke with my friends that warrior is the objectively correct job to play, in large part because I main war. It's the easiest rptation, for like, the back half of endwalkers it did the most damage and even now it's 2nd most, and it has so much self healing that xeno sparked a strike from those weird green healers. Aside from preferring the look of other tanks or interactions with specific fights it feels so hard to justify not playing warrior to me.

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  4. Really good vid as always! It was great to hear someone acknowledge how unique and powerful of an ability Oblation is when used properly for once. It tends to get dismissed a lot even by content creators as "half a cooldown", but DRK's standout capability as a personal vuln-stack-eraser is one of the thngs that makes me love it. It's just… really a shame what happened to our burst, and even our filler with the MP deficit. I'm not holding any hope/expectation for plunge to come back or for blood weapon and delirium to be unpaired, but I really, really hope they address the MP issue, either by letting delirium grant 5 stacks of blood weapon, or by buffing the MP gain-per-hit to math out to the same 3000

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  5. got chosen as one of the tanks in my static for this xpac, leveled dark knight and was so incredibly dissappointed, i love the fantasy behind it but the job just feels so hollow. ive made the full swap to gunbreaker.

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  6. This is a very small thing, but as someone who plays a bit of Gunbreaker I genuinely dont understand the decision to remove damage from Gunbreaker’s (and Dark Knight’s) gap closers while not doing the same for Warrior and Paladin

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  7. I honestly dont get why everyone is so up in arms about DRK.
    shadowed vigil is imo so much better than people make it out to be, an excog on yourself is so good.
    The change to esteem not needing blood just makes it more flexible to use during burst
    The new delirium combo looks and feels great.

    I've been playing since shb, the "dark knight is bad" has been around since i even picked up the tank! i obviously can't comment on how it was before, however this legit just feels and plays like how its been since 2019. All Dark knight really needs is either potency gains on edge of shadow or some other way to make up the potency lost. be it either reverting the blood weapon stacks to 5, the mana return on blood weapon, or putting the potency somewhere else.

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  8. DRK needs to do more damage than WAR imo. They can do this by giving us access to more MP and more Blood, this also fixes some of the other issues with the job. They could just lower the CD on Delirium and probably DRK is feeling better to play.

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  9. I knew going into DT that they would screw over DRK. It was actually good again in Endwalker and SE can't have that. They pretend like there was a huge outcry about DRK's "busyness" when people who actually main the job loved it. DRK wasn't even an unpopular job so they changing it is buts.

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  10. Gunbreaker new 120s makes sense, Camouflage was too weak compared to other 90s.
    I feel that DRK 120s is the weakest of all, 1200 corundum effect is way too weak. DRK rotation also feels like it's 1 or 2 expansion behind.
    Warrior new 120s was like… Yeah, WAR has the strongest defensive kit, so just slap regen on it to not make it broken even more.
    Paladin is the protector, I think it's good mitigation wise with 2 hotdog… I mean 2 raidwide mitigations. Its DPS should be severely bumped, thought.

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  11. One of my biggest gripes with DRK has always been dark mind. Dark mind isn't bad, it's good in raiding for many tank mechanics being magic damage, but it's still the most situational compared to the other tanks. I could be wrong, but it's almost worthless in dungeons? I'm just a person that wants dark mind changed.

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  12. I wouldn’t be surprised if the devs announce that DRK was next in receiving a rework to their kit. But then the question would be how would they change the job to be more enjoyable and unique.

    Personally, I would look at how DRK works from other FF games or the Bravely Default series; to be exact, trading HP for damage or the lower your HP the higher your damage. DRK has something like this in its PvP kit. A way I could see something like trading HP for damage is making TBN drain a certain percentage of HP from the player and replace with a shield, if the shield brakes HP is restored and Flood/Edge of Shadow potency is increased by 100. If it doesn’t you wasted MP, HP, and Damage.

    Another example I could think of is making Bloodspiller and Quietus scale off the DRK current HP. For example, if DRK is at 75-50% HP Bloodspiller/Quietus potency is increased by 50-150 depending on how low their HP is, additionally to having a flat heal when casting these two abilities.

    I think DRK should be a job that represents the Risk vs. Reward playstyle that makes people channel their inner masochist and say, “YES HIT ME!”. I don’t play DRK so I can’t say these are good idea’s so I would appreciate it if DRK mains share their thoughts and opinions on what I brought up to improve the job.

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  13. Here's the thing, though:

    Healers are bored. They want something to heal and be busy. The strike was a dumb idea but my contribution to my healer friends is me switching to Dark Knight. Keep me alive if you can!

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  14. Something I've noticed with all of these tank reviews, you even alluded but didn't discuss it (or I missed it). With DRK having Blood Weapon merged with Delirium, you went from 5 stacks down to 3 per minute, that's a loss of 1200MP per minute or 2400MP per burst window. This is especially felt by how RESTRICTIVE TBN feels to use, you just feel like you never have that little bit of extra spare MP in the pool for a clutch TBN or "I can always TBN a buster". This also is reflective in their DPS as that 1200 per minute, turns into 12000 (or 4 edges) over the course of a 10min Fight.

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  15. I main war so im really happy to hear that its got its time to shine 😊 but i also wanted to pick DRK as a 2ndary option and hearing how its potential sunk kindof is dissapointing to hear but I'm not going to backdown from that choice regardless hopefully it does get improved soon…😅

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  16. it honestly feels like they have no clue what they want DRK to be. in the original FF games the role of the Dark Knight is to expend HP to do damage, then heal it back. It's a high risk, high reward damage dealer. But since it's a tank in this game, spending HP means you could accidentally throw raids by using HP cost damage at the wrong time. So that gets pushed out the window – can't be a sustain tank.

    DRK gets magic usage earlier than Paladin, which is cool…but then you realize Paladin actually has a magic phase in its rotation which makes it feel more intuitive whereas DRK would have to manage MP with Blood Weapon (which has been nerfed this patch). So it doesn't really feel like the "magic" tank.

    Then theres GNB, which opts for a high DPS gimmick whilst still being a tank. So even with all its damage buttons, DRK gets outclassed. They seriously need to figure out what they want this job's core identity to be. Maybe they should make this job the most team mit focused tank. They already have TBN and the teamwide magic resistance up – just follow through with it.

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  17. I feel like people who are saying how good HW/STB DRK was forget how lame Dark Arts used to be. Oh boy, a button that eats MP and does 140 potency. Daring today, aren't we? Job definitely needs a rework but it shouldn't go back to how it used to be

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  18. played PLD as my tank for past expansions, had been levelling and enjoying gunbreaker during the month before dawntrail. swapped to gunbreaker as my tank for dawntrail, and it has had me considering swapping main roles. the fact that its really strong right now probably contributes, but it feels so satisfying compared to still not knowing a good rotation for PLD at level 90.

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  19. WAR does have 1 weakness over the other tanks, a weakness I never realize until I did an alt job run in P12s. Bloodwhetting is 20% mit at max compared to 30% for Sheltron and HoC. And DRK can pop oblation on top of TBN for 37.5% effective. Doesn't matter most of the time until you need to survive that one big hit like the AA after paradeigma 1 if you main tank. Sure you can pop thrill/rampart but that means you have 1 less mitigation for the next 90 sec.

    Will this matter in Arcadion who knows

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  20. I am still incredibly sad about what happened to DRK this expansion, it was my first tank and introduced me to what is still my favorite role in the game next to caster, but seeing it fall into flat out irrelevance compared to all other tanks just makes me upset, tbn doesnt give it enough identity for me to say "Yeah Id rather do this than the fast paced rotations of gnb or the mit juggling of pld", I dont play warrior but it just seems like an obvious choice over drk.

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  21. There is something you didn't mention about the DRK : another change from EW to DT is living shadow no longer cost any blood gauge, which mean in comparaison on a 2 minutes rotation, you gain 10 blood instead of loosing 40. It's a thing to mention, as it also gives a bonus blood spiller in burst phase.
    I agree with you about how low dommage on Paladin and DRK is something to consider, however, we need to pay attention to the following patch note, as it will come with some buff and nerf. But I disagree about tanks having less things to do in fight : Aggro Management was never a tank job in FFXIV, it was a DPS thing, and mostly a ninja one, and clever positionning to me never match the new puzzle the game offers to us, and the addition of many party, co-tank, and self mitigation, which are to me far more interessing.

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  22. What's the burst potential of each of these tanks? I ask because FFLogs damage alone can be somewhat misleading.

    There's a subset of jobs that I like to call (for lack of a more accepted term) feeders. They're jobs that don't have high overall DPS output, and they typically don't have great raid buffs. However, a disproportionate amount of damage is confined to their burst windows.

    DRK was an example of this in the latter half of EW. It'd been nerfed to the point where it no longer had great overall DPS, but it still had exceptional damage during burst. As a result, it looked pretty middling on actual FFLogs reports, but it still had a place in most speed groups since it fed so much damage to other jobs during 2 minute windows. It contributed a ton of damage, but a lot of that damage was represented on the rDPS for other jobs.

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  23. Kinda wish that DRK kept the Lifesteal tank it had in HW.
    WAR should have been buffs that heal it over time, like getting a second wind in the heat of battle, or just regenerating due to the excitement of combat.
    DRK should have gotten more abilities to give it lifesteal in my opinion. It would have, at the very least separated the two more. I know we couldn't have what DRK is in other FF's (Trading health for power) I was happy with managing my mana, felt natural for a MMO. But now DRK is only like a DRK in PvP (Where it's doing so well i wish that we had Arms length in pvp to stop the brainless DRK + AST alliance wipes that's been happening in frontlines) Where it burns it's hp for damage and can heal it back pretty well on it's own.

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  24. Tanks in current balance.
    GNB: Rdy to blow up the field cause highest dmg by a lot.
    WAR:Simple to play in its core and has op mitigation deals 2nd highest dmg rdy for destruction.
    PLD/DRK:Cant rival the others, getting rdy to sit on the bench…..PLD reconsiders cause copium for buffs till proven wrong. DRK given up on existence.

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  25. Kinda disagree on DRK Oblation. I still think it got the worst set of support mit (short cd mits that can be used on other party members) back in EW.

    The obvious points:
    a.) Oblation is 10% mit compared to the other's 20%-30%.
    b.) Oblation is a 60s cooldown with 2 charges vs the other's 25s cooldown. Meaning after 1 minute with decent uptime, Oblation is already matched. Over a course of a boss fight, anything above 50% uptime on usage of the support mit leaves Oblation in the dust.
    c.) Oblation (DRK in general) has no healing included, which means it doesn't have that secondary use case of clutch heal+mit for someone who's low, like a party member who got hit by avoidable damage or a fresh res target healing up slowly before that big raidwide is coming.

    The personal points:
    a.) Oblation is a separate button from TBN where the other tanks have their support mits directly upgraded. This means that DRK has to 2x weave TBN and Oblation if they want to match a regular support mit from other tanks. On the bright side, this does also make it flexible in that you can Oblation 1 guy vs TBN another. In that case however, I feel they just lose to PLD in terms of mitigating 2 people, maybe WAR (though that one is weaker mit-wise, it is much stronger heal-wise and is only a single button press).
    b.) Adding to point a, this just adds to button bloat. Admittedly tho, DRK did lose 1 button from EW (Blood Weapon) so it sorta balances out? Still probably the bloatiest tank class out there (I'll have to double check to be sure) so that extra button doesn't help at all.

    Some positive points:
    a.) Oblation has a longer duration at 10s vs the other's 8s, so that's nice.

    Idk, I just feel it needs some sort of buff. That or TBN. Or maybe combine and tweak them. They already look similar animation-wise, putting a spherical shield around the target.

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  26. I really hope they screw the balance a little tighter soon. Warrior is too much of a win button in dungeons (having an advantage in them is fine, I'm a WHM main for goodness' sakes, WAR just takes it way too far), and if Dark Knight is going to stay the least sustainable then at least it should become the hardest hitting with no contest.

    Also make Disesteem queue off of something like Delirium and not Living Shadow. Give us the fun buttons outside of the 120s burst.

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  27. i believe pld was due to have it's potency buffed in the 7.1 patch, will be interesting to see by how much though. It'll be my go to tank this expac, it's kit is great for proggin through and seein mechanics. May switch to gnb once we start aiming for faster kills, will wait to see what adjustments are in store.

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