Originally Posted by
Tojara
Monks don't have active mitigation at all. You're only active ability is guard, and you can use that what, once every 30 seconds? I guess PB and the EB is the only other things that can count. At high gear levels though EB is something that can have near 100% uptime though.
Blackout kick for Monks is something you pretty much use all of the time. Shuffle doesn't have a damage cap and endlessly extends its duration as long as you blackout kick every 6 seconds. In theory it's AM, but in practice it really isn't. DK AM is similar to shuffle, but there are caps and it's constantly getting eaten, even then it's a bad comparison. DKs only really get the shuffle effect from our AM on pathetically easy content where our blood shield never ends.
Honestly I think tank balance is still really awful. Riposte helped somewhat to alleviate damage differences, but they are still there.
They really need to evaluate or fix raid utility between the tanks as well. Some have essentially zero while others have millions of ways to help the raid. AP scaling for certain abilities is also absolutely fucking absurd when comparing tanks. During high vengeance all I do as a DK is do more damage to the boss. When a Monk gets higher vengeance guards on the raid get bigger, their self healing gets bigger. Meanwhile Paladin raid healing sky rockets and things like lights hammer become an AoE LoH on encounters like Thok for 10 seconds.
What I highlighted in my last point is essentially the biggest problems with tanks. Vengeance is a fixed mechanic that we know is always present when going into a boss. Why are some tanks left behind while others scale to ridiculous levels as they take more damage, both in damage done AND usefulness to the raid.