For PUG dungeons, I feel like more people should give Warden a try.The target environment is PUG dungeons and normal trials, and here's what I've got so far.
The DK's biggest weakness is that their self-healing as a tank is, um, terrible. Having tanked on all the classes, every class (except Templar) has an easier time self-healing than DKs. And this is a big reason for why many people over the years have suggested Leeching as a beginner tank set, as a way to cover for that weakness in the DK toolkit. But since it's from a DLC dungeon, it can be kinda tough for a beginner to collect.The target environment is PUG dungeons and normal trials, and here's what I've got so far.
.
I actually disagree, i have tanked most trifectas yet and never felt Dk has a lack of healing in general - i got more the feeling i dont need the healing which is implemented in the kit.
Personally, I think that ult is what still sets DK apart and puts it into a league of it's own. It's how people have gone to arc 30+ in Infinite Archive. It's how some people solo tank the vDSR Reef Guardian poison spew, while standing in place and not making a mess, using Elf Bane to extend the duration to 18s.
I actually disagree, i have tanked most trifectas yet and never felt Dk has a lack of healing in general - i got more the feeling i dont need the healing which is implemented in the kit.
I too have tanked every single 4-man trifecta and a number of 12-man trifectas, multiple times, on multiple classes including DK, and while DK can and will get you through all of them (it is still the most common tank class), there is no denying that other classes have a significantly easier time healing themselves.
First, trifectas aren't really worth talking about because, as a support, the better the group, the easier it is for you to do your job, and the real challenge is when you don't have a good group. If you're tanking a trifecta, you probably have a competent healer, or if you're running 3DD in 4-man content then you have enough damage that fights are trivially short and you are not really being stressed. A fight that takes a minute with a good group is much easier and less stressful than the same fight dragged out to 6 minutes in a PUG.
Second, let's walk through the DK's toolkit:
- GDB: Scales off of missing health, so it can be powerful if you time it right when you are at low health and have it comboed with the mending from Igneous, but that's risky and takes skill. And if you get a heal absorb, you're out of luck because heal absorbs don't count as missing health. Dealing with the abundance of heal absorbs in recent content on a DK without healer support is brutal, compared to how much easier it is with other classes that have proper health-scaled heals.
- Coag: Scales off of offensive stats, not tank stats, so it kinda sucks. But still better than the GDB morph in many scenarios (e.g., in an organized raid group with lots of offensive buffs), which goes to show how bad GDB is, that there are a significant number of tanks that prefer this "wrong morph" over GDB.
- Cinder Storm: It's okay as a mild ground HoT. But it's a ground HoT and has all the limitations of a ground HoT.
- Cauterize: Until very recently, didn't even heal yourself. While that glaring problem was finally fixed, there's still the problem that it scales off of the wrong stats.
- Vigor: Again, scales off of offensive stats.
- Igneous Shields: So the bread-and-butter of the DK defensive kit is a shield, not a heal. Granted, it's a damn good shield, but as a shield and not an actual heal, it has two critical limitations.
- First, shields are not subject to block mitigation. So it's fine for mitigating DoT damage, but for encounters where you are taking a lot of blocked damage, that lack of block mitigation means that a shield has only a fraction of the usefulness of an actual heal.
- The second limitation is that shields are useless if you are dealing with unresistable damage. For example, if you're maintanking Yaseyla HM, and you get that 10K/s unresistable DoT on you and have to leave heals to kite out a fire bomb: on classes like DK or Arcanist that rely so heavily on shields in their toolkit, you need to be extra aware and careful with this while other classes have a noticeably easier time dealing with it. (Admittedly, I think the bigger problem is the use of unresistable DoTs in the first place, but as long as these kinds of things exist, shield-based classes will be at a disadvantage relative to heal-based classes.) (And again, I'm not saying that you can't do this on a DK, but it requires more skill than if you were on another class.)
In short, DKs don't have a reliable health-scaled heal, and they instead have a health-scaled shield spammable that, well, isn't a heal and comes with all of the caveats of being a shield instead of an actual heal.
The TL;DR is that, relative to other classes, the DK self-healing toolkit is subpar. Because it is. Of course, a skilled and experienced player can and will get through all content on a DK, but that's despite this big weakness in their toolkit, not because of it, and I honestly would not recommend a DK for a beginner who's just looking to tank casually.