As of now it feels shadow knight might be falling behind the other tanks in group utility, tankiness, and group desirability. Our solo strength is still mediocre compared to many classes but is probably the best out of the tanks currently, but this doesn't bother me as I always group.
A few core things that stand out as great abilities to start with.
Grip of Shadow- ALL STAR ABILITY. This is why you pick SK right now. Its so fun, so good, and is very enjoyable to use. Functions as a taunt, interrupt, and mob reposition. Sometimes bugs out and doesn't pull the mob, but always grabs aggro and interrupts.
Soulrend- Great, its a tap, works great. Love it. Wish its mana cost was lower or it was harder to interrupt but its honestly great with a decent amount of INT stat under your belt.
Lord of Shadows- Great for what it does, but the tooltip is bugged and i'm not sure what its actually supposed to do? Right now it gives AC, and INT, and i'm not sure about mana regen or Str? Or even see invis? Unmem it after you throw it on, Great spell but for the love of god let me see buffs and debuffs on things with it like the tooltip says I can.
Feign Death- Great, saved my life so many times. Love it. 10/10. I still unmem it during a good party when maintanking and not pulling because I want more damage or utility.
Kick/Goading bash- These will never leave my bar. Must use at all times. Good.
Taunt- Always on the bar when tanking. Lives there.
Festering pulse/Palpitations line- Great damage. Love how it scales up over time. Its on my bar more often than not just for its damage potential currently.
Theft of Vigor- Kinda lives on my bar, the extra stats are great and I am loathe to give them up.
Unholy Bulwark- This has replaced Grip of Agony on my bar. Its better in every way currently as an emergency button. Lives on the bar now.
Now we get to the mediocre but necessary abilities that I have memorized a good bit of the time.
Shadow strike- Lives on my bar... unfortunately. mediocre damage, good threat generation. Its secondary use of extending the shadows spell line is almost never used at all for me because I don't have room on my bar for a 9 damage dot and 40% movement speed slow.
Siphoning slash- Lives on my bar. I love this ability in theory. It is constant no mana healing/sustain on a 20 second cooldown. Great. It scales off your weapons damage ratio, great! .... I just hope it ends up being better later than it is now, because right now its healing me for around 20ish every 20 seconds? I have around 1200 hp unbuffed. Its close to not noticeable.
Sacrifice Minion- Pretty good. I love popping this when shit hits the fan. Its the only use the minion has besides minor dps and to tank some mobs here and there. I'd rather not have the pet at all at this point. I feel like to much of this classes identity and power budget is wrapped up in the pet.
Now for stuff that remains unmem'd most of the time, or only gets put on my bar in certain situations or can persist without being on the bar. (the pet)
Soul servant- Neat, its a pet I need to manage and control. Really wish this was left behind in the rework. To much of this classes power balance is wrapped up in this stupid pet. Its okay damage if it stays alive long enough... And can tank a few hits for you in a pinch. Its main use is to pop like a balloon when your in trouble for Sacrifice.
Rend- Its only used if i'm dps spec or we are burning through mobs and I'm not taking damage. Its unmem'd most of the time. No room for it on the bar when tanking. Cool concept just.... very subpar and never useful to a tank in groups.
Grip of Agony- Its okay? Long cooldown, sad damage for how long of a cooldown it actually is. Has some utility functionality with its interaction with our Unholy aura. Will touch on that later when I talk about Unholy aura.
Now comes the stuff I never use or can ever find use for on my bar so far. These abilities make me sad.
Spirit break- I can see the use for it. If i'm fighting a very resistant mob to mine or my parties damage, sure I'll use it, but thats rare so far, and my bar space is tight enough already.
Pulling Shadows- This ability is cheeks. Its damage is bottom barrel, its slow is mostly useless as a tank, yeah its cost is cheap and you can keep it going forever, I can see myself using it if I dps off spec, but never as a main tank currently. No space on the bar for this, even with our Shadow Strike ability able to extend its duration. Maybe if I was going to dps? 9 damage every 6 seconds is negligible at this point compared to the other things on my bar.
Wreath of Souls/Crown of Souls- Really cool concept! Lets finally find a reason to not keep our pet .... oh dear this only last 8 mins... well thats never getting used. The pet deals more damage than the DS, last longer, and is better used as emergency for Sacrifice hp shield. Really sad to see this because I was very excited to use this, but If i use it in a camp, my minion is gone, I don't have time to summon it back because I'm busy tanking and holding aggro and keeping my hp from plummeting. Any consistently pulled camp, this ability is useless. You are bad if you are using this in parties.
Lets talk Auras!
Vampirism- Its amazing, SK staple. Love it. Keeps you and the party topped off and adds threat/damage/sustain to the whole party.
Aura of the Unholy- I like this, I do have some mixed feelings about it, but overall its great as an oh shit I'm getting low lets pop this on. I feel like its design does punish you for keeping yourself healthy with your mana, and makes you never wanna use lifetaps till you are below 25%. It functions great as an "Oh shit" button if you DO have mana, but if you do not, its only good for a single burst of HP from your Grip of Agony. Thats alright I guess. The extra parry doesn't seem noticeable yet compared to the Vampirism healing. I find myself struggling to use this correctly due to me being more proactive than reactive on using lifetaps to heal myself. Not sure if that is intended or not. The damage reduction is nice tho.
Now for utility, This is utility. Utility is great.
Polar alignment- Neat
Locate corpse- Awesome
Invis vs undead- Great!
Lull the Dead- Great!
With all this in mind, the class feels lacking in compared to all the other tanks. Fighter just feels tankier and does more damage. Paladin heals themselves and allies and can strip buffs from enemies, Inquisitor is amazing against casters and has some really good tools for AOE pulls and control. Shadowknights rework kinda feels like it was rushed and has left the class feeling like its the subpar tank class and thats very unfortunate.
I think the pet should go, or be something we can cast IN combat, but we don't even have enough room for most of our abilities on the bar already. It should honestly just go or be worked into being something that only comes out and hits one target like a dot for a while or something, then we pull it back into us to heal or give a damage shield. Attach it to Siphoning strike or Shadow Strike, idk just do something because right now we feel pretty rough compared to the other tanks.