@ Above post, best I can tell they don't, but they die too fast for me to be sure (we fought them last night but I just kept Apoc on) as I don't get enough hits in with SE on before one dies to see if it starts to resist (We usually have 0-2 other drks besides me on runs, mostly sam/war/drg/mnk). Basically from a large sample I have determined that the souleater resistance on Einherjar bosses works as follows (I'm the only drk most of the time) :
First few hits : full damage added from souleater (kclub hitting for near 300 same as it does on say DL)
After about 5-10 hits : damage starts to decrease, exponentially, after about 15-20 hits I'd say it is around 50% or less, and after say 30 or more hits it's adding 0 damage.
Unless I really feel like using club & burning 2hr, I usually just stick with Apocalypse on bosses and go with SE/LR/WSspam, Apoc is a beast with 900+ Attack and 2x SV Marches.
As for Damage dealers, we parse nearly every Einherjar run we do and it usually looks like this (barring deaths or something like 2 full waves of bones or piercing weak mobs) :
#1) Amano SAM
#1-2) Apoc DRK
#3) Relic WAR / Best SAMs / Best WARs / Best MNKs
#4) Other WARs / Other SAMs / Other MNKs / DRGs
#5) BLU / BLM / Anything else
This includes boss parse, where with a 6 song rotation typically most DDs put out similar damage depending on skill/gear/PC(lag plays a big factor in boss fights since there's so much going on) so overall, I'd have to disagree with any of the above DD jobs being the "best" for Einherjar overall or just for bosses, barring a good player with a Relic obviously. Our DDs tend to parse pretty fairly with the gaps being largely based on the player / gear / buff jobs in party / if someone dies. The best players parse the highest consistently, regardless of which DD job they are.
Oh and just to input on the DRK Zerg weapon choices, there's another big factor that wasn't mentioned when comparing the options : Dual-Weilding means you are /NIN, and outside of a few select fights where you are ONLY zerging, that means severely gimping your damage for whatever you are doing (the rest of a dynamis run / einherjar run / limbus run etc). And like the other poster said, hard to argue against 5% more haste AND Jump / High Jumps, I'm pretty sure Kclub + /DRG is still #1 for damage, I put out ~3500 damage JUST in jumps (4 of them since we got a wild card) on DL last time we did it.
Tl;dr version : If you use DRKs in Einherjar just have them stick with their usual weapons and use souleater to boost WS damage, zerging is pointless; or just have them change to SAM WAR or MNK instead =P.
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