I'm level 50 War with relic +1 and most pieces darklight or equivalence. My question is this; If parry on warrior is to paladin and their shield blocking why is it that we are sub jobbed with monk instead of lancer?
Here is my point. Lance has skills that would increase our damage a much as pugilist would and at the same time would increase our defensive skills more so than monk. Most our other utility we pull out of gladiator tree anyways like convalescence and such while pug only gives us access to second wind which is useless compared to inner beast or etc. Mantra is pointless as for the fact when tanking War is getting popped most the time while other members shouldn't be no justifying the cool down timer or skill slot and 5% doesn't mean much to the 20% defense or 20% healing increase of other skills.
Feather foot is okay but again our main mitigation comes from self heal and parry and the 20% increase for crit is pointless as war doesn't have anything that triggers off critical hits as we used to like in 1.0.
So if we had access to lancer on the other hand right out of the gate we would get 40% increase to parry rate which is way better than feather foot plus other more useful skills than what are offered via pugilist.
NOT saying this will fix all the things with warrior to re-balance them out and make them more viable but I think this would be a good start.
SE please take mind of these ideas for changes:
1. Change sub to gladiator and Lancer as for reasons stated above
2. Making defiance the same yet always passively have 15% healing buff and with each stack gain 20% to self healing from skills {This would give viable reason to use your stacks over holding onto them and give inner beast or bloodbath that much need boost without having to modify them individually}
3. Change Mercy Stroke to lower potency skill that adds debuff against boss for 20-30 seconds that either increases all damage incoming to target from all sources or for less powerful version it would just ignores your -25% damage debuff from defiance or increase your damage against target by 25-50%. If the target dies while the debuff is still active then triggers the self heal effect as it has now. {currently next to impossible to time to get killing strike in order to get the self heal to trigger}
4. Maybe think about adding an offhand equip item for warriors that doesn't add any stat other than similar to how paladins and shields work, so for us it would increase our parry rate and give us more strength to increase our enmity generation and parry amount. Could be like a wrist guard or a tiny little buckler. {If you look into the history of bucklers they were used to deflect and parry attacks as well as attacking enemies which would be exactly what the stats would reflect in game. More parry and more strength for attacks}
Anyways this is all just my opinion but I think these changes would be all steps in the right direction without re-overbalancing to a point the opposite effect were paladins are inferior to warriors. I think if these suggestions are followed we would end up with two different styles of tanks that are viable at the same times. Not interchangeable but viable in their own ways so not getting cookie cutter re-branded skills and tank kits.