Okay.
Are you sure you've been healing a long time? Because i feel like honestly, you should be at least slightly familiar with how tanks work considering how often you have to work with them.
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Depends on the tank. DRK in particular can keep both Grit and Darkside up, which results in no penalty to damage, but no increase either. They stance dance by dropping Grit and activating Blood Weapon to increase their damage. Your point still gets across though, and a DRK will undisputedly cause more damage remaining out of Grit. And to be fair, there was no mention of a tank stance being used. Only that both tanks are mitigating. What I asked though, is what is the other tank doing to cause 1000 more DPS than the other tank if they are both mitigating? If the answer is one is in tank stance, and the other is not, than I get that. And that is precisely why I brought up that the healer likely has to give up their own DPS to keep this tank up.
I've been healing content for two years. I wouldn't even be participating in this thread and making the statements I'm saying if I didn't know how to use Cure 2. My whole point revolves around the synergy between healers and tanks when running content they can't faceroll, and the lack of emphasis towards group wide DPS. When I see comment like which tank do you prefer, the 2000 or 3000 DPS? I'm honestly like, "Who gives a shit? How's the group performing?"
Uhm...there are still damage penalties in grit.
I'm talking about those magic buttons tanks have that make them take less damage for a period of time. I must admit, I'm surprised you don't seem to be aware of them given the fact you've "been healing tanks for a long time."
Tanks lose out on more dps than healers do by staying in tank stance as much as possible. However, if the people in your group know what they're doing, you can have both tanks in dps stance the whole fight and still have both healers focus on dpsing.
My question wasn't loaded if anyone takes it that way, and I am curious if there are any abilities other than tank stance that provide a perpetual 20% mitigation. DRK is the only tank I am familiar with.
However, is this information accurate?
Defiance:
Increases maximum HP by 25%, while reducing damage dealt by 20% and increasing enmity.
Increases own HP recovery via healing magic by 20%.
Effect ends upon reuse.
Using certain actions while under the effect of Defiance will increase your Beast Gauge, increasing parry rate to a maximum of 10%. The Beast Gauge returns to 0 when Defiance ends.
Cannot be used with Deliverance.
Shares a recast timer with Deliverance.
Awesome! You know exactly where I am coming from. I totally get both tanks and healers trying to be as offensive as possible in order to optimize, and kill things efficiently, but the individual mindset in these threads drives me batshit.
Nope. It isn't accurate at all. Warriors get no defensive bonus from their tank stance, just better heals and more HP. the eHP works out to be about the same as the other two's tank stances in most cases, but Warriors, absolutely, 100% do NOT get defense buffs from Defiance. They'd be walking fortresses in tank stance if they did and also had more HP than the other two tanks.
EDIT: On topic, if you're in content that matters to you to clear, DPS is everyone's job. Enmity is everyone's job also, while we're on the topic.
Agreed, if the group's doing fine and not wiping over and over for some reason, I'd be totally content of having either regardless of the tank's play-style preferences.
I feel as though heavy pushing for bigger digits (on tank/healer roles) only really can be considered for progression/new difficult content(Ex/Savage) with enrage timers and whatnot, although it does make the easier content a lot swifter to get through if they go the extra mile.
Apologies if it came off as trollish, it just sounded quite absurd to myself at the time.
And you've been healing longer than i have, probably.
I'm pretty much a new player with just about a year's play time now.