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Shake It Off: Applies 2 effects: A barrier equal to 20% of the target's Max HP (buffed to 20% to compensate for the 300p heal being folded in), and 5 stacks of Shake It Off (over time), a Barrier effect equal to a 100p heal. The 'over time' effect works like Haima/Panhaima, and when one barrier breaks, the next takes its place. This keeps the action being useful for the same purposes that the devs used to justify the heal and HOT (it wasn't good for mitigating party-wide DOTs or multihits), but makes it actually 'mitigate partywide DOTs and multihits' instead of healing through them. Also, I'd remove the 'consumes Thrill/Damnation/Bloodwhetting to boost potency' thing, it's so small as to be almost unnoticeable, and can just screw newer players by eating their 40% mit at a bad time if they forget it does that
Equilibrium: Applies a 1200p Barrier, and 5 stacks of Equilibrium, a 200p barrier effect. Works like Haima, when a layer of barrier is broken, the next takes its place. I've heard a certain bald streamer complain that WAR's lacking in the mit department compared to other Tanks, and Holmgang's shorter CD is the bandaid for that. This would give them another tool to use on TBs, and/or to help vs Autoattacks in place of something like Rampart (so you can save that for the TB instead)
Bloodwhetting: Applies a 400p Barrier on use (it already does this, Stem the Tide), and mitigates damage by 10% (or 10%+10% for the first 4 sec, as it currently does). Dealing damage to an enemy with a weaponskill applies Blood Frenzy, a Barrier equal to a 400p heal, for each enemy hit. If multiple enemies are struck with a single AOE attack, the barrier's effect is multiplied by the number of targets struck (so hitting 10 enemies means a 4000p barrier). The barrier effect lasts for 9s
Nascent Flash: Does the same thing as Bloodwhetting, but given to an ally. Both the ally targetted, and the WAR, will receive the effects of Blood Frenzy (what we currently know as the big heal)
Damnation: Applies 5 stacks of Damnation (over time), a Barrier equal to a 300p heal. Works like Haima, when a layer is broken, the next takes its place
Thrill of Battle: Can actually stay the same, the self-healing caused by your Max and Current HP being boosted by 20% does not cause the issues we're seeing
With this, WAR is still incredibly tanky, and self-sufficient. Even moreso than currently, arguably, due to being able to throw up an Equilibrium for just about every TB. However, it isn't completely invulnerable. Bloodwhetting would allow a dungeon-running WAR player to be effectively immortal for the duration of BW (8s), and the 9s after due to the barrier it applies. But that totals 17 seconds of duration, and Bloodwhetting's CD is 25s. There's an 8 second window, where the WAR is taking damage to their actual HP bar, and doesn't have a way to heal that damage back to themselves. They can delay death for a damn long time via skillful gameplay, but they cannot delay it forever. That's what Tanking is meant to be about, with Healers being the other half of the equation, using that borrowed time to apply Healing, and further extend how long the Tank can stay alive for, to then buy time for the DPS to do