Originally Posted by
Rithy255
What I'd do to warriors healing/mitigation is to
Split it This was how it was balanced in shadowbringers, obviously flash was used as target healing CD (Which I'm not a fan of)
Have it shared on 25s (Use one the other goes on coolddown too) have one CD be at 15%(8s) + 10%(4s), let this be able to target allies, The Other CD that shares it would be heal on hit(s) lasting for 8s, 400 potency, This Shouldn't be able to target players it should be a selfish self healing tool as warrior shouldn't be able to "heal allies". This should also only heal 400 no matter the amount of enemies, similar to how paladins holy circle doesn't have absurd healing in aoe pulls. Healers should actually have to heal, wall to wall should feel risky.
This would make warrior have strong options but have to Choose how to deal with it, the self healing will likely be better for auto(s) and attacks that are survivable while ur mitigation would be better at harsh busters.
Shake it off should be changed into a AOE mitigation ability, Give AOE Barriers to dark knight, as y'know that makes sense for the other"Magic tank". it's really weird that the beserker is the AOE shield tank with party healing aspects, the identity literally makes zero sense as it stands.
Personally I'm fine with warrior having a short Invul, but Ideally we would make invuls more like 30s apart instead of 1min apart from each.