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Originally Posted by
Argyle_Darkheart
No they don't; look at Flash. SE could of designed a tank that doesn't deal damage, but they didn't.
Flash's existence does not address the statement that "Tanks need to do damage so they can actually kill things when they are not tanking." Therefore, this point has not been fully argued.
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I agree, but not to that degree. I think you (and many others) undervalue the tank's ability to contribute damage and overvalue how much the tank needs to gear for survival. Let me be clear, I do not suggest prioritizing STR over VIT until you have enough HP to survive reliably.
The reason tanks deal damage is because they're designed that way. I never meant to suggest that this was their top priority. Everything else you mention is for balancing purposes; of course they're not designed to deal as much damage as an equally geared and skilled DPS. That would be ludicrous. Also, tying damage to threat naturally leads to the conclusion that the tank should optimize their damage in order to increase
their effectiveness. Again, I'm not suggesting this is priority one, but it's definitely there.
Okay, okay. I was getting the impression from your posts that any tank who maximized mitigation instead of strength was doing it wrong and they didn't deserve to be a tank. I still don't support the amount of priority you give tank damage, but I apologize if I've been heavy handed in my replies.
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Why? This doesn't mean anything. My point is that it's designed that way. It didn't "have" to be.
When we're talking about how Tanks are designed, can't it be argued that Tanks are designed to be stacking Vitality since it's on all Tank specific pieces whereas Strength is only on half? Then again, all accessories are equippable by all classes, so maybe we're meant instead to have freedom both inside and between jobs.
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HP is not mitigation; stop saying that. And there is such a thing as too much HP. Every time you didn't "go into double digits" is an example of when you had too much HP. I never said HP buffer isn't useful (quite the opposite), but there is definitely a point of diminishing return (practically, not mathematically). Now, where you draw the line depends on a case by case basis, and there is a time and place for having a larger HP buffer. But that often comes at the cost of a higher potential DPS. Whether that's more or less valuable at any given time needs to be evaluated at that time, but more DPS always makes a difference. Still, I firmly believe that nothing in the current end-game content requires, or appreciably benefits, from such enormous amounts of HP.
I think this whole "What is mitigation?" issue is just a difference in how we define the word.
The dictionary defines mitigation as "the action of reducing the severity, seriousness, or painfulness of something."
With this in mind, I would say that the act of "Increasing my HP Pool" is mitigation. It reduces the severity and seriousness of Attack X by allowing it to remove a lower percentage of my max health. Anything that makes Attack X less severe is mitigation, and "severity" is measured both in the actual amount of damage the attack did and how badly you're off afterwards. Thus, this includes Max(and current) Health, Cooldowns, Block/Parry, and Healer Shields. It all helps you not be killed by Attack X.
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Let me be absolutely clear, VIT > STR up to a certain point. Once you can survive reliably, any extra HP you can achieve won't make that much of a difference in your tanking capability. I'll concede that there may be situations in the current end-game content where enough of an HP buffer may allow healers to DPS, but asking your healers to DPS can, and often will, be very risky. But, really, healer DPS comes down more to player skill and incoming damage frequency, rather than "500 more HP" on the tank.
So, my Paladin currently has about 7800 HP with food active. Referencing your proposed cutoff point of 7400, I could, say, respec my bonus points completely from Vitality to Strength and successfully hover around that 7400 mark. This sacrifices 30 Vitality for 30 Strength. Given that I'm currently tanking something, that 30 Strength is theoretically reduced by 20% to an effective 24 Strength. This is equivalent to gaining about 3 Weapon Damage. This would increase my DPS by 5 points or so, perhaps up to 10, I think. If we assume that I'm regularly doling out 125 DPS or so while actively tanking, I increased my overall DPS by 4-8% at the cost of now having the absolute minimum health necessary to survive the Second Coil.
In my opinion, the cost is simply too high for a benefit that will not save a fight 99% of the time. I suppose this is a comfort thing, but it's scary and stressful to often fall into double digit health, both for the Tank and the Healers... and stressed people make mistakes. Taking stats that help to ensure survival to their minimums requires the entire rest of the party to play flawlessly, and that's simply not feasible. We're human.