Quote Originally Posted by Junk4Brains View Post
Now if I left anything out feel free to point it out. But I think I covered all the important skills that pertain to tanking efficiency.
Very good and comprehensive post, but I think it ignores something pretty important, and that is how instances scale and how damage scales in this game in general. Monster damage scales very fast compared to player damage. Auto attacks is Castrum do a lot more than auto attacks at stone vigil, and Auto Attacks in Coil do WAY more than auto attacks from Castrum.

However, WAR damage only increases slightly with weapon upgrades.

Say a fresh 50 WAR is hitting 800 HP heals on inner beast. A geared war with Relic weapon will be hitting what? ~1k assuming the increase is about the same? (not sure because I don't have the relic weapon yet.)

So, going from a fairly weak weapon to a relic weapon is going to net us ~200 more self healing every 17 or so seconds. But that is nothing when compared to how boss damage scales, where even hardmode primals hit for significantly more than that on their auto attacks.

I don't know if that explains it well. But the thing is the damage mitigation of Inner Beast (and to a lesser extent the healing buff from Fury Stacks) scales with PLAYER damage. While the damage mitigation of Shield Oath or other paladin cooldowns scales with MONSTER damage. And since monster damage scales far faster that player damage, that will have a very big impact on how effectively warriors can tank endgame content.

I like that the "flavor" of the classes is very different, and love playing WAR, but tanking efficiency without looking at monster scaling is missing a big part of the picture. And once we get to 24 man instances, I don't see how Inner Beast is even going to come remotely close to being sufficient for main tanking, unless it's a situation where there are 6 bosses that need to be tanked, and each tank has a personal healer.