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  1. #1
    Player
    C-croft's Avatar
    Join Date
    Sep 2012
    Posts
    907
    Character
    Cloudcroft Ieyasu
    World
    Goblin
    Main Class
    Marauder Lv 52
    Quote Originally Posted by CianaIezuborn View Post
    When was the last time you died due to a healer that was only healing you running out of mana? That is the only scenario that sustained damage over the entire fight is even important in the manner that you're approaching it. No ifs, ands, or buts. No.

    You die to burst, or you die to healers not putting enough heals into you. Average damage taken over the fight does not matter, what matters is surviving the fight.

    I do believe that at some point, stacking enough Vit, you will then want to favor avoidance on a certain ratio. From what I've seen of stats, if they remain linear, it's a LONG way off but still possible. The first step is having a comfortable HP lead over the highest reasonable burst you will face. I'm actually a heretic in some tanking circles for even suggesting that much, but I've done math in other games to support it. Please continue to put together numbers to shed light on the effects of avoidance stats, but please, for the love of all that is holy.

    Never suggest that sustained damage is even close to the importance of the ability to survive burst. Never. They aren't even the same concept when it comes to tanking.

    I seriously thought you were trying to find a way to lower burst damage by stacking dex, which I was trying to explain was counterproductive when the alternative is EHp. But never suggest that average incoming damage is anywhere near as important as ability to survive burst.
    In the same token, at end game, for WARs with the lack of any real defensive cooldowns, wouldn't every hit be like a burst? From the sounds of it, people are making it sound like healing a WAR is hard, which to me sounds like MP management issues. Spamming cure II isn't effective on MP but if every hit is coming in hard like that, anyone would go down quickly due to attrition. So in a sense, you are right, considering a dead tank is still a dead tank, but I would like to think that in the whole grand scheme of things average incoming damage is very important when it comes to WARs in a group setting, so the WHM/SCH has enough MP to heal the burst.

    Second thought: You are definitely right, you have to live through the burst.... no amount of mitigation helps if you can't survive the burst at all.
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    Last edited by C-croft; 09-28-2013 at 06:20 AM.

  2. #2
    Player
    CurlyBruce's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    Curly Brace
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by C-croft View Post
    ...
    It is harder to heal a WAR, but that's mostly because SE apparently doesn't understand how division by % works. 20% damage reduction is 25% HP and 25% better cures but in SE's mind it apparently means 25% HP and 15% better cures, hence Defiance. They then seem to have forgotten Rampart existed and functions the same way Shield oath does, granting 20% damage reduction which in turns means 25% more healing for 20s. Technically its more than 25% because damage reduction has increasing returns. Going from 1/.8 to 1/.6 is going from 1.25 to ~1.67 so about a 42% boost. Just to get WAR regular healing up to par with PLDs they need to increase Defiance healing boost to 25% and make it permanent, and WARs cooldowns all need to grant some form of healing boost one way or another.
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