Actually, it wouldn't just be "single player benefit".Note that I said "obscene amount of enmity". The point of a tank is to attract attention and mitigate damage. If the tank dies, then the entire party suffers. If the tank limit break drew huge amounts of aggro, healed the tank to full, cleansed all debuffs, and made them immune to damage, that would equate to the rest of the party taking no damage while easing the load on the healers by a huge amount.
Saying that my suggestion only benefits the tank rather than the entire party is like saying that Shield Oath or Defiance only benefit the tank: they make the tank better at both enmity and damage mitigation *which explicitly helps out the group*. Providing a short term burst of damage reduction to the entire party is only useful when the entire party is taking a huge amount of damage that can resisted while not able to be effectively healed afterwards. There simply aren't that many of those, mainly because anything that would actually wipe the party without some sort of large scale mitigation can't be resisted.
The changes that I suggest would actually make it useful: they put all aggro for everything on the tank and make the tank super durable for the duration. Have it act as a Provoke with more enmity than Provoke normally provides (top + 100/300/1000 potency) and it works great as a tank death recovery CD: tank gets aggro back on everything, debuff gets removed, tank gets healed back up so that they don't just fall over dead when they're hit next, and they take less damage, allowing the healer to focus on other people that inevitably took damage when the tank dropped.
Your claim that it only helps the tank makes no sense. By helping the tank, it helps out *everyone* and, by providing the buff to the tank in a big way, it's honestly *more* useful than divvying out the buff to the entire party in comparatively worthless increments.



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