Quote Originally Posted by Rios-Drakoon View Post
1. Put the Extraheal directly to Defiance and increase it to 20% (PLD take 20% less dmg we take 20% more heal, fair deal i think)
It's not a fair deal because you're bad at math. 20% reduction in damage taken equates to a 25% increased in effective healing received.

2. Change Bloodbath from 25% dmg done in to 3% max HP
3. Change StormsPath from 50% dmg done in to 10% max HP
4. Change Inner Beast from 300% dmg done in to 30% max HP
None of these would fix the problem that the self-healing does not scale with incoming damage. Incoming damage *always* scales faster than hp or damage output. It *has* to in order to offset the continually larger resource pools of healers to force them to use less resource efficient heals that provide greater throughput.

Mitigation mechanisms *must* scale with incoming damage, not damage output or max hp. For a few CDs, it works fine, but fundamental mitigation mechanisms that a class is *built* around need to scale with the correct variable, else the self-healing numbers will need to *constantly* be reevaluated with every tier of gear lest WAR fall behind yet again (and each reevaluation is just going to make WAR better and better at any situation where damage *isn't* above the raid damage threshold).

I have yet to see a single MMO that has actually stuck with a tank that uses differently scaling self-healing as a large portion of their mitigation without admitting they've simply abandoned all efforts at balancing classes. *Every single one* moves away from them because they *always* present overwhelming problems with balance that cannot be addressed. It is an interesting concept, but it is *just not possible* within the realms of a balanced game.

If any change happens to WAR self heals, it needs to be changing the scaling mechanism to incoming damage. Changing it to anything else is just putting a band-aid on a broken leg.