No! Bad!You have a double HP pool. So instead of having one player able to take 5k damage, you have two players able to take 5k damage each, so you can take 10k damage in a row.
About healing, at first sight it's not more efficient, in fact it seems a little bit less efficient since unavoidable AoEs will hit the two tanks.
On second though, a larger HP pool means a larger margin to cast healing spells. You do not need to constantly spam big mp expensive cures on your tank to keep them alive. It means you gain some time.
Time gives you the ability to use MP efficient spells.
Chances to get Stoneskin up more often, chances to get the free cures proc...
So yes, the team will have to deal with the same amount of damage to take... but dual-tanking opens up alternatives ways to do it.
I was literally trying to pay him a compliment and while I'm typing he goes and does this.
Someone give me a rolled up newspaper so we can bop him on the nose.
Bad puppy! No bad strategies!

Shield Oath is OP, Defiance is not. That's why we're mad.
So anyway, now that I've gotten my jab in at you for calling me a random annoying elitist lad (which I assume is some kind of nancy, and that hurts me in my heart) lets review your strategy.You have a double HP pool. So instead of having one player able to take 5k damage, you have two players able to take 5k damage each, so you can take 10k damage in a row.
About healing, at first sight it's not more efficient, in fact it seems a little bit less efficient since unavoidable AoEs will hit the two tanks.
On second though, a larger HP pool means a larger margin to cast healing spells. You do not need to constantly spam big mp expensive cures on your tank to keep them alive. It means you gain some time.
Time gives you the ability to use MP efficient spells.
Chances to get Stoneskin up more often, chances to get the free cures proc...
So yes, the team will have to deal with the same amount of damage to take... but dual-tanking opens up alternatives ways to do it.
So the objective is to effectively double your hp pool by ping ponging back and forth between two tanks? Well as opposed to doing that, lets try this instead.
Let's stick all the healers on one tank, we can call him the MT. They'll keep him up just like they would the two tanks ping ponging back and forth.
We'll stick the other tank in reserve and we'll call him the OT. What we'll do is say that if the MT drops down to about ~10% then this tank will provoke the mob and hold it till the MT's hp is back up and then the MT will provoke it back.
But wait, now we're noticing that the OT isn't getting hit all the time, so why is he in tanking stance? Hey now he can switch over to DPS stance and do more dps while he's in reserve. How novel and smart we are!
Hey guys, it looks like when we stick all the healers on one tank, he really isn't dipping that far down. Cause you know he's taking twice the damage, but he's getting twice the healing. In fact, I don't think we really need that back up tank, he hasn't had to provoke once! Wait, what's that over there?
Extra DPS - "Itsa me! Extra DPS guy!"
Raid - "What can you do, Extra DPS guy?"
Extra DPS - "Why I can up your 8 man's damage by 25%!"
Raid - "Wow a whole 25%? That's like having an extra dps'er in the raid!"
Extra DPS - "Not only that, but I'm also going to reduce the amount of times your tank has to get hit by 20%!"
Raid - "That's super amazing, how will you manage that Extra DPS guy?"
Extra DPS - "Through the magic of time my dear friends. You see when you kill something faster, the amount of 'Time' they have to hit you is lower!"
Raid - "That's amazing Extra DPS guy! You're my favorite friend!"
Oh god I can't do this anymore, it's to much work for to little stupid.
I wasn't specifically adding it to the calculations. I was simply remarking on the difference in categorization of certain abilities between calculations and how they impacted the end results.
0% base, it's a 15% reduction in damage taken. 15% base, it's an 17.7% reduction in damage taken. Additive gains to percentage based damage reduction mechanisms *do* get more valuable as you get more. However, you have to get pretty high for the value to start skyrocketing as you're assuming here: at 50% base dodge, it would provide 30% reduction in damage taken; at 80% base dodge, it would provide 75% reduction in base damage.You don't actually need law of large numbers on Featherfoot depending on how many attacks we're talking about in a burst scenario and what your base evasion rate is. 0% base, it's complete garbage. At 15% base, it's pretty solid. Still a bit of a gamble on the RNG but definitely acceptable as a legitimate defensive CD.
Since dodge chances in ARR are relatively low (pretty sure it's in the single digit chance range), Featherfoot still doesn't provide all that much outside of Law of Large Numbers applications.

What? Makes no sense at all. This is a PDF. You're treating it as pure mitigation. At 0% base evasion, it's going to be a coin flip in most burst scenarios as to whether Featherfoot does anything. At 15% base evasion, there's a very good chance it does something. Law of Large Numbers is irrelevant here; it's about statistical stability which we aren't dealing with while looking at with a single trial.0% base, it's a 15% reduction in damage taken. 15% base, it's an 17.7% reduction in damage taken. Additive gains to percentage based damage reduction mechanisms *do* get more valuable as you get more. However, you have to get pretty high for the value to start skyrocketing as you're assuming here: at 50% base dodge, it would provide 30% reduction in damage taken; at 80% base dodge, it would provide 75% reduction in base damage. *snip*

Right, I'm not saying you did. However, when comparing IB to anything with a Paladin, people are not taking into consideration it's effectiveness is diminished as Paladin HPs are inherently more valuable than War HP.
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