Quote Originally Posted by Phreak View Post
Maybe instead of the shield being based on your HP make it take a % of the damage you've recieved over the past X seconds, this goes better with the theme that a WAR is a reactive, not proactive, tank. We have high HP pools so we can take hits and then 'undo' the damage.
I second this, but would say it should scale off of where your current HP is with regards to your max HP. That way it adds some strategy to its use: do I want my healer to keep me topped off and I use this after a big hit, or do I tell my healer to lay off until I'm at critical HP and then pop it and get topped off? After all, if they mistime a heal and the effect kicks in at 6500/7000 HP, you just wasted it. But if you coordinate and pop it at 500/7000 HP, then your healer tops you off, you've got one hell of a high amount of working HP.

I think giving it such a high risk/reward would be good way to balance it.