Quote Originally Posted by Ehayte View Post
MB Combo for MYS:
o Fast Blade = 150x140% = 210
o Riot Blade = 210x140% = 294
o Mystic Blade = 240x5x140% = 1680
Total of 2184, or 728 per GCD
Where are you getting the 1.4x modifier from? If you're factoring in the tank stance, you have to factor it in on both. Without that 1.4x modifier, you're ending up with 1560 enmity (150 + 210 + 1200) against 2050 (150 + 600 + 1300), or 76% (I got 41% on the original math because I missed the high enmity modifier on the finisher).

I think you are overestimating the mitigation you get from your mana.
It's not the mitigation that it provides. It's the effective hit points that it provides. You'd be trivializing any and all burst damage since you're adding an extra 3-4k to your eHP *without factoring in Piety*. Mean mitigation was just kind of wonky to get into because there's a lot of variables and stochastic incidences to account for. The math on eHP is relatively simple, but the math on the mean mitigation would just be nuts (and, honestly, I have a feeling that it would either be laughably low or outrageously high).

RE: Gear - Well...if you stack up PIE, you are going to lose vit and strength, so I fail to see a problem...and MYS armor, if it follows other tank armor, just wouldn't have it on it...Even if you can get your mana pool above your hp pool, hits will still eek into your hp pool, and you will die REAL quick on a serious of fast and hard hits with no chance for your healer to do anything about it.
Crafted gear and jewelry. Even if you expect them to wear Darklight and don't put *any* PIE on their AF2 gear, optimal comp would still have you getting 50+ Piety from jewelry. If there *isn't* any PIE on their gear as content progresses, their mitigation construct would fall *way* behind what it should since damage is increasing but you're leaving their mp at a static quantity.

RE: Mana Regen - I hardly thing 4%/tick is gonna break the game, lol.
That's 136 mp/3. Bloodthirst provides less than that *while it's active*.

RE: DPS Stance - Good point. I don't think that going from 120 to 138 dps is going to make or break a dungeon though... Seems silly to nit-pick that.
It's not for the dungeons. When you're in a party, you're going a tank so you'll need to be in tank stance. When you're solo, on the other hand, you're a damage dealer: solo WARs run outside of Defiance and solo PLD runs with Sword Oath. Plus, there's still the "offtank" thing.

managing a mana pool as a shield sounds very entertaining to me.
The problem is that mp is an action resource, not a survivability resource. If you *want* it to become a survivability resource, don't try to turn it into hp because it won't be remotely balanced. You *could* design it around regularly using off-GCD mp consuming abilities that increase your mitigation, so that, rather than having it turn into an hp-replacement, it instead becomes a managed resource that provides scaling mitigation.