Quote Originally Posted by Ehayte View Post
I referenced a few times that Mystic would increase enmity generation well above what Shield Oath and Defiance do. So I picked 40% as that was discussed earlier in the thread. AKA I made it up, and I get to because I made up the class, and it was referenced in the OP.
You said "increases enmity generation", which all tank stances have. You say nothing about improving it beyond the normal capabilities of the tank stances. On top of that, that's a really a cheap cop out for bad attack rotation design. If they're relying so heavily on their stance providing 40% more enmity than the existing tank stances, they're going to have terrible damage.

Good point on both. Jewelery melding would be a good point. But, I mean, the simple fix is to start putting PIE on MYS armor after ilvl 90, make the mana pool based on vit (not calced the same way as hp is), or put a cap on PIE. I know its more programming, but those would seem to be easy ways to get around it.
The first and second ides don't actually solve the problem previously mentioned: mp pools that are *way* too large because you're giving them a *hugely* oversized mana pool. The first also doesn't get remotely close to addressing the whole "my gear has 3 main stats because Piety is actually stronger than VIT for me and you only get 2". The last idea is just another "well, I don't want to have to think about it" solution. If it requires you to completely rework an existing baseline mechanic (like what stat influences mp or placing a cap on a stat), it's a bad idea.

I think 136/tick is negligible, even with a % reduction to the amount of MP lost per hit.
So you're just dismissing the equivalent of constant passive healing *way* in excess of what a PLD or WAR gets *even when using a self healing ability*?

OK, then I don't think 120 vs 138 is going to break solo game play...The solo game is easily achievable completed IN Defiance or IN Shield Oath, and you could certainly make an argument that its the same difference or easier, just slower.
It's not a question of solo gameplay. It's a question of quality of life and equivalence to existing classes. If your tank doesn't have the ability to match the other tanks in damage, enmity, and OT damage, you're not creating a balanced construct. Dismissing it just because you want to say that it's a weakness is, once again, ignoring a problem just because you don't want to have to deal with it.

I don't see the difference, are you just saying its too hard to figure out where the balance would lie? Traditionally MP is an action resource, and if you are saying you can turn it into an MP mitigation tank with MP-consuming mitigation abilities, then MP is a survivability resource, its just indirect instead of direct, i.e. pro-active versus re-act.
I'm saying that *from a fundamental mechanical standpoint* mp is an action resource. They way that it behaves is *completely* different from the way that mitigation and tank stats behave; it's only *tangentially* similar to hp and gets modified in a dramatically different way. It doesn't scale the same way as a mitigation does. You simply *can't* have mp act as an augment to your hp bar without it being completely borked: you're overinflating eHP to an *insane* level and it would be laughably OP in low damage scenarios while insanely weak in high damage scenarios.

Using MP as a resource to *fuel* your mitigation is not a difference between proactive and reactive. MP as a resource to fuel mitigation means that you're using MP in the way that it actually *works*: spend mp to get a mitigation buff instead of "my mp is like my hit points", which is what you're doing here.