Asides from tanking double dreads on turn 4, what large spikes of damage in this game are so unpredictable, that a WAR wouldn't be able to pop their mitigation to alleviate the huge burst?


It's not so much the large spikes, but tanking anything as a WAR costs a healer more mana. Especially once you start looking 3+ mobs. An easy way too look at it is all the PLD bragging about their easy WP SR's, I don't think WARs could pull it off like a PLD could even with these buffs. Even with holmgang at the end, its not an answer, because you still take dmg to 1 hp. The only difference is you can't die for so many seconds but once that is over there isn't much to keep you nearly as healthy.
You should have bought an authenticator.....
Your tears feed me....
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