Quote Originally Posted by MoroMurasaki View Post
If you have a tank and a healer of comparable skill level in a single-target enviroment the tank is going to out-DPS the healer every time. I say this as a healer main with some DH melds myself.

It just boils down to the time spent dealing damage - virtually everything a tank does causes damage to an enemy where as there are almost no healing abilities that cause damage. That's not even getting into auto attacks
It's true. My PLD can out-DPS healers single target, and it's actually melded for tenacity because I took it through Sigmascape while relatively undergeared and wanted the extra toughness for my first time tanking it. It doesn't need that now that I'm more confident and geared in there, so I could swap that out and it wouldn't hinder anyone.

And that's assuming it actually requires an extra cast. In some cases the extra damage requires an extra cast. In other cases it may result in less overheal, like if the heal crits and would take you to full. Or Eos will do the extra cast for me, when I'm on SCH. If you're blessed with a PLD offtank who can fire off Intervention on big hits, that dwarfs what Tenacity will give you, too.

I mean, conceptually I like tenacity. But the way the game stands right now, most of the time you don't need that extra defense. Just like a lot of the time you don't need Shield Oath to do your job. So long as that's true, people are going to meld for what gives you a guaranteed benefit: killing the boss faster. Enrage aside, killing the boss faster means fewer chances for someone to make a mistake on mechanics, and that boosts group success. That boost works all the time, even in normal DF random groups where stuff can go wrong regularly.

IMO, one way to address this is to nerf the hell out of enmity boosted abilities outside of tank stance (making it harder to do the "tank" part of tanking), and let tenacity boost enmity generation from damage. Given what a big hit to DPS tank stance is, a meld that lets you stay out of it and get the enmity you need would hold some appeal. Probably not the best way, but just tossing an idea out that fits the point: a stat that does something we don't need more of is less appealing than a stat that does something where more is always better. (Piety has the same problem, but no one seems to mind healers ignoring it to meld epic quantities of crit.)