Connotation? In the vast majority of cases it's a simple mathematical check. Due to the game's tuning, it is incredibly rare in raid gameplay that tank stance will ever be more efficient than the lack of it. And if it's less effective, that's not just a connotation of inferiority -- it's a factual presence.
For a tank, certainly. But for the Barbarian tank? It's absolutely out of place.Inner Beast was War's Rampart equivalent. Raw Intuition is more like Bulwark's counterpart. Dark dance was also a thing. All tanks had a "physical" only cooldown. Whether parrying fits the "barbarian" theme or not, the game allows all jobs to randomly parry physical attacks. The concept of a tank job being able to parry on demand, or have a higher chance of parrying compared to others, is not entirely out of place.
Agreed, I think? But, there were plenty of other ways to make the skill not merely a joke without simply removing the (direct heal trigger dependence) irritations of DV, increasing its frequency, and then further increasing its %Max_HP-to-shield cap, on a job that can already powerfully increase its maximum HP.I think it's fair to argue that it was SE which took the easy way out on SiO. Players just wanted it to be a useful ability. SE clearly made this ability overpowered for no particular reason.
Like, they could let it actually purify more than the most minor of effects...
"Ego" aside, I have to agree that IR is already sufficient as a free mitigation resource. That would be more greatly the case if IB and SC were increased in potency but no longer ignored Defiance damage reduction, allowing IR to sync more powerfully with UC, but /shrug.IR can already be used to pick up damage resistance and bonus HP. Only thing that prevents this is ego.
I wholly disagree. Not only was there no excuse for a literal magicked guardian tank, as Paladin had indeed become going into HW, not to be able to block spells when literally doming itself off. Moreover, magic mitigation wasn't nearly as significant or consistent a factor to DRK outside of scheduled mitigation alternatives as people make it out to be. It wasn't integral, and it wasn't identity-setting. Instead, a would-be CD or augmentation was merely split into two, each of which cost a DA to make full use of. Only when facing BOTH magic and physical damage -- in perfectly machine-gun 15s physical and 10s burst magic periods of damage -- did DRK have moments to uniquely shine in sustained mitigation, and at further offensive cost at that. I'll agree wholly that Reprisal should have remained with DRK, though. But, I despise the Role Actions system in general, so take that with a grain of salt.PLD being allowed to block magic damage was a way bigger blow to DRK's identity than anything WAR ever did. And then to top it off, SE took the only remaining party mitigation DRK had and gave it to both the other tanks.
You've just dismissed a gear-based sense of progressive imbalance and replaced it with a content-based sense of imbalance... How is that a sizeable improvement?I disagree with this on the basis that 2.0 WAR being a "lifesteal" tank didn't work. Damage mitigation scales with content, lifesteal does not. In my opinion DRK needs to re-emerge as the "magic" tank. WAR would be "physical", and PLD would be the best "support" tank for both.
It's true that life-stealing, as it is now, scales not with content, but with gear, just as DPS and HPS do, meaning that they would start off weak and then gradually eclipse content-based percentile mitigation, which cannot improve its defensive throughput over time/gear. But there are plenty of ways to add content-based scaling to that mixture. Just look at WoW's Warriors prior to BfA, for instance; the more they were hit for, the more they had to hit back with. Outside of CDs, their shield production was entirely Attack Power-based (i.e. gear-based), but the resource with which they afforded those shields scaled with content. In many other cases, tanks use scaled retroactive healing or damage on a damage-to-healing attack, e.g. based on the last 5 seconds' of damage dealt to you -- that, too, is content-based scaling despite a life-steal aesthetic.
But creating a purely magic or physical tank? You may as well literally just ask that every single fights' design be restricted into equal effective portions of magic and physical damage or that one tank (WAR or DRK) is barred from each fight (with PLD having a guaranteed second tank slot). Why? You might as well have fights that make it nearly impossible to support two melee, or where raid damage scales with the number of ranged classes in the party to be targeted by the debuff you'll have to cleanse (each for raid damage). Forcing roster selections based on fights is not good design.