Quote Originally Posted by CrimsonGunner View Post
i understand about endure and re raise might lead to mechanic being ignored once but they cant help all the times.
they are insurance skills,for just in case and to prevent alot of abuse from the skills is why they are target for only one member ,cost alot of mp and have huge cd.
rescue 1 to 2 members wont necessarily save a raid if everyone else already died but if needed the skills can always consume more mp and maybe have higher cd .

as for reflect,i don't believe 10% of damage done could be more then LB but if something like that could be an issue there can always be a limit to how much damage can be reflected ^^.

well if not them then what different skills would you give WHM or better yet you are welcome to publish your idea as well i will love to see it
Having 2 extra invulns mean 4 invulns available for the tanks. Invulns arn't used as "insurance" as you put it, theyre used to skip mechanics/ easily mitigate a mechanic. To use E4s again pretty much every hard hit on the tank can now be ignored, stonecruser is already invulned, megalith is also invulned already in some party comps, but could be done for both in this case with any tanks, and you wouldnt need to pop mitigation for the attack after dual earthen fists either. For e3s, every single rip current could be taken without a tank swap. They would not be used for emergencies to "save a raid" they will be used proactively to mitigate, unless its mana cost was extremely prohibitive (thin air exists though) in which case it just wouldnt get used. Even if its CD was so long it could only be done once a fight, thats 1 time you just dont need to think about a tank buster.

For reflect, stone crusher being used on a non paladin or gunbreaker, deals over a million damage to the tank, probably more 10% of that its easily going to deal over 100k+ basically for free unless you cap the damage.

Other than maybe aero 3 coming back, I don't think I would change whm, its fine and very strong as it stands.