Quote Originally Posted by LegolasT View Post
Hardest tank to play??? Hardly you manage nothing except wait for you inner realese window and manage your rotation. You manage more with DRK then WAR. Naw nothing WAR has constitute a a buff especially with critical hit upscaling as the expansion continues. Although there is an argument that all the tanks will benefit for critical hit!
You manage beast gauge and Infuriate charges as well as Storm's Eye.
DRK manages... blood gauge. That's it. MP manages itself due to the recharge rate being naturally timed to one minute and Darkside might as well be permanent.

Don't get me wrong, WAR is very simple, but other tanks are even more so somehow.

Tank balance is fine though. They don't need buffs/nerfs - just some gameplay that's not coma-inducing and that's not just the jobs, but also overall tank mechanics this tier.

It's also untrue that WAR doesn't bring anything to current encounters, it might not be the best, but it's not worthless:
Shake is way better in e1s than Missionary and HoL, a bit better than Veil due to affecting the caster while taking autos after % based raidwides.
You shouldn't be losing IR FCs due to heads in e2s. It might require some practice, but maneuvering between them for uptime is easy enough.
In e4s Holmgang is the only invuln which can be used on the first Megalith(which is the most valuable to invuln due to the double TB right before it) after being used in phase 1 and will be back up for 2nd Megalith as well. Saying that first Stonecrusher is an issue is silly, considering it's already a dps gain to use Vengeance with IR for it. IR timings in e4s are indeed hella wack though.