
Originally Posted by
ArianeEwah
You don't need to worry about that. Nascent Flash doesn't "heal", it "absorbs". The +20% doesn't affect life-leech/HP absorbed by dealing damage.
What it does affect is Equilibrium, Storm's Path healing (tho [should] not be used during trash pulls), and all other healing spells and abilities with cure potencies.
I already said, WAR is probably the strongest tank in dungeons. It's the closest to not needing any healer at all. You could run with 3 dps, and not lose to missing heals thanks to NF, and SiO. I've had plenty of runs where I didn't even get an Excogitation, or even Embrace was overkill. That's why I said this change is un-needed. Having permanent +20% HP pool and healing bonus just increases the leeway when to heal, and how much to heal - which is already so large.
Try to balance the other tanks for that. You would've to give PLD 100% block rate to even the odds (e.g. by increasing Sheltron duration or a trait that increases your block rate if you get hit/block during x seconds, and can stack up). GNB e.g. would need perma Aurora, and DRK an extra shield for each enemy hit by a "Dark Arts" Flood after the first target.
But honestly, it's possible to run any dungeon with normal comp, and no need for any healing spells (GCD heals) if party is decent and competent, with WAR having the most leeway imho, followed by DRK. So, unless we want to make healers obsolete in dungeons (well, more than they already are), then this change must not happen.
On a side note: should dungeons "damage taken" increase - for whatever reason -, this would serve as a nice first concept. But don't quote me on that.