Quote Originally Posted by Crossu View Post
Something that might be too hard for casual content but might give a bit of thinking when tanking is to have (or bring back) several kinds of tankbusters for a single boss (Hard, Medium, Low damaging) this would make tanks more activily use their small CDs more often and not for mitigating auto attack damage (which is also good, you should mitigate as often as you can) it could even encourage to tank swap more often outside MUST SWAP or Invul tank busters.
Another small thing that might or might not work is to give a more visual reward to tanks that mitigate well, The Blackest Night is the best example you use it properly you get rewarded with a 0 cost mitigation skill (refunds mana), Paladin used to have that when he blocked something but it got removed. Making the "reward" fit with the job theme and identiy. (Pls square don't give TBN to all tanks).
I like the idea of good mitigation prompts a reward. It's simple and could make for a happy medium to tenacity not making hardly any difference. But if tanks were rewarded for basically taking damage i.e. The Blackest Night style gameplay. Then I would be more apt to saving that proc as long as I can. Dark Knights results in a one to punch style. Large mitigation of damage = a damage proc.

Paladin used to be shield swipe. Block an attack you were granted a fair damage proc, but the cooldown was horrible. I like the idea behind this since shield swipe is gone and paladins really don't use their shields for anything else visually besides an interrupt. Perhaps something separate from oath gauge? Where your oath is for defensive abilities, but maybe something akin to sword oath stance. But this gauge only fills up by blocking, and would push paladins to use Shelton effectively. Once full they can execute a large DPS or something.

Warrior used to have wrath but with deliverance gone, should SE delve back into the DPS area of warrior? Or should it reach into mitigation with and make something completely different. Warrior feels super comfy now, and I would really like to keep that going into 6.0, but just expand it some with perhaps a proc skill to weave within my simple rotation. I really have a hard time thinking where warrior will go in 6.0. There isn't that much to improve on and tweaking something might upset it's delicate life steal gameplay. Warrior has ALWAYS been a Pandora's box job.