My point was that increasing max eHP (mitigation / ToB-likes) and recovering back to maximum eHP (healing) are opposite sides of the same interaction (surviving). (Red -> Purple <-Blue, if you will.) They work together, and may therefore amount to the same thing in many contexts, but if you treat them as literally the same, ignoring the unique advantages of max eHP increases, you end up with imbalances similar to what 2.0 Warrior (which died not due to type, but due to oversights) faced and end up seeing jobs fundamentally reworked instead of addressing a simple, very specific, lack of parity that bottlenecks the larger concept.
I gave that example because in as direct A|B comparison as I can make, TBN (and/or Oblation) did do something unique. That aforementioned dorito-run was with a GNB. They once tried to save an out-of-place DPS (a little over HP) with it. It barely wasn't enough. When I made the same attempt later on, TBN was enough. When both healers (both Sages) were about to take every possible AoE during snakes-fire-birds, he HoCed the other and I cast Oblation on both of them. They came into that damage with the same HP, but only the TBNed one came out (barely) alive (183 HP, iirc).And my point is that I've done the same thing with HoC.
Now, if both heals had all of 200 more max HP, yeah, HoC probably would have done it, too, but that cases where, trying to save someone at ~60% HP from a single hit (not yet triggering Catharsis but not leaving them with enough HP, even at 1.43x [1/(1-.3)], to survive the next attack).
It's no huge point against HoC (though Intervention and Nascent, with enough precasting, could technically handle that situation better), but it is something that TBN does a bit better than its alternatives (in some cases reaching, yes, a unique result), and I really like that about it. And it is, again, just the difference between frontloading effect into entirely mitigation rather than partly into mitigation and partly into healing.
Yeah, my bad there. I way over-assumed that your reply was much more narrowly aimed.Glad that's cleared up. I was trying to say that yes your HP scales up which buffs your TBN value, but the damage you're taking also scales up with harder content. The older content gets the less important mitigation becomes since none of it is %hp based so it's not relevant for which class is better at what in any role.
Again, though, that only works if, without mitigation, you'd last for more than one hit. That is not always the case in Savage among tankbusters that can hit pretty damn hard. Any time we've seen reactive tank design ignore that need for single-hit max eHP, they get completely barred from certain fights, which sucks because, yeah, reactive tanks are fun, especially just as a matter of diversity. Single-hit max eHP (what is normally meant by "max eHP" anyways, but just to be clear) is not something that can be ignored past the casual level.Let me try to be more clear. You know you're going to take damage so you use something that will heal you while you do.
No, no, nothing like that. I just mean that jobs can't be designed with only the current tier in mind so long as there's going to be notable gear-step going into the next. And, again, that you can't single-hit max eHP -- the difference between mitigation and ToB-likes... and healing. The two only become even figuratively interchangeable at the point ("non-reactive") tanks no longer need to use their skills.I was going off of all of this with last patches tomestone gear before getting Ex trial gear, which had me around 70k HP and I actually only melded once I already had accessories. Not sure if that's what you're getting at or not though.
If I hadn't seen whole, fun tank concepts (2.0 Warrior included) die over exactly that kind of conflation previously, I wouldn't harp on this. Sorry if that came off as anger. I'll admit I let myself get a little exasperated, hence (and worsened by) my error in comprehension, but I was never angry with you. I'd just seen that core idea that max-eHP increasing and simply HP-increasing effects are interchangeable kill tank classes/specializations/builds in the past and did not at all agree.



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