Quote Originally Posted by Zairava View Post
Snip
Once again, tanks who primarily take the damage, melees who don't normally take the damage. Both have options, but which one fits the role best for the respective potencies? I'm more in line with having both options available in particular so that both jobs feel happy, but Bloodwhetting being stronger is obvious. The fact of the matter though, is that Bloodbath is superior to Second wind as Bloodwhetting is to Equilibrium, which you thankfully math out for the next bit.

I appreciate the math at least and won't argue that in an AoE scenario, Bloodwhetting is quite a powerful move. The comparison with Equilibrium however needs a little re-examination...that skill is simply an enhanced Second Wind really, an emergency heal that also heals a little over as a precaution. Primary healing is usually through Bloodwhetting which in AoE is of course strong, but in regards to single target, it becomes more of a nice tool but when faced with bigger damage it's usually best to be used for the mitigation and shielding. It's mostly important considering there's a 50/50 involved with targets doing physical damage in general or not, so you want to use Vengeance as much as possible to get that damage and not so much mitigation. It leaves you with only a few options left, and having one available more readily helps mitigate the loss of Vengeance as a defense tool.

It absolutely is a nice tool, means if the healer dies I don't have to worry so much. Very clutch in other environments as well which has to be considered since as I mention to others, you can't separate skills other than by PVE or PVP. If the healing was lowered, it would suffer in single target, but as it is now it's strong in AoE as a result. It's just one of those things that gets better the more enemies you add, like with AoE in general where the general potency increases with more mobs.

IMO, unless they're going to have skills changed between dungeons/trials/raids/etc, it's an uncomfortable idea to damn a skill solely because of its strength in lower tier content. Yes yes, this is a dungeon thread, but that's a point that cannot be denied unfortunately. If nothing else, having come from an environment where the nerf bat can get ridiculous, I'd rather keep it sparce than drag down a pretty fun class. I'd also imagine honestly that if it really was a problem, it would've been addressed as fast as something like SCH's Expedience, or the silly gap when SMN was the highest DPS of any job including BLM and SAM by a fair bit. At this point though, WAR's healing is a matter of preference I suppose.