Quote Originally Posted by GoatOfWar View Post
Would it? I mean, you still get 20% mit, you still get a shield half as big as TBN and 1200-1600 potency worth of healing.
Quote Originally Posted by Rein_eon_Osborne View Post
Why would that be a problem? You're literally still packing with 1,600p heal + 400p shield + 10% mit on that one single button assuming they nerf it down proccing once per GCD. That is still stronger than Equilibrium in potency per minute. Why do you need more? That's totally not a 'useless healing'. All that does is they would bring WAR's sustenance down close to PLD's degree, which if anybody knows anything at all, is still arguably excess on the hands of capable PLDs.

Today's BW is 4 Benedictions with 17s downtime. You don't need ANY other cooldowns to be used in that 8s uptime unlike PLD's Holy Shelltron within the same situation.
Firstly, you don't get 20% mit, you get 19% mit for four seconds and then 10% mit for the remaining four. The shield is not half of TBN, TBN is 25% of the target's HP. BW shield is 400 potency. 400 healing potency is about 8k on my WAR, at just over 100k HP TBN is over 25k in shielding. Note that TBN will continue to out scale BW shield as HP values soar.

1200-1600 potency worth of healing is ~24k-32k; currently. This sounds like a lot until you look at incoming damage in dungeons, and consider that is spread out over three to four GCDs. Equilibrium heals 24k instantly, and mobs chew through that in seconds. Wall to walls are currently putting out 7.5k-8k DTPS before mobs start to die. That’s a lot, if you had to sustain that level of damage for an entire encounter; it would be one of the hardest Savage fights ever made (if even possible).

Quote Originally Posted by Lyth View Post
This thread: 'The community is not part of the problem.'

WAR mains: 'Tank self-sustain is not part of the problem.'

Players aren't interested in balance. They're interested in maximizing their advantages over others. Balance is just a developer compromise on those demands. Sometimes that means ignoring the loudest voices and issuing nerfs.
Please do strawman harder.

Quote Originally Posted by Supersnow845 View Post
Bloodwhetting should be nerfed to a point that single target or AOE you do not get a full heal out of its duration, that should be the bare minimum of its nerfs
You already don't get a full heal out of it in single target. Four hits of BW are ~32k healing on my WAR, which has just over 100k HP. If you're full healing off of BW in single target, it's because you didn't get hit hard enough. Which is one of the reasons I'm saying that the content is part of the problem.

Quote Originally Posted by Aravell View Post
I don't really understand why WAR absolutely has to keep the healing on every enemy hit when PLD gets only 1 heal per cast and they function in big pulls perfectly fine. The only other tank that has a heal on every enemy hit is DRK, but theirs is a single hit every 60s.
You don't understand why WAR absolutely has to keep something we've had since 2.0 with Bloodbath? How about because we don't want to lose any more tank identity?

Quote Originally Posted by Gemina View Post
…Tell me, why TF does WAR have Nascent Flash? Give me a valid reason why they need it, and why this isn't a healer role skill. Is it more viable in savage/ultimate? Are healers incompetent in this content? I see suggestions for tanks being able to heal once per GCD, like having some kind of passive bloodbath active full time. Why TF do they need this?

DRK is really the only tank that doesn't have the kind of sustain that encroaches on healers. Earlier I stated that Xeno's only suggestion to address this issue is to give healers more to do. I actually I agree with that. They should have more to heal, and this doesn't apply to only the game's more difficult content. Let healers heal FFS. Is that really such a huge thing to ask for? I don't think any healer signs up for the kind of gameplay and treatment they get. Push them. Challenge them. Allow them to play the effin game.
WAR has Nascent Flash, because ShB decided that every tank needed a way to contribute to the main tank's mitigation. It's definitely more useful in Savage where busters can actually kill you. Healers are quite often incompetent in normal content, that's why I don't play DRK. I haven’t really touched Savage this expansion with how bad the job design has been, so I can’t comment on healers there currently. Past experience leads me to desire as much self-healing as possible in all content though. And I've seen absolutely no one suggest giving tanks 100% uptime healing on every GCD, that's you misreading. And they absolutely wouldn't need that.
6.2 tried giving healers more to heal and you know what happened? They all quit. PF had a healer drought for the entire tier.

Quote Originally Posted by Gemina View Post
So shoehorn them onto the OT role, then? There aren't other innovative ways to validate the OT role without encroaching on healers? I sense a lack of vision and creativity if I'm to be frank. Nascent Flash would have been a phenomenal ability to give healers. Particularly the barrier healers.

Again, I don't play tanks extensively. I can understand why giving them mitigation to help out can be and is useful. To give them healing on top of it is where I take issue. How this dev team can't see that giving healing to tanks, particularly passive healing that does not sacrifice their damage output is a problem.TOP being able to be cleared without healers is inexcusable.
A more innovative way of giving the self-healing, high HP tank a way to contribute as an OT? I can’t think of another solution that would be in line with WAR’s thematic design and job identity.
It really shows that you don’t play tanks extensively, here or elsewhere. One of the best tank designs of all time is Blood DK in WoW. Its entire design is healing through the damage that it takes. 2.0 WAR was basically Blood DK at home. So much so that IB was nearly a carbon copy of Death Strike; Blood DK’s self-healing ability. Point being that a tank that heals them self is an idea that has been around for a while and has been done very well elsewhere.

TOP being cleared without healers has almost nothing to do with the WAR. That was heavy usage of Clemency, with a comp that had a ton of self-heal, combined with entirely too little damage output from the fight. TOP is the epitome of what I was saying when I said it’s not just tank design.