Quote Originally Posted by GoatOfWar View Post
The only thing that matters on the tank invulns in their current design is their cooldown.
Warrior should lose duration on it's invuln so that it can't fully cover all mechanics, and it's forced to dig into it's defensive toolkit or gives healers stuff to do.
It's become an omnijob, and needs weaknesses.
The ONLY upside to warriors invuln is it's recast timer. Nobody is celebrating the warrior for staying alive...but then to see it's health drop back down to 1 with only 3 seconds left on the invuln. The weakness is that holmgang just won't let you die more often then any of the other invulns.

Holmgang requires you to drop thrill and/or equal at the same time just so you can get healed up faster. Which can lower amount of mitigation for a buster soon after, or when you really need it.
GNB has that o shit moment to healers, but at least the gunbreaker doesn't lose HP after using it. Just a backwards hallowed.
And DRK's is kind of disgusting imo. 1500 potency heal PER attack...I was like "That's absurd!" when I read those patch notes. They fixed Living Dead with this change.

War does have a good invuln simply because you can use it 3-4 times per pull....other then that it's a great burden to the healers sometimes. The cooldown is fine imo. The weakness to holmgang is that you need healer to get you back to decent HP value.