Quote Originally Posted by Oizen View Post
I think Heart of Corundum is fairly well designed as a tank heal, Its buff being fairly long means you can't really spam it on CD and expect it to work. It wont save you from lethal hits, but its a pretty powerful heal if you do it right.

Then they stopped trying when they made Holy Sheltron and Bloodwhetting
HoC's flaw is that its a recitation when it shouldn't be. It should require damage being taken before the heal is applied, not when the tank drops below 50%. As Lyth pointed out here:

Quote Originally Posted by Lyth View Post
I agree with Snow's point about tank healing being too passive, but I do think there are other approaches. A really easy way of doing this is having a healing effect scale on the amount of damage taken recently, or based off of how low your HP is (i.e. a Minus Strike type effect). This way, you have negligible healing under normal circumstances, unless you've specifically timed the move against a big damage strike. And I think that timing should always be central to tank defensives, and giving tanks lots of reactive healing solutions to compensate for a lack of anticipation doesn't really fit the role.
Clemency in it's current state is fine (mp being something PLD uses for their damage).

Where it gets dicey is in other heals a tank has.

Abyssal Drain for instance. Its on a 60s CD and is already relegated to mostly trash use, as in single target damage its for the most part worthless over Carve. That it shares a recast with Carve isn't a bad idea - to make you choose over more MP or more HP, but if the HP gain is worthless in boss situations and the MP gain isn't exactly worth using in trash... (and AD gives MP anyroad).

You could make a neater split - AD gives HP only (and make it more worth while in single target) and CaS can now affect other enemies at 50% less damage while restoring MP. This way it presents a choice and is no longer "free".

Holy Shelltron... maybe give the above damage applied = extra heal potency.

Equilibrium I don't know why it exists currently. SiO make sense - aoe defensive w/ extra healing (that we don't need but the defensive makes sense). Bloodwhetting/Nascent Flash also makes sense if I ignore my bias over it should be a DRK thing and not a WAR one. Its underneath the idea of "too angry to die" berserker motif.

Maybe it should share a recast timer with something like NF=BW or CaS=AD. Where you can get that heal but at the cost of something else.