Quote Originally Posted by Valmaxian View Post
Personally, I LOVE getting Warrior tanks when I’m healing. It allows me to DPS more, killing mobs faster.
If you run out of OGCD's sure, though I find that to rarely happen if ever. DPS uptime is 100% reguardless of tank, WAR stands out because its self healing is so overtuned that by the time a WAR's HP is low enough to even consider any healing it jumps back to full. Other tanks at least benefit from a healer's presence.

And as a LONG time healer main who’s only recently started tanking seriously, I relish playing Warrior - it’s actually become my favorite melee job in the game, and Bloodwhetting is party of that experience.
I can understand liking the healing ability when soloing content, but that still breaks the game so it's not something that should be kept.

If people really want to keep Bloodwhetting as is then mobs need a tool to fight back against it. Amaurot has healing down enemies. If these were added to dungeons with increased healing down and focused on the tank that would go a long way to solving the problem. As long as the mobs causing the effect are around self healing could be reduced to a value like 1% and the tank would also benefit by having to think a little more about healing depending on what enemies are still alive.

Quote Originally Posted by CKNovel View Post
In Dungeons, Normal mode and 24 man raid, tank buster deals miserable damages. Yet do we see a tank strike?
No, because tanks still have another role to fill.
FF14 is generally low difficulty. Things like TB's are weak in a lot of content and I'd like that to change. It won't address WAR making healers redundant in dungeons though.

Go back to my 24 man raid argument where Warrior isn't broken yet healing is still boring. I haven't seen a counter-argument yet.
Alliance raids aren't dungeons. Within dungeons a WAR tank makes the healer role redundant. That's a significant and game breaking problem that can't be fixed by making changings to alliance raids. Alliances also tend to focus more on party wide damage while dungeons do not. You're suggesting to change things to make dungeons the same way, but that only prompts me to ask why take away variety for the sake of a clearly overpowered class? Dungeon pulls are where a party member, the tank, takes a large constant stream of damage. It's a situation mostly unique to dungeons and it's a specific kind of healing that a healer can learn to engage in. Why take it away and double down on the game destroying its own mechanics? I see no good coming from it.