Quote Originally Posted by CaptainLagbeard View Post
The main changes I would do to bloodwhetting really is remove the 10% damage reduction, remove the 400 potency shield, and tie it to Weaponskill usage instead of hitting enemies so it only heals once per attack even when AoEing. And maybe raise the CD from 25s.
And remove Nascent Flash entirely.

WAR is kind of in an awkward spot, as their thing has been their ability to heal themself and their "mitigation" was their tank stance giving them 25% more HP and heals being 20% stronger, which incidentally also made healer shields stronger as they're based on the amount healed... And it lasted until Shadowbringers where all the tanks started becoming the same.
By doing that WAR will become unviable for any content that is above Extreme, by gutting Bloodwhetting and making it no longer a mitigation by removing the damage reduction and shield will leave WAR - the job whose defensive kit already the worst of all the tanks with only 3 mitigations down to 2 completely useless. Removing Nascent Flash is also a horrible idea for it removes the only skill celling WAR has in higher contents which is covering for their co-tank or saving a party member, which every other tank has in their own variation. The idea of WAR's tank stance should be its mitigation is so outdated to the point it is funny, all of that extra health and shield would contribute nothing to save a WAR from tank busters which can deal hundreds of thousands damage in current Savages and Ultimates. A job should be viable in all forms of contents, not only viable in Dungeons.