Results -9 to 0 of 169

Threaded View

  1. #11
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,988
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Replacing some of it with shields isn't the worst idea...
    I really don't understand why we're advocating for replacing Heals with shields, this just shifts the powercreep of the tanks into shield HP. As a Paladin it's Not the self healing that keeps me alive in AOE It's the sheer mitigation value I have, if you've played tank outside warrior you'd notice this.

    a lot of you are over estimate how much self healing effects survivability and never consider how good the actual mitigation aspects of the tanks truly are. Combining Normal mitigation cooldowns with shields is also insanely strong, Guardian proves that combining a mitigation and shield is way too strong especially when tanks already got boat loads of Shielding and mitigation. Both play a part in making tanks Immortal but it's a lot of the time to do with mitigation, adding shields ontop of that would likely make you heal less then you already do.

    I'll give a example on how I'd scale down tanks power levels
    PLD - Remove self healing from all Magic attacks, Holy sheltron/intervention becomes a flat 20% keeping its regen as its only form of sustain outside clemency which costs damage, Reduce Guardian down to 30% and reduce its barrier to 500 potency
    GNB - HOC Also a 20% Mitigation Half the Excog potency, Aurora regen back to 200 Potency, Great Nebula back to 30% and half the health gained aspect
    WAR - Bloodwhetting/Nascent split, bw can target self or ally BW Mitigates damage by 15% and creates a barrier for 400 potency, nascent flash can only target self it heals you for each hit by 300 potency for 8s DOES NOT HEAL PER ENEMY. equilibrium regen removed, Damnation becomes 35% mitigation keeps its damage aspect, Remove regen, shake it off no longer regens
    DRK - Shadowed Vigil, goes to 30% Reduce healing to 800 Potency.

    But this would also be in addition to actually designing fights that deal higher damage to tanks, let tanks also pull more then 2 packs.
    (0)
    Last edited by Rithy255; 03-30-2025 at 12:38 AM.