This part is definitely true, as %DR is going to increase the value of each point of health, effectively appreciating the value of healing done, while just stacking flat sustain atop flat sustain will lack that synergy. But...
This isn't ultimately going to matter until regularly up against very high overall in-window damage intake and/or what would otherwise be OHKOs. As it stands, even with that "really bad" %DR game... WAR's still typically putting out 130 - 160% the sustain (yes, including DR) of what DRK is, and nothing is going to kill OHKO a WAR that a DRK could uniquely survive when acknowledging that each has a co-tank (even if just another WAR) in said content.WAR's % Reduction game is really bad.
It's therefore typically less that WAR has to "play its %mits way closer to its chest," specifically, as simply that one has the more frequent --even if typically numerically inferior both individually and overall-- short(er)-CD tool(s), and that frequency of deaths/panics prevented can make for an easier time than the depth of sustain (including from damage nullification) collected/"padded".
Calling regen mitigation is a stretch, as it doesn't actually secure your own health pool and is itself a sub-type of healing (which in its broader form typically gives us our 4 categories of sustain:1.Is of the 3 types of Mitigation (% Reduction, Shields, Regen) , Health Regen is by FAR the worst one. Dark Knight being weaker than the other tanks barely matters here, Healers can more than make up for Dark Knight's short comings in health regen.
- "%DR" -- scaled and max-eHP-increasing but duration-limited,
- "Shields"/"Barriers" -- flat and max-eHP-increasing but (somewhat) duration-limited,
- "%Recovery -- scaled but not max-eHP-increasing and window-limited (as per Death Knights in WoW),
- "Healing" -- flat and not max-eHP-increasing but without duration limits).
Because the duration of shields tends to be so high (apart from perhaps TBN) relative to the amount of time required to break them, meaning that shielding can rarely ever go to waste, heals tend to just feel worse. Give every barrier only 7s to be popped or cause them to decay over time, though, and things might not feel quite so skewed against pure healing. Just some food for thought.
:: Further, if by Regen you did mean a HoT, then aye, that is purely a limitation. At least, in itself, just as DoTs are weaker than direct damage... unless buffed accordingly (thereby allowing for one to effectively double/triple up on the density of their high-ppgcd soft-CDs by fighting multiple enemies at a time to a higher total damage than others can manage). (Similarly, %Recovery is generally the 'worst' of the above main categories unless overpowered in terms of maximum output. Again, see WoW's Blood Death Knights.)
I can't see a way to go back now to see how its number of parses early in the tier to see if they were in fact below GNB and DRK back then (while now only PLD has more than it), but... are we sure this had nothing to do with WAR's damage also falling way behind in M6S compared to 5, 7, and 8?I think M6S was a great example of this, where even if you make a Savage with 4+ Targets for the WAR to leech life off of, as soon as Bloodwhetting falls off you just melt. Despite the insane healing WAR wasn't the optimal pick in the area its supposed to excel in, and honestly didn't get broken there until enough gear was handed around to make up for its lack of % mit.



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