I'm going to have to disagree with self healing becoming barriers, I can see the reasoning behind it but it limits what tanks can do to "tank" Self healing is a extension on taking damage (aka the very basic baseline of what a tank does) All tanks would have is massive shielding skills aka what dark knight does best and having super high mitigations, with self healing being a option on things we can add to tank kits, it puts in less limits on what a tank does.
The idea to me that self healing or even ally healing can't work unless in the form of shields just doesn't make any sense to me, sure right now self healing is very unbalanced, but thats because tanks don't even take damage in the first place, the biggest issue with Paladin, Dark knight and Gunbreakers survivability is the actual mitigation they have (warrior i think very clearly would have issues in dungeons with self healing in particular) Self healing seeming "OP" is a byproduct of how little damage tanks take in dungeon scenarios (even harder content arguably).
I do think your example of divine might giving a barrier is actually a positive change, as you should be timing your holy spirit around fights when you can, if you removed the self healing part from all magic attacks and replaced it with a 400p shield (that shouldn't stack) then I'd think thats good, I don't think we should give the same treatment to Holy sheltron for example though I like the healing over time it gives, If anything is wrong with that ability it's the fact it's got two stacked mitigation effects, I much rather it be a plain 15-20% with a regen attached. If it held onto one form of self healing I don't think we'd nearly have the same problem we do with PLD's self healing output, Similar can be said about gunbreaker it shouldn't really have both a regen and a excog though I'm more inclined to say its regen should be reverted to 200p and the excog should go down in potency by quite a bit (500p), I don't see how you'd work in shielding to its kit that would make sense. Drks self healing is already very limited.
I think if you turn warriors self healing kit into a shielding kit it would just be absurd how much shields it would get, frankly with its already on par mitigation and shortest invul it would become the best tank in the game by a mile defensively, I personally just want them to overhaul this job as I think that's the general direction.
Not to say your idea might help with healers healing more, but I don't think removing self healing for shielding really solves much, healers maybe feel a bit more needed? I don't know if that's the goal but I can't hardly say its a improvement to use maybe one ogcd heal per minute compared to none while making tanks even more defensive then they already are.
Also you say it's not apart of the identity to heal allies as tank, maybe not warrior but most certainly it's been a long standing paladin identity (Its literally a white magic user which is known for healing) even in ARR you had to level conjurer to unlock it I'm pretty sure (even if it didn't really have good direct non borrowed healing skills), I'd even argue gunbreaker to a extent too would have some healing elements on allies, obviously you need to be careful with how much a Paladin or gunbreaker can effectively heal players without removing a healer's job but if a Regen on intervention or a single excog replaces the identity of healers I think you have to call into question that maybe the flaw isn't that a tank can directly heal but it's the fact that a limited amount of healing can replace your entire role? I think that's a massive issue but not with tanks, that's a issue with damage output of enemies not being enough.



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