Quote Originally Posted by Lex_Luger View Post
Asides from tanking double dreads on turn 4, what large spikes of damage in this game are so unpredictable, that a WAR wouldn't be able to pop their mitigation to alleviate the huge burst?
It's not so much the large spikes, but tanking anything as a WAR costs a healer more mana. Especially once you start looking 3+ mobs. An easy way too look at it is all the PLD bragging about their easy WP SR's, I don't think WARs could pull it off like a PLD could even with these buffs. Even with holmgang at the end, its not an answer, because you still take dmg to 1 hp. The only difference is you can't die for so many seconds but once that is over there isn't much to keep you nearly as healthy.