Probably because (as you're implying) fights aren't designed to require tanks in strength gear. That's just something players choose to do, basically exchanging one crutch for another.
As long as I'm using my cooldowns properly, avoiding excess damage where possible (e.g. AOEs, telegraphs, etc).. basically avoiding mistakes during the battle, I know that should I die (and that death results in a wipe) the fault is not mine - provided I've also maxed out my health pool. I have done everything possible at that point to extend my time until death. On the other hand, tanks who choose to nerf their health pools by several thousand hitpoints will always have a party wondering how things would have gone if that tank's life-bar were just a little bit longer.
Simply put, instead of wiping I've had way too many fights wind up just barely in the win column with a handful of hitpoints left on my character. On the other hand, I've never had a fight fail because I wasn't putting out a little extra damage as a tank. Folks in this thread can theory-craft back and forth all they like, but I prefer the actual data from my in-game experiences. I'm not saying there aren't times when all that extra health isn't needed, but when the stuff hits the fan it's good to have it. And since the very nature of stuff hitting the fan usually comes in the form of a surprise, it's better to be prepared in advance than caught with your virtual pants down.



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