Quote Originally Posted by Ultimatecalibur View Post
Bad idea. More unique tanking gameplay methods make games far harder to balance. Please remember that Warrior actually had problems tanking in endgame during 2.0 due to Paladin being the mitigation cooldown tank and Warrior being the self-heal tank.
The problem wasn't that WAR was a self-heal tank, but that it was a bad self-heal tank. Tying the improved healing received and enmity to wrath was stupid, WAR had no "mitigation" skill except Thrill of Battle and didn't even had a "I won't die" skill. You can do a self healing tank easily. First, Convalescence should be a MRD native skill and on a shorter CD...it should basically be the reactive equivalent of Rampart, Inner Beast could retain its basic effect but the excess HP should increase your max HP for a short duration...
Quote Originally Posted by Ultimatecalibur View Post
And Paladin's have Rage of Halone for reducing physical damage done, but Storm's Path, Reprisal and Delirium can not help when the boss becomes untargetable or the damage comes from a source that is not effected by the boss' stats.
Considering very few AoE are actually physical, RoH is hardly a part wide mitigation. And Storm's Path directly reduces damage, so it always works.
Quote Originally Posted by Ultimatecalibur View Post
Which is exactly what you quoted.
No, it's not. What I said is that each tank should bring the same overall party DPS. WAR thanks to personal DPS, and PLD/DRK through party utility, precisely, offensive party utility.