Quote Originally Posted by Ekimmak View Post
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The reason why you might be running into issues with the second waltz in this phase is because the OT is probably the healer's focus at that point. There's a pummel from the Apanda after the first auto for 25-35k, followed shortly by the damage from Folio, followed by a second pummel shortly after the Squelch, followed by a Dimensional Wave. A lot of this happens within the span of about a 10-15 second interval. If your healers are struggling here, then you need to do what you can to support them by minimising the healing load on yourself while this is happening.

If your concern is a follow up crit auto when the waltz cast finishes (there shouldn't be any outgoing damage while she is cast locked) then an easy work around is to have Awareness running. Folio hits about 19 seconds before the next Critical Hit, and Awareness has a 25 second duration. I suspect that you can cover this entire section if you activate it just as you're running out from Magic Hammer, although you may need to play with the timing a bit. You could probably fit in an early Rampart and/or Raw Intuition as well while this is running, if you want to pair these with Awareness for the tankbuster that follows Dimensional Wave, although the timing is slightly tighter than it is for Awareness.

You have a bigger surplus of cooldowns on this fight than the other two tanks, so there are multiple ways that you can tackle this.

If your issue is the third waltz (holy spellblade + waltz), there's no outgoing damage outside of autos until the dimensional wave 10 seconds later, so it's really on your healers. You can heal yourself with Equilibrium and Thrill if you really want, though.

As for your more general questions about job balance, Folio bypasses all forms of mitigation, including TBN. The mitigation instead applies to any follow-up damage, as it would with Sheltron, Rampart, Raw Intuition, and so on.

You are correct in pointing out that a WAR with Defiance or Thrill of Battle active will take more damage from attacks that hit you for a fixed percentage of your HP. But it's also worth noting that these attacks ignore all forms of mitigation, and cannot kill you on their own. So just put up your mitigation after, not before.

Lastly - and in fairness, you've partially addressed this yourself earlier in the thread - why was this phrased as a job balance issue instead of "I need help with X"? One thing that I liked about HW was that everyone freely admitted that WAR was overpowered. So if you struggled with a mechanic, it was entirely on you. You certainly weren't going to have an easier time on another tank job.

In SB, it's become fashionable to describe WAR as underpowered and 'clunky'. Most of this had to do with the nerfs surrounding WAR's stance dancing and associated resource costs which were designed to bring it back into line with the other two tanks (i.e. stuff that everyone else had to deal with). These balance nerfs have all been reverted, as of 4.05, and WAR has been buffed some on top of that. Resource management is non-existent. The rotation is even more forgiving. DPS is once again at the top of the charts across all percentiles and skill levels. There is a surplus of mitigation cooldowns over every other tank. In short, you have a job that is even more versatile and even more accessible to the average player than its HW incarnation.

Not to detract from the advice and discussion of the issues that you brought up, but I think that it should have been phrased differently, to avoid contributing to the spread of misinformation surrounding the job.