Healer have some mitigation tools.
But healing itself isn't mitigation.


Healer have some mitigation tools.
But healing itself isn't mitigation.

As others have said, mitigation and healing are separate things.
Think of it like this: Mitigation is the shield that minimizes injury for you, while healing is the first aid kit for the scrapes that got past your shielding (or of course bigger injuries from either not using shield when you should or just plain unavoidable damage).



From a literal definition viewpoint, mitigation just means lessening or decreasing the effect of something, usually with the connotation of the thing being lessened being negative or harmful. In that sense healing could be seen as mitigation against the effects of the harm or damage done. It really depend on what you are conceptually trying to mitigate, the harmful thing itself or the harmful effects of the thing, where trying to mitigate the thing itself would be framed as preventative while trying to mitigate the effects would be framed as being a reaction to the thing already occurring.
However, in MMO lingo mitigation tends to refer specifically to preventative measures to lessen or decrease incoming damage. Healing is done after the damage is done to recoup the loss of health, and thus is not preventative and is often classified as being "sustain". So within the context of an MMO, it is best to stick to this commonly accepted classification.


It depends on the context.
Healing isn't damage mitigation. It has no impact on the amount of damage you'll take. This is in contrast to a skill like rampart that reduces your incoming damage.
Healing can mitigate your risk of death, so it is mitigation in the broader context of tank survivability; however, it's worth noting that when people talk about mitigation, they're usually talking about damage mitigation.
Last edited by winsock; 03-07-2020 at 05:24 AM.


Too many are fixed on the idea that mitigation is exclusively damage reduction.
Let's be completely real here, this is all about NF's purpose, and to that end people have worked out the math that it's outright superior to RI so long as the incoming damage isn't lethal. That said, it should be noted that NF isn't a forced choice between healing or damage reduction, you can have both from traditional CDs in combination with NF, and why not use them in tandem? It's free real estate.
Perfect answer. Thread should've ended here honestly.It depends on how you view things.
Some people, take "Mitigation" to mean exclusively reducing incoming damage to your HP bar (So Damage Reduction effects or Shields)
Others can take the notion that "Mitigation" means to simply reduce the effect of an incoming attack (For example, "Mitigation is anything that contributes to a Healer needing to heal you for less")
With the second interpretation, Healing can be included in mitigation.
An example would be if 3 tanks with 100,000 HP take a hit of 90,000 damage and:
- Tank A did nothing and ate the entire 90,000 damage and is now left at 10,000 HP
- Tank B used a CD that reduced incoming damage by 50%. This means he gets hit for 45,000 damage and is left at 55,000 HP
- Tank C eats the entire 90,000 damage, but then uses a CD that heals for 50% of his maximum health and so is left at 60,000 HP
In these situations, both Tank B and Tank C have effectively reduced the severity of this attack and thus can be considered to have "Mitigated" it.
The one caveat with Healing as mitigation, is that it is ineffective at preventing you from dying outright to a particular source of damage. I.e. If in the above scenario the incoming attack did 100,000 or more damage, Tank C would die before he could self heal. (This particular caveat was a primary issue with 2.0 Warrior, who was focused more so on self healing and thus struggled in a particular fight that would one shot them)


Yes, Yes it is.
At the end of the day, its your Effective Health points (EHP) that matters.
If you have 1000 health base, and you use rampart, that's 20% or 200 damage mitigated, meaning you had an effective HP of 1200 once you used it.
To use the same example, and a regen ticks on you just after the hit, your EHP is 1000+however much the regen healed you for, same could be said of any other heal.
An easy way to understand it is with shields, like adlo. Same example - 1000 health base, healer uses adlo for 500, your EHP is now 1500. A shield is mitigation. Same can be applied to the defense stat of your gear, or from tenacity (somewhat), or from your average parry/block rate.
In the end, your best mitigation tool is having the health to survive something - Vit is king, and so by extension a heal is mitigation, because it gives you a larger buffer than if you didn't receive that heal, it gives you more EHP than you had before you were healed.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)




Well Nascent Flash provides damage reduction on the target.
If isn't usually used to provide self-healing only. Some cases perhaps, but it has a shared cooldown with Inner Release which is the warriors self mitigation.
http://king.canadane.com


I think you mean Raw Intuition...
Also, Nascent Flash is actually often used for self healing instead of Raw Intuition. Since, it's far superior when used correctly and there are no attacks that currently NEED Raw Intuition's mitigation in order to survive them (Given that Reprisal, Rampart, Thrill of Battle, Vengeance and Holmgang exist. To say nothing of outside sources of mitigation like Critlo, Divine Benison or the OT's "Ally" skills...)
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