
Originally Posted by
Nexxus
Second Wind and Bloodbath are "instant heal", it's easy to use them without being interrupt by a... for exemple... 100T Swing ?
If you want 20% or more damage reduction, then lower their enmity generation, make it more harder to keep it if you just going to straight tank.
If i only count on Coincutter (and mob similar to him), 20% reduction will make the 3700~ 100T Swing reduce to 3000~ (it's fair i think, and wont one shot you if you're not double melded HP+ materia to reach 4k HP) you can then use now more often your healing spell that will make you generate more enmity, and your AF with all its MP+ will make more sense.
If you're going to reduce damage overall it's would also be better to reduce damage reduction from shield block, and more you're increasing the shield block rate, the less you're getting reduction damage. Perhaps if the mitigation isn't enough you could get some materia damage reduction to socket on a shield or having this effect on an rare/ex shield.
Revamp Aegis Boon, so instead of blocking the next hit with 100% dmg reduction, your block rate and damage mitigation are enhanced (by 20% each ?).
I think the overheal from whm is what make warrior tank far superior, whm hardly fall out of mana, warrior can handle 4~5k damage (he avoid the "one shot" move from boss), paladin have some healing spell, but can hardly use them, either he is silenced or he must move to avoid the boss TPmove, if paladin can straight tank and avoid being one shot from a TPmove he'll be more able to heal himself more often. The other problem with whm is the enmity generation, you have to bring 2 whm if you want to spare some hate. Also give BRD Cure II... (so he can choose between dmg support or healing support).
With all that, the dev's team can also change some mechanics from mobs/boss, like a debuff on you that'll give (magic) defense down, etc... so it doesn't make anyone to overpowered.