I know, I said that too but in a different way. No two similar things are the same, but red and blue are primary colors.
Admittedly it is a strange case since TBN isn't necessarily to DRK as HoC is to GNB, that would be oblation, but there's still a lot of comparisons to be made in which I find HoC wins out even if you were to stack Oblation and TBN. And this isn't even where the problem really is, the problem is how much TBN digs deep into the DRK mitigation tools.Ahhh, okay. I see what you mean. Since you replied to a quote discussing scaling, I thought the drawbacks you were talking about were likewise a matter of scaling. I still disagree that all other short-CD mitigation has "all of the benefit" of TBN.
And my point is that I've done the same thing with HoC. The question isn't "can it do this" since every tank is capable of similar feats, the question is "is it better at this" and the answer is that if it doesn't kill you, yes, HoC is better. The conditions in which TBN is better is for more situational. The thing is, this particular situation can be solved by the Healer/DPS learning to execute the mechanic better. Once that happens, then what?Literally just an hour ago played the Dorito for a clear party and saved the healers a total of 4 times (dps another, so 5 together) in a single pull when they weren't in place for the spin mechanics which would otherwise have one-shot them. The latter situation does exist.
Glad that's cleared up. I was trying to say that yes your HP scales up which buffs your TBN value, but the damage you're taking also scales up with harder content. The older content gets the less important mitigation becomes since none of it is %hp based so it's not relevant for which class is better at what in any role.This was based on the earlier misunderstanding. Having responded to a quote about gear-scaling, I assumed the downside you were discussing was related to gear-scaling. Admittedly, I got a little confused, also, in your bit about incoming "damage also scaales with ilvl so the porpotion of damage generally stays the same anyway. But heals from those abilities do."
Let me try to be more clear. You know you're going to take damage so you use something that will heal you while you do. The vast majority of damage (on tanks especially) is not all at once front loaded, but rather over time repeatedly getting hit. If you get hit, then restore, then get hit, then restore, on and on and on, that is eHP. It's a conditional eHP being that [if x doesn't kill you, gain y more HP] but in situations where you know for absolute fact that x will not kill you. eHP is more than how much hp you have raised by your mitigation value, it's how much HP has to be cut through to reduce the tanks HP to 0. We use the term eHP because mitigation is more than just your HP + shields x by damage reduction, healing is in fact a factor in every situation with the exception of tankbusters, which each tank has effective ways of dealing with (being TBN + Other cooldown for DRK) but there isn't a single tankbuster where TBN is necessary, it's just the tool that DRK happens to have unique to them.Let's be clear here. To mitigate means "to lessen or reduce". You cannot not lessen or reduce things that has already hit you. You recover from them.
There is no such thing as "post-damage mitigation." The closest you get to that (i.e., to reduce or lessen damage taken after you've already taken it) is for you to (1) increase max eHP and then later (2) restore a portion of damage taken, in which case you really have two effects (as usually shown by two distinct buffs), one which increases your maximum eHP for a duration [mitigation] (perhaps infinitely, as per invulns) and another than then heals you after the fact [healing]. Even the likes of Purifying Brew, by which to purge DoT damage to be taken (based on a portion of direct damage that was delayed, instead being dealt over time), must still be done prior to that DoT damage taken. Meanwhile, the likes of "heal for 30% of damage taken in the last 4 seconds" is just content-scaled healing.
That's how "reactive" tanks work; they increase their eHP, typically without increasing the effective value of each point of health, and then self-heal the difference. But that does not turn healing into damage reduction. If they did not have access to maximum eHP (be it by passive or active means) greater the passive values of other tanks, they'd be unplayable outside of casual content in most MMOs (i.e., any that actually expects tanks to, idk, use their defensives for more than just the occasional healer GCD saved).
There is no "I unmake your having hit me in the face by parrying your strike afterwards." There is mitigation (literally "(damage) reduction") and there is healing. That's it.
To be completely honest, I have no idea what you're on about here. Unless you think all of my assumptions were with current gear and trials? I was going off of all of this with last patches tomestone gear before getting Ex trial gear, which had me around 70k HP and I actually only melded once I already had accessories. Not sure if that's what you're getting at or not though.If this is a situation of "by 'can't' I really meant 'can'; language is flexible," then... okay, but... there's otherwise no sense to your position outside of having overgeared content so greatly that the tank needs not pop a single defensive ability over the whole fight, which is not a condition you want to design tanks around. (Vengeance? Thrill of Battle? Rampart? The mitigation component of Raw Intuition? Nah, don't need them. Nothing can kill you anyways now that you overgear this tier, so let's just focus on you healing yourself back up afterwards. Not like there's a next tier.)



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