
Originally Posted by
Shurrikhan
That depends on if, by rotation, you actually mean something you rotate in a fixed or mostly-fixed sequence.
If so, then no, I don't want skill that should be used to preempt mechanics that have no reason to be timed to our rotation... to be tied to our rotations. That would defeat their whole purpose.
If you just mean you'd rather they be GCD skills on which to spend time up to X amount before incoming damage... then also no, since the only way for that to add any decision-making value (rather than merely making tank mitigation painfully less responsive by sticking those CDs on the GCD) there would be for those to compete with more purely damage-dealing GCDs, at which point tank gameplay just becomes a matter of "stack once to survive tankbuster A, twice to survive tankbuster B, thrice for C, etc," with none of the --however faint-- depth of skill scheduling.
Do I wish the mitigation were more interactive? Sure. Do I think it's presently lackluster? Yes, definitely. But strapping all that to weaponskills alone leaves it little space for interesting synergy.
Shuffle some of tank's mitigation off to GCDs at offensive cost (though as to still be an rDPS gain through healer damage saved) and tune tank damage higher to compensate, but do not remove mitigation CDs altogether; give us more to play around, not less, and certainly do not tie mitigation inseparably to rigid damage-dealing rotations.