No. WAR should be the one losing a bunch of healing (and by that I mean the Bloodwhetting heals), not any other tank.
It's the last fraction of warrior's identity as the hp tank and in meaningless content. Why must everything be identical?
It doesn't have to be removed. But currently the healing is so insane that it does invalidate the need for healers entirely.
Furthermore, WAR is getting constant DPS buffs every patch, If its going to start doing as much as GNB it shouldn't also be the 3rd Healer.
Last edited by RyuDragnier; 05-17-2023 at 01:53 PM.
Can’t they just put it back to 1/4 of damage dealt so it requires some thought?
Also why not? Dark knight is as strong as gunbreaker and has more mitigation in actual content.
Warrior, gunbreaker and paladin all soloed p1n on patch, if you go to the endgame dungeon page on that website, sort by team speed, there’s 1/0/3 clears with all the tanks. It’s not as healers are remotely necessary in any dungeon because they’re mandatory and if they were then it would lead to bullying or whatever flimsy excuse SE gave for the current state of affairs.
Current DRK is trash, everybody knows it. The worst tank in everything but damage (GNB comes close to beating it in some fights, which means they're not even ahead by much), and you'd find most DRK mains are willing to trade the damage for a comprehensive kit with actual sustain and mitigations. Because every other tank can toss their unique (which has mitigation on it plus a heal of some kind) and one mitigation and be fine. DRK has to use multiple mitigations and TBN (which is just an HP shield with no heal or mitigations) just to survive something, meaning 3 button presses compared to 2.
But here you are wanting the tank that can heal itself to full easily, that has a good amount of mitigations, to also have better damage? Oh honey, you're going to have to lose the insane healing if you want that damage.
Having played warrior this tier I got a better feel for it's kit and there is no "insane" healing.
Warrior excells at dealing with big single hits, but put it in a situation where you have even just consistent medium incoming damage and it's suddenly not much better than the other tanks.
Bloodwhetting's single target healing isn't actually all that impressive when you consider the lower mitigation it provides and the DoT busters invalidating most of it while also making ToB less effective than previous tiers.
It completely cheesed Asphodelos because that raid played exactly to it's strengths, high single hit attacks and low consistent damage.
Last edited by Absurdity; 05-18-2023 at 03:08 AM.
Which is ultimately why I'm mostly indifferent about whether Bloodwhetting keeps it being per target or one heal per gcd. I do think Tanks should be capable of surviving on their own...for a time. We shouldn't be able to solo bosses in dungeons imo (even if it is a feel-good). Which is why, for all my complaints about DRK, how it is defensively isn't one of them. If we get sustain, I'd like it to be something light (and there are numerous ways to accomplish that).Having played warrior this tier I got a better feel for it's kit and there is no "insane" healing.
Warrior excells at dealing with big single hits, but put it in a situation where you have even just consistent medium incoming damage and it's suddenly not much better than the other tanks.
Bloodwhetting's single target healing isn't actually all that impressive when you consider the lower mitigation it provides and the DoT busters invalidating most of it while also making ToB less effective than previous tiers.
You could solo dungeon bosses on all tanks long before Endwalker.
In HW you had Bloodbath for all tanks, DA+Abyssal Drain (the non garbage version), Clemency and in tank stance Warrior had Equilibrium's healing and Inner Beast (which gave you 20% DR for 6 seconds and healed for 100% of the damage dealt).
In Stormblood it stayed pretty much the same but in 4.2 Warrior could now spam Inner Beast during IR to basically heal itself to full and Dark Knight's Sole Survivor was changed to provide healing even if the target didn't die.
Shadowbringers is where Dark Knight got the short end of the stick with Abyssal Drain being turned into a joke and Sole Survivor being removed completely, while Warrior got access to Nascent Flash which healed even more than it does now provided you knew how to do damage.
Which is why I honestly couldn't care less about tanks being able to solo dungeon bosses, it just takes a bit less effort now than in previous expansions, it's absolute faceroll content anyway.
What does need looking at imo is the overtuned party support.
Because while Warrior's selfhealing isn't all that impressive in content where it actually matters, the ability to provide that healing to your healers and dps, who already take no consistent damage, has a much bigger impact and unlike Paladin, Gunbreaker or Dark Knight you can provide that at barely any cost to yourself.
Last edited by Absurdity; 05-18-2023 at 04:41 AM.
Where did I say I wanted warrior to have better damage?Current DRK is trash, everybody knows it. The worst tank in everything but damage (GNB comes close to beating it in some fights, which means they're not even ahead by much), and you'd find most DRK mains are willing to trade the damage for a comprehensive kit with actual sustain and mitigations. Because every other tank can toss their unique (which has mitigation on it plus a heal of some kind) and one mitigation and be fine. DRK has to use multiple mitigations and TBN (which is just an HP shield with no heal or mitigations) just to survive something, meaning 3 button presses compared to 2.
But here you are wanting the tank that can heal itself to full easily, that has a good amount of mitigations, to also have better damage? Oh honey, you're going to have to lose the insane healing if you want that damage.
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