If I was designing a mitigation-damage interaction for tanks, I'd implement something similar to Elden Ring's Parry/Counter system for tankbusters. If you time it correctly on a tankbuster (arrow action), it reduces the damage from the attack and generates a staggered debuff that gives you a miniature burst window to work off of (except that it won't be up for every tankbuster, forcing you to think a bit about where it would be most effective).

Sound effects are really important for a good counter attack. I think that's part of what made Shield Swipe and old Reprisal so satisfying.