Quote Originally Posted by fulminating View Post
Let's not pretend that shake it off and divine veil, even with the initial heal, were particularly useful against any bleedwide in abyssos.
I don't follow your claim.

The trade-off between barriers and damage resistance has to do with the total damage associated with the raidwide. Mathematically, it doesn't matter if the total damage is distributed as a multihit or incorporates a DoT (the latter which is equivalent to the multihit case). Take the sum of the damage across all hits (or ticks). If that total damage is equal to 100% of your HP, that's the break even point where damage resistance and barriers are equivalent. Below that, barriers are more effective. Above, damage resistance.

In the case of Shake it Off, you need a raidwide that hits for 150-210% of your total HP as a break even point for a 10% damage resistance effect to be equivalent, since Shake it Off has a higher barrier percentage. This is before you account for the burst healing and regen 'additional effects' that have been added in this expansion. That's also not even accounting for the fact that two tank raidwides don't even work against physical effects like P10S' HH.

The idea of DoT effects on raidwides are not new. Almagest was a thing in the very same tier that Shake it Off was turned into a barrier. This is a classic case of people pushing the boundaries. Why doesn't Shake it Off have a barrier-over-time effect to help counter DoT effects? Perhaps it needs to come with an invuln as well.

I think we're losing track of the division of responsibility in roles here. Tanks are there to make the wave of incoming damage survivable, not raid heal through it with a zero downside, zero cost oGCD. This needs to be rolled back.