I was thinking of how to fix Tank/Healer issue.

I understand how hard for developer to manage these two roles together, specially for MMORPG game.

I would suggest this solution and I think it will be healthy for the game in the long run.

Mana management, but why?
  • Trade survivability vs damage: each tank utility will have MP cost that can reach to 0
  • Balance between tank and healers
  • Utilize Mana bar instead of being a Dark knight only


this could give balance to not only warrior but all tanks to limit their healing capability by not losing DPS

these are examples (numbers just for example):

Warrior:
Damage cooldowns:
Fell cleave and Decimate 2500 MP cost
Defensive cooldowns:
Bloodwhetting(Nascent Flash) 1500 MP cost
Damnation 2000 MP cost
Thrill of Battle 1500 MP cost
Equilibrium 1500 MP cost
Shake It Off 1500 MP cost

special cooldowns that reduce its combo MP cost to 0:

Warrior: Inner Release (for both damage and survivability)

I take an example for warrior being high healing tank job but almost all tanks have this issue, good that paladin clemency have actual cost that actually limits paladin healing.
What do you think? is MP management could be the solution for tank/healer balance?