Quote Originally Posted by Nero-Voidstails View Post
I don't see warrior as you do not gonna lie I see warrior as the berserk job so to me warrior should do more damage then any other at the cost of defense.

allow me to elaborate a tiny bit more.

warrior should do 15% more damage then any tank but take 5/10% more damage but also have 25% more HP.

question of mitigation it should be more into taking care of the defensive nerf but give a decent Regen instead or like a massive shield with a Regen but when the shield deplete it could fill a special gauge to do more damage and heal on hit.
I'm glad to have engagement from people who actually play tanks rather than (just) healing them, it is a weakness of my position. I think it's a cool idea to have WAR play that way, it would have good synergy with my SCH/SGE models.

sage to me should only know DPS move with two shield and some miti with shield I thing the move use should change the amount heal with kardia instead making it more unique and fill the role it should always have been a DPS healer
While I'd like to avoid the overlap of shields for SCH and SGE, I could see this sort of thing, maybe the reverse of what I suggested? You cast DPS and get target based AoE heal/shield/mits?

Quote Originally Posted by Amvin View Post
While that sounds really nice on paper, it wouldn't work in the current raid environment, unless (taking wAR as example) you buff warrior hitpoints substantially so it can survive various mechanics with only minimal mitigation.
What I'm getting at is that such changes would need to be complimented by major fight design changes and I doubt they'd do either or both.
If I come at this from the previous poster's suggestion of doing and taking more damage with an increased HP cap, maybe in place of the current big mits WAR should get big max HP abilities? Give it more HP management play? I'm not sure if these Max HP increases should fill themselves or demand the healer follow through, I understand calls for the former but being a healer I naturally lean toward giving the healer more responsibility and ensuring that tanks still attrit when left unattended.

There probably would need to be changes to fight design but then looking at the demand for that, I would like SE to be looking at that as a potential 9.0 focus.