I think sure you can have war have cooldowns that strictly increase its health at a baseline to replace mitigations but it would be kinda just weird to have a tank that has 6 billion hp while the other tanks have Mitigation.
Let me be clear though I'm not opposed to warrior having more base HP, I think it should have a 20% Max health passive, while its mitigations are weaker (but still present in a form) so that it does have more of a separate identity without just insane HP increases to match the ever increasing Mitigation tanks have been getting.
I think Warrior having a Larger health pool at base and choosing between strong self heals or mitigation (such as old nascent vs old raw int) would actually make the tank more dynamic then having cooldowns that only serve the purpose to increase wars base health, as that pratically falls under the same use case as shields.
Warriors Base health being higher should in part serve as a way to make the mitigations less effective, Warrior could get away with having a weaker 20% and 40% if it were too, I do not think they should be replaced with exlusive hp gains, I also think If you add some defensive complexity in situational choices between Mitigation and self healing (This is why I like a Dark knight that could mitigate both magic/physical but it would be a choice and would depend on fight knowledge, similarily a warrior would have to mitigate, but require healing in high damage tank buster situations, but also could self heal through autos and handle themselves in some situations).
I think in order to have tanks be more unique they need stronger niches and differences in how their mitigation kits feel, You do need all tanks to compete at a baseline while doing this as you can't have one tank just be absolutely awful in a piece of content just because it can't mitigate a certain thing Example: Old PLD that couldn't block Magic mitigation, it felt awful (so I've heard anyway I didn't play in HW lol)
For me I think some similarities must exist, sure a Warrior with a mass amount of HP extension cooldowns could work I just don't think it would actually make the job anymore interesting, rather then having a active mitigation vs heal choice in your own kit; I also think tanks like PLD should become a strong support choice, DRK as I've said should switch between magic/physical, GNB can be a slightly higher dps maximiser job Ect. I think having more active instances where tanks should protect a party member and more rotational complexity alongside some more kit diversity is the direction to take tanks without making them feel awful to play.
A side note is I think role action cooldowns like Rampart, reprisal and even low blow should become job skills instead, even if they remain the same or very similar I think making these cooldowns look more unique would actually help a lot, I do hope they could add some small benefit, Lets say PLDs reprisal instead is a 60s CD 10s dur aoe mitigation on the party for 10% and increases healing by 5%, Drk gets reprisal (cuz it used to be its skill), that lasts for 15s instead of 10s, Warrior gets some intimidating Shout that maybe reduces enemy damage for 15-20% but is on a longer cooldown like 90s (so wacky and different) But you get the idea right? Role Actions serve no purpose is the main point, Even fundamental skills should have a unique animation depending on the job role actions will not make sense ever unless they have some level of customizability in a lot of cases it just looks odd rampart doesn't even look good on most tanks because it was designed as a PLD skill, same goes for reprisal.



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