Agreed on the other comments, but...
This is funny as heck to me. Heals can crit, the same as damage. Heals scale with certain buffs, the same as damage. Heals scale with gear, the same as damage. (Unless this has been changed since EW and I've forgotten that change, they even inherit auto-crits.)
The only differences between healing for a flat rate per hit and healing based on damage actually dealt are (A) whether its scales with the likes of Temperance and Mantra or Battle Litany and Battle Voice and (B) whether you want to them to depend on rotational/maintained damage buffs.
Fast Blade does 220 potency. Divine Magic (Mastery II) does 400. Sepulchre does 540 and would, it healing based on damage dealt, heal for more than Holy Spirit. Clemency is 1000, the same as Confiteor and Blade of Valor.As a reference from my PLD, Fast Blade does ~5% of my max HP in damage and Sepulchre does ~10%. How much healing would you want out of this?
That's not a matter of whether it came from an attack. It's simply a matter of potency.
"Dodge tanks" do not necessarily have to use a gamewide basic RNG-dodge as a significant portion of their actual sustain. It's just a visual theme for whatever sustain they may have, where any RNG can be as modest as parry has been, or even lesser. It more often just implies simply that beyond some extent of mitigation, no debuffs are taken, similarly to what's possible on a "barrier tank", and may imply some extra benefit to mostly-reliable mitigation against numerous small attacks compared to other tanks, in exchange for needing to be (a bit) better topped off or shielded than other tanks before big hits to reliably meet their checks in turn (or else needing some manner of purgatory mechanic to provide that reliability now and then without being OP).Dodge tank would be pointless. You cannot dodge any major mechanic



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