Quote Originally Posted by Sephirah View Post
This brings us back to they are both situational, I'm still sure more content will be released that will allow the WAR to shine.
The math is pretty simple actually. 20% damage reduction is the equivalent of 25% increased max hp and 25% increased self healing (1/.8 = 1.25; reduced damage means that a smaller hp pool is effectively larger against the same amount of incoming damage as well as having the same amount of healing act upon an effectively larger amount of incoming damage). WARs have 25% +hp but only 15% +healing, which is where the 8% discrepancy comes from (1.15 / 1.25 = .92).

For there to be content for WAR to really shine in, it would need to be content where healers are either incapable of healing the tank for extended periods or rapid fire burst phases (i.e. burst hit once every 15-20 seconds), such that either the self heals or the quick CDs of the WAR are actually valuable. It's a delicate balance to play around with. Honestly, I think it would just be better to take care of that 8% discrepancy and have the player make the entire difference, rather than having to create explicit situations just for WARs to shine.