Quote Originally Posted by Shingi View Post
there's two ways to resolve this, WAR needs to put out more damage so those self heals effectively return more HP per hit, or increase the percentages returned. As tanking equips generally focus on VIT and can be used by both PLD and WAR it would prove hard to increase WAR's damage output without altering its base damage, meaning it'd become more competition for DD classes, and i feel that area is pretty well balanced, altering that has a serious chance of causing imbalance. The other is to increase the amount of health returned from damage done.
Both of these are ineffective as both seek to increase flat self-healing. If you increase flat self-healing, you make WAR broken in solo and 4-man content, and probably in PvP as well. This will be felt especially as the cap goes up and more 4-man and solo content appears. There is no way around it. To address the issue, you need healing that scales to enemy damage, not to your own. This is what WAR has the healing bonus on Wrath to address, but the bonus is too small and inappropriately coupled to your resource for Inner Beast. Like spell stocks did in FF8, this mechanic just forces the player to ignore Inner Beast to maintain maximum efficiency in high-damage situations.

Anyway, I've already posted my suggestion, rationale, and math elsewhere. Short version: decouple Wrath and the healing bonus, buff the bonus, buff max HP.