Originally Posted by
Surfd
So, I have to ask: Does anyone else think that the Proc for the Legendary Tank Cloaks is of highly questionably Usefullness?
How often does a tank find themselves in a situation that "nullifying" a hit that would kill them is useful?
Generally, if a Tank dies, it is usually due to one of two things:
A: They are getting overwhelmed lots of small hits that the heals cant keep up with, like in trash pulls where they pull way too much, or on boss fights where there are multiple small sources of damage, interspersed with the bigger hits, in which case, the cloak proc absorbing a 10 or 15k hit, only to have the next one kill you anyway isn't exactly going to be very useful.
B: The tank takes a BIG hit that they shouldnt really be takeing (IE, Deathwing Impales with too many stacks, etc). In this case, while the proc will save their ass, it isnt solving the overall problem that these kind of mechanics basicly reward gameing the cloak to eat hits you shouldnt be eating (Ie, why tank swap properly when you can just eat that next hit you KNOW would kill you simply because the cloak will let you).
Also, how is this going to play with abilities like Ardent Defender or Purgatory? If a hit lands that would have killed you, will Purgatory still proc or will the cloak null out that hit and let purgatory take the next one? It's even worse with Ardent Defender, since the "get out of death free card" in that one is an active ability. Paladins might have to make the choice of deciding if they want to use AD only for the damage reduction, since the cloak may have higher priority then the AD proc, meaning that if a killer hit lands with Ardent Defender up the cloak could eat it instead of AD, effectively wasting the AD proc, unless another killer hit is likely to land within the AD window.
Personally, I think the idea of ANY ability that effectively rewards tanks for Dying (ie, something bad just happened that shouldnt have been allowed to happen in the first place) is bad.
Maybe if they re-designed the proc to give Tanks a Large amount of damage reduction when they hit 10% HP instead would be more useful?
Any thoughts?