So, technically the item is working like intended, but..
The shield amount provided by the item only counts the damage after Block (30/60%) and Ignore Pain (90%).
Example:
A hit by Ursoc Mythic (985,286 raw damage) gets a 30% Shield Block reduction (-235,968) and a 90% Ignore Pain reduction (-620.730) leaving the resulting melee hit at 68,970 damage. The resulting shield provided by Destiny Driver absorbs a whopping 12,766 damage.
Over a full night of raiding it accounted for 0.22% of my overall healing received or 1.47% of my personal healing done to myself.
(I've sources for this, but I can't post them because of low post count. If you want them PM me)
While this already sounds bad keep in mind that this is an encounter where
- You can spam it on CD on the other Tank (No movement / off positioning required)
- The intercepted attacks are bigger than on other bosses (Patchwerk style fight + Overwhelm % increased physical damage)
- The shield is quickly consumed on both tanks because of the ground effect Miasma (in a longer swap rotation the shield on the off tank could drop)
So the avg. heal on other encounters is probably way lower, making it less useful than a healing potion.
Do you guys think this is intended design? Should the damage taken count after Block/IP (like it does) or before (raw damage)?
I know there are some legendaries that are seen as bad but most of these are designed in a utility kind of style (the Ring and Necks mostly, some other Items for every Spec) while this Legendary actually reads pretty good but results in almost nothing.