From the pacify thread, you said " said that yes, this will increase the gap in the sense that Warriors will be better tanks for boss mobs that your guild is struggling to take, but that wasn't the intention, just an unavoidable side effect. "
Then if paladins were tanking fine before, and we are getting unavoidably hurt more than warriors, then excuse me for feeling that by you saying that, maybe you really thought deep in your heart that paladins were tanking too well, since you seem to not mind too much if something makes warriors better tanks by comparison. Knights are supposed to be able to build more aggro(at least, thats what I think), so theoretically I could run a slightly tighter Ch than warriors to make up for my having less hitpoints, but in penalty Id need more clerics and more chances for mistakes. Here, it sets a artificial limit, you can run tighter Chs up to 2.0 seconds, but after that, any advantage to your aggro doesnt matter at all.
Anyway, I know you love when people bring up Eqlive*snicker*, but on Live there is no limit on CH and I was in several large raid guilds, and I can say for a certainty that(at least in the guilds I was in) we had limits to the point of which we could not just keep making the cycle quicker and quicker. For one, lets say we had 12 clerics doing a cycle of 1.1 seconds. Now every second the tank is getting hit by a heal of 5.5k. Now that means the tank has to somehow generate enough hate to keep up against 5.5k heal aggro every second. Thats um, extremely hard to say the least. Now lets pretend that he has UberFreakinAggroweapon 1 and 2 in each of his hands so can keep up with this. Then you now have to have 12 clerics with great manapools, since of course a CH cycle is only as good as the least manapool in the lot. You also have 12 people that could go LD, have their dogs unplug their computer, etc. Its just that more likely to break down and get ugly.
So, regardless, my guild(RUIN) isnt going to have enoughc lerics to drop a 1.1 second CH cycle anytime in this millenium, so why am I against this change? My main reason is I dont like how it makes yet anothe rpossible mistake in a CH cycle, and if we do get more clerics, Id like to take advantage of it to be safer in a fight(for example, to do 2.0 against librarian instead of 2.1 once our clerics have more mana). Before, you had to worry about people waiting too long or losing aggro. Now if someone jumps the gun by half a second, its as if they didnt heal at all. Of course, you can say, dont do that mob then, wait. I guess thats a argument, but since I really dont see anyone running 1second CH cycles anytime soon, why was the change put in? RUIN has never ran a cycle under 2 seconds, and we rarely have the clerics to do that. Was GOTW running 1.5 ones or something? Or was this to fix a problem in the future?