I think the reason we don’t see higher keys is that, at that level, Paladin just does more damage and has more utility. Brew needs a bit more babysitting than a prot war, and it doesn’t scale in dmg with larger pulls.
Also, at those higher keys the pulls become insane in order to make time. We’re talking like 5 pack pulls that only a prot war/prot pally with CD’s rotating can pull off. Brew just doesn’t have the CD’s or the sustained damage reduction to do those large pulls. At best, we can do 20% DR with fort brew for 15s and about 45-50% for 8s with dampen harm. Once thats over we’re cooked, and packs are usually alive for a lot longer than 20s.
bump, another set of patch notes and BW is conspicuously absent after being one of the least represented tanks in m+ this whole season
last xpac (or maybe it was SL), Blizz had a post saying ‘we’re aware Demon Hunters are unhappy, we don’t plan on fixing it right now but want you all to know we’re gonna address it next xpac’. Obviously the reaction to that statement wasn’t great but it at least felt nice to get acknowledgment that Blizz had it on their radar. Can Blizz at least give Brews that?
Yes please, Brew is one of my fave tank specs but it just feels quite lacking right now. Would likely be my primary tank toon if it got some much needed love
It’s stagger unfortunately that results in this situation. It always has for various reasons through time including interactions with other parts of the kit.
There’s a couple tanks at least that aren’t great in high end m+ due to their mechanics, and short of completely changing the classes I don’t see it ever working out. Tanks should probably have a baseline level of mitigation, and then you worry about replacing block with either absorb shields, or some other form of passive or reliable mitigation. Otherwise there’s never really going to be any sort of balance.
Avoidance, stagger and self heal tanks are great and all, but when you design a game with big tank busters, lots of damage sources and scaling content, you eventually outpace their mechanics. Or you push it into a situation where you need to be near gcd perfect to survive while another tank is far, far less punishing. It’s just a math problem that doesn’t work out in favor of anything that isn’t capable of mitigating the damage effectively.
edit: other potential solution is giving everyone block. Bears block with paws, brewmasters with their fists/weapons, DKs with their big weapons, etc. Make that a baseline mechanic of everyone, get the passive mitigation at similar levels, and THEN work on the flavor mechanics.