Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Of course if your tank die before you reach your overwhelm point, health is missing, but you may solve it through other ways before swapping from overwhelm to health. Keep also in mind that most heals are fixed amount only increased through gears and feats, there is no modron or potion to increase them and, generally heals lack power about an 1:30 ratio to the health. This is a conception issue and because of that, endlessly increasing health come with an issue of it drying over time because of lack of sustain power.
But to be honest the difference of feat is quite cosmetic (despite being not) in most case, due to the incremental nature of the game, damage is the only real metric. And even about damage, most feats are not so important because applying to post stack values. Also, as kab_reg said, there is a point where mob damage is too high even for hundreth of ilvl tanks and where tanking is not an option anymore, and at that point more than before damage is better than all.