Very simple:
This set's 2 piece grants major resists, a buff all classes have access to.
Just change it to major mending, as the only classes which can use major mending reliably are templar (easiest access) and dk (less so).
You can currently gain major mending from resto staff heavy attacks, but the time wasted channeling said attack negates the usefulness of the buff (especially as it lasts only 3 seconds).
Or if you want it to be a tanking set, have it grant the minor protection buff, and change malubeth to grant the major incoming healing buff.
Thoughts?
Malubeth 2.0 ?
Well, I agree that major resist is probably not the best thing. On the other hand, it allows you to free a slot on your bar and use something else instead, which can make a huge difference.
Anyway, major healing buffs are too much for a 2 set piece. Healing is already out of hand in pvp, we shouldn't encourage this even further.
Please don't add more healing buffs.
Malubeth 2.0 ?
Well, I agree that major resist is probably not the best thing. On the other hand, it allows you to free a slot on your bar and use something else instead, which can make a huge difference.
Anyway, major healing buffs are too much for a 2 set piece. Healing is already out of hand in pvp, we shouldn't encourage this even further.
Please don't add more healing buffs.
"Free slot" is not an option because of additional effects of skills granting Major Resolve/Ward. For example It's totally not worth to sacrifice second monster set piece, 8% more healing recived and 8% damage reduction (Templar Restoring Focus) for one free slot only. In my opinion second Haj Mota piece is usless.
Some additional effect seems necessary.
With Blood Spawn being the tanking set best geared to DKs, it would be nice to have one meant to work best with another class. Maybe potion cooldown reduction for NB tanks, which would be a lore friendly route. Or it could free up some more slots by having a chance to throw a taunt or apply major fracture/breach and minor maim. The Major Ward and Major Resolve could also be applied to 4-12 group members.
Hi, I think the defensive mechanism that lacking in PvP is finisher counter.
Major protection under certain threshold of health (25% maybe?) is good, maybe at cost of something (reduce spell/weapon damage?) if it's too OP.
Or since other monster set buff always stack with every major minor buff ---> damage reduction up to 30% based on missing health.
If we want to give more incentive to health build, we can also make it ---> 1% damage reduction for every 1500 missing health.
Outside PvP its still very useful for any tanky build.
Makes the bearer immune to penetration effects.
Boom, fixed.