Axerker wrote:
TL;DR: Guard would be much more effective if it used the tank's mitigation on their portion, rather than the ally's. Everyone knows the tank's job is to help keep allies alive. But everyone also knows that Tanks/Healers are much more necessary than DPS (not my words, most everyone else's here - including GMs). You're trading your Tank for a DPS by Guarding, because all that is happening is your Tank is just taking 50% of the health damage, and not 50% of the damage before mitigation, meaning they're going to die as fast as a DPS, specifically to only keep a single DPS alive in their place. Not worth it, in theory, unless you only have 1 DPS left and know you can't kill the enemy on your own.
All that being said, I still Guard, and swap Guards to focused targets. But thinking about it in more detail, Guarding seems like a waste to trade your Tank for a DPS. I think the goal is more to give healers more time to heal up both targets to avoid a DPS getting bursted down instantly, which is what makes Guard worth using, even at the cost of wasting 50% of your tank's health (assuming they have the same health, which they normally will not, just using 50% as a simple placeholder, it'll probably be more like 25-35%). This is why Guard tanks stack Wounds, while ones who don't Guard as often stack Armor or Toughness, since those stats are wasted on damage you take from Guard, and Wounds makes the trade more favorable (50% ally health = 20% your health, etc.).
This is getting a bit out of hand, but still technically within the topic. Sorry for such a long post, and I appreciate the feedback. Overall, I always Guard, and shift Guard to focused targets as often as possible. But, after typing this up and learning that Guard does not factor your own mitigation in, I can definitely see why some tanks choose not to Guard to increase their own survival.
Imo your statement is wrong.
Desired stats depend on the following factors.
A) your accumulated renown rank
B) the gear you have aquired
C) the class you are playing
D) the scale you are playing
E) group comp / buffs avaible from other classes
Giving examples for everything will take huge amount of time but just as a quick thought: fresh off the boat IB and chosen in ruin will have complete other stat priorities (wounds and Crit immunity / initiative vs wounds and mitigation).
Same goes on later with full conq:
E. G. BO and chosen while first is easily wounds capped but looking for toughness and initiative the chosen will still look for wounds while having in both departments reasonable amounts
Majority of this is due to individual stat growth per level on each class and different avaible tactics.
Switching the scale from large to smallscale both classes will opt more for reasonable compromises in between dps and survivability.
As mentioned I could now write on the whole night, but this has to be enough for basic understanding.
There is far more like resistances, avoid and so on, and each is different for every class, "mirrors" are not really "mirrors".