BattleMonkey
Member
Yes, I have this bad boy right here: Guard
However, read the tooltip again. "Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form."
That 50% damage transfer only works in PvP. Regardless, I do put it on my healers because it helps. What usually happens is a few of the mobs that are out of range of my AoE damage attacks will jump to the healer as soon as he starts landing some spells. This is simply because I have zero threat on them and his heals are drawing their attention. I then have to peel them off him. It's just a pain when the pack is made up of ALL ranged mobs. They don't clump together so you almost have to deal with each one individually.
Ranged enemies rarely move, and the way they are set in most mobs they are mostly in your aoe range unless someone in the group is knocking them around. Any outside of the mob group should be CC'd if they are elites while a charge and aoe into the mob generally will pull them all to you. With guard, the healer is usually safe. The biggest issue I've had with peeling off enemies is because of some of the absurd damage dealers, rarely because of the healer, who also if properly specced will have his/her talent points in her own threat reduction abilities. Healers are responsible in this manner also for their own threat generation, while DPS characters don't really have anyway to mitigate it and often to me are the culprits of pulling off aggro.