We all learn that unless you have stupidly high health, then having anything greater than X total health versus Y capping special profession is a huge detriment to your overall survival in PVP.
Yet with the case of damage to nano, nanotechnicians can now enjoy adding a good portion of their nano pool to their health when necessary. This places the 'glass cannon profession' relatively higher on the scale than quite a few others.
Currently, nanotechnicians also enjoy the benefits of also being the class with the most nanodelta and nano regain abilities than any other class.
Yet, the so called tankiest of professions - that being the enforcer, still has the detriment of being able to self a rather large amount of health, and anything higher than 6k nanopool is nearly a waste.
Yet, due to PVP mechanics the way they are: Nanotechnicians still have far more damage mitigation (and nanomages with the NM Dreadloch device, and nullity spheres, and damage to nano) they can self (including hacked grafts/perks/etc) more so than Enforcers.
Yet, on even ground... the glass cannon currently has more tactical advantages than the tankers do when pitted against each other.
Coming further down the line, enforcers are currently documented to be receiving a health nerf in the form of trimmed nanolines.
Call me strange, but am I the only one that thinks this is out of whack? Cocoons are already borked, and have a limit to their usefulness (again, versus capping specials) while soldiers and nanotechnicians have set durations on their main forms of damage mitigation.
And now, my final thought on this?
I realize we haven't seen the entire scope of the changes that are hitting us at a snails pace. I also have noted that each profession, is receiving a nice little shiny upgraded something to each of the ones they announce. Enforcers have sick AR at the moment (due to double AAO coding), and relatively may taper somewhat into the rebalance changes as they continue. However, enforcers are also loosing even more damage mitigation, forcing us in the advent of the health nerf, to be even more susceptible to damage, and even doubly in mass combat situations. In PVM our mitigation is mostly not even considered, because you can always add another healer or a debuffer to cover the loss.. but is that how its going to be intended? Enforcers are being forced - as the documentation continues - to be far more reliant on teaming, in order to be sucessfull in both PVM and PVP aspects.
In almost every other game, Tanks have several other tools that are completely lost in AO. The ability to shield bash, or ignore 1 or 2 hits entirely, at will. The ability to charge into combat breaking normal speed rules. The ability to enhance team play with morale boosts. The ability to enter a terrifying frenzy of devastation, for a short period of time, leaving us drained for a similar amount of time, thereafter. Enforcers have abilities that can be simulated something like this, but in a very lame watered down way. What can we expect as a shiny new toy for my fave profession? Right now, I am seeing a pretty uncertain path. Interesting in some aspects, but I didn't roll and play a tl7 enforcer berzerker tank to be "interesting". I rolled one to be a metal clad powerhouse with a big spiky crusher in both hands, with an attitude that can flip raid bosses the finger while kicking them in the babymaker.