And they’re right.
I’ll try to explain why the non-crit glyphing is inferior to defense glyphing one last time, based on your statements.
A secondary’s power move is an EXTREMELY poor active ability usage because of its opportunity cost (also, who wants to level up 2 weapons? really?). Let’s take the example of a hammer/chaos build where you’re using Immutable, Twist Fate and Distortion (so you remove Pain Suppression from the build). You now have 4+2=6 energy consumed every 20s where you’d use Immutable and Twist Fate (without considering cooldown reduction for Immutable, so things would actually get worse if you do). Since you get 10 energy regenerated in 20s, this means you’ll only be left with 4 energy to play with, which is 1.33 Distortions every 20s, which would bring a CP gain of (2.525 x 1.2875 x 1.33) - (0.59 x 2.1121 x 1.33) = 4.32 - 1.66 = 2.66 CP every 20s or 0.133 CP/s (because you replace 1.33 basics by 1.33 Distortions). This is a very bad performance coming from 1 active ability slot.
Meanwhile, a crit-glyphed sustain-tank will actually have way more damage (so aggro) than what Distortion would bring to a defense tank (and since their energy regen would be very high, the amount of Pulverises used would be higher than the amount of Pulverises and Distortions used by a defensive glyphing combined) , and he would be able to remove Distortion and take Pain Suppression. In the process, the crit glyphed sustain tank will have immensely more aggro than a defense tank, and will actually have more survival because of 1 extra cooldown compared to what the defense tank has. As an example, the standard sustain-tanking build having 4 cooldowns, Twist Fate isn’t even needed in NY E10 and just serves as extra insurance in case the tank screws up other cooldowns, so there’s actually a big room for mistakes here (there’s no such room if you remove one cooldown and take Distortion instead).
Now, i’ll bring an example myself. I’ve been at some point doing regionals with a defense + evade tank, who was around nearly maxed IP. During literally every single summon, i’ve been taking aggro, no exceptions. On some of the summons, someone else that has had a better RNG from their burst got aggro as well, but the defense / evade tank had to rotate 3 force provoke cooldowns to keep aggro.
There’s no argument that could ever make the defense and evade glyphing better than the sustain tanking with crit glyphs. I myself sometimes still have trouble with aggro as a fully maxed crit glyphed sustain tank over maxed out DDs who burst the sh.t of their lives. Good luck keeping aggro over a hammer DD that manages to start the fight with a 180k Eruption and several 100k Demolishes (because Opening Shot and/or Savagery are also a thing ).
So to stay accurate in my arguments: i understand you guys being upset about the state of the tanking in the game, the fact that healers get screwed up in this situation, etc… But when it comes down to getting to the high-end levels of the game and optimizing yourselves, there is 1 SINGLE PLACE where defense / evade glyphing is better than crit glyphing (with the same build, so no 2nd power ability or inefficient similar choices, but a proper additional mitigation or healing cooldown), and this is NY raid, and it is the case simply because of the fact the Lurker’s aggro is locked on the tanks and DDs cannot steal it (aggro on birds is still stealable though, so be careful on that). For everything else, defense and evade glyphing is simply exhaustingly BAD. It has been a fact for a year by now, there has been a lot of arguments and people acknowledging this fact, so there’s no need to try to invent inaccurate arguments to put the defense glyphing somehow better than the crit glyphing.
Again, it doesn’t mean one shouldn’t choose to play how they want, it just means you have to be aware about how limited your choice would be in terms of:
1: flexibility in roles: your healing and DPS roles would suffer from the defense glyphing
2: flexibility in builds: good luck trying to cleansetank in HR E10 with defense glyphing (it’s an extreme example, but there are others, the fact that you don’t ever need to put a force provoke in the build because of “no aggro issues” makes suddenly life easier).
3: pure performance: aggro and selfhealing are gigantic amounts behind the crit glyphed tanking
It’s really the same kind of argument when someone wants to play elemental mainhand. People play what they want, but someone playing elemental should acknowledge that they won’t be as competitive as a rifle / hammer / blood / blade DD. It’s just pointless to foul yourself with fake arguments about something being competitive when it isn’t, just be aware about your choices eventually being less good than actual OPTIMAL choices and live with it.