- That means that the stun itself isn't very applicable for anything other than to cover yourself or a healer, but the use of a stun DR is a high cost on it's own. Although thinking back I'm not sure how i even got into this discussion when I was talking more about CC and defensive options in general
- 5 yards is not tiny when you're taking into consideration that melee weaponskills are 3 yards in range. It hits the tank and melee that are on you or your healer, sometimes not even needing to swiftcast tri-bind if you're on the otherside of the arena or not their focus for whatever reason.
- Stun gun works to alleviate some pressure off myself or the healer if I'm next to them, that's about it. As I mentioned above, the fact it uses a DR on stun is a heavy cost on it's own, while it's not so much the case for bind because only ranged, healers (more so on WHM since they have fluid aura) and ninja even has access to it. It still rounds about MCH having weaker defensive options (aside from a higher physical defense, but when we're facing the likes of full swing, all bets are off) compared to SMN, which is what my original post was about.
I would be lying if I said I didn't get some clutch kills with MCH burst (if not drop someone onto the floor seconds within engaging), but I've seen just as much coming from SMNs as well. On top of that, theirs tends to be both more potent and reliable since hte MCH one is contingent on having a bind, sleep or stun on the target, the former 2 being broken on any source of damage and being just as wrecked by purify if we even want to consider that.
As I mentioned eariler, the defense is hardly a concern when you're facing a full swing that's traited toward 20% damage amplification. Not to mention SMN has instant cast binds through the use of swiftcast.
