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This argument goes over also in the healers forum, and what I believe is that this role action is just the tip of the iceberg. There's a lot of room for improvement. I agree some things are mandatory / staples. No one is never not going to use Rampart. Okay so maybe that one guy...
I think what they'll end up doing is make Role Abilities, and make some mandatory / unable to remove, while increasing the slots / other choices and allowing for more customization techniques to go through.
Shirk for example, is a wonderful point in the direction of optional traits. When you start doing any type of customization, you start tipping the scales of balance. I believe you're right, there's no reason to opt out of Rampart for example. Lets realize though they're probably taking baby steps, sooner or later they're going to stand on two feet and start haulin' butt!
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I find the issue with the tank role skills is that it's mixed a bunch of defensive cooldowns and utility cooldowns, meaning you'll be missing out on something in the end.
One or the other should be baked into the job from the start. Making both optional and (sort of) mutually exclusive is just irritating, because you end up taking the necessary utilities, and then picking out the remaining best defensives.
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It just seems to me that they half assed the design. It's still exactly like the class system structure wise. You get 5 abilities to pick from and these are the list of abilities your job can equip. They advertised it as a new system that would give roles the abilities they needed, but it's worse now somehow. If this is a list of abilities my role needs then I shouldn't have to write macros to swap them in and out.