A little bit of almost everything, but not everything.
I'm two months into this game (bought this game around Feb 7 of this year); majority of the time that I've spent has been PvP, mainly frontline. As of this post, I have surmounted 500ish frontlines with 2.5k+ kills. And I have to say, it has been a below mediocre experience.
I am baffled at the fact that range DPS (Bard, Mechanist, Dancer) has three types of CC such as: Bind, Silence, and Heavy; and each of them can be used at 25 yards, thus, crippling anyone unless the usage of Fetter Ward or Inner Release from Warrior. Now, I understand that range DPS is squishy (considering they don't get that 25-30% damage reduction like tank/melee DPS) but there's a plethora of range DPS than there is melee DPS in frontlines. One tends to get locked in place, waiting to become fodder.
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Fetter Ward; a almost, if not, a must have ability to have on frontlines. But, an ability that the user cannot trust. This ability gives melee DPS (Dragoon, Ninja, Monk, Samurai, and Reaper) a chance to go into the fray and somewhat come out alive. The problem is that it doesn't always work such as: getting CC'ed while Fetter Ward is active, ability doesn't activate at all, Warrior using Holmgang (I can understand the concept of Holmgang; looking at you healers; but makes Samurai and Monk, mainly Monk, not as viable).
A solution for Fetter Ward would be to shorten the cooldown from 60 seconds to 45 or 30 seconds. Make it where one is completely immune to CC (Holmgang), and/or when already under a CC effect, activating Fetter Ward will render one free and have immunity for such seconds.
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