Quote Originally Posted by Duelle View Post
Not necessarily. Utility doesn't always have to be available in combat. Having access to Raise means you can help your group recover after a wipe or get someone back up that may have died during a fight. As I said, it's pretty clear why curing is as nerfed as it is.

Again, the FF Paladin has always been about weak white magic. We have weak white magic and a pretty damn good tanking model to boot, so we're actually quite fine.

PS: I don't understand why it's such a big deal that Raise can't be cast in combat. It's a way to prevent zombie tactics and a lot of the nonsense that was caused by them in FFXI. Hell, when I heard CNJ could cast in combat Raises through a trait, I panicked because in a modern MMO barring limited opportunities to cast (Death Knights and Druids in WoW had in-combat rez but on a long cooldown to prevent it being used more than once per fight), it's OP as hell and can break/trivialize encounters.
A "wipe" usually means everybody died including yourself, and everyone would have to use Return. Meanwhile, while Raise is an extremely situational tool outside of combat, and completely unusable in combat, other jobs are enjoying essential cross-class skills that enhance their role in almost every situation. As it stands right now, none of the Conjurer skills enhance a Paladin, which is a big handicap in comparison to other jobs.