Quote Originally Posted by MartaDemireux View Post
Discipline: Changed to level 35. Turned into the tanking stance. Reduced damage mitigation and Parrying Rate for 100% uptime, added Parrying Strength and enmity increases.
That's Shield Oath with a further parry buff added to it, and one that is *way* in excess of what a Shield would provide. You'd be giving Templar explicitly higher mean mitigation than either WAR or PLD, assuming their CD suite isn't a joke (which it doesn't look like would happen).

Faith: Changed to level 40. Removed Regen. Increased recast time to 180s.
Having it last 60 seconds is just absurd, as far as CDs are concerned. It wouldn't be a useful CD because it doesn't provide enough burst mitigation and, as a mean mitigation improvement, it's just weird since it doesn't have 100% uptime. It's also increasing both eHP and mean mitigation thanks to the healing and hp buff; it could just as easily reduce damage taken by 9% and accomplish the exact same thing.

Bonecrusher: Changed to level 50 and from a weaponskill to a mitigation buff. This is the Templar's panic button so to speak. For 15s it counters the damage from auto-attacks and adds an 80% Parrying Rate increase which bumps them to 100% Parrying Rate under Discipline. Their Parrying Strength will also be bumped up to a flat 65%. With this they will only suffer 25% damage of the target's special attacks (weaponskills, abilities, magic etc.) under Discipline. Since it's not as powerful as Hallowed Ground I made it have a recast of 5min.
Increasing Parry value *to* a certain value instead of *by* a certain value is both weird and would diminish in value as gear progressed, since STR would increase but the comparative value of it with this buff would not. It's not a *major* concern; it's just *weird*.

Berserk: Changed name to Instinct. Derped on MRD having Berserk already. Greased Lightning (per stack): Increased damage mitigation from 5% to 8%, decreased evasion bonus from 7% to 5%. Attacks that change form to Coeurl will also give an enmity boost.
You're doing it wrong. The class would need to have a multiplier to Defense, not straight up damage reduction, because the two scale differently: this would start off strong but, as gear progresses, they'd fall behind. On top of that, you're providing an *insane* increase to eHP thanks to the flat damage reduction. The changes needed for Berserker were an 80% buff to Def and mDef, a roughly 25% increase to eHP, and a ~20% reduction in required healing. Also, getting rid of the 15% speed increase that Greased Lightning provides reduces their enmity *and* damage even more than removing the 22.5% damage buff already does.

It's for all of these reasons that I suggested ~30% increase to hp (to make up for relying upon evasion, it should be slightly stronger) as a passive benefit (which there *needs* to be), changing *only* the damage directly into evasion for 22.5% increase in mean mitigation at the cost of *only* 22.5% increase in damage (since we're not touching the attack speed), and adding the 80% increase to def and mdef so that those attributes scale properly.

Featherfoot cannot be used while this buff is active and this buff will overwrite it.
I don't really see a reason to include this. It's a 5 minute panic button. Allow for Featherfoot would allow the play to elect to have either 95% evasion so that you're *almost* untouchable or layer the two together so that you are *completely* untouchable. Given how panic buttons tend to be used when absolutely everything else is down, it's a reasonable trade off and allows for some synergy and, most importantly, *reliability*, which is in short supply for an evasion tank but very important for tanking in general.