Provoke isn't a "great tanking skill". It's a "required tanking skill". Tank swapping and tank death recovery are effectively impossible without it. The reason why it's a CC ability is because the devs decided that they didn't want to devote 1 of the MRD's class skills to it when they could just have WAR cross-class it from GLA. The same is true about Convalescence (it's one of the strongest CDs in the WAR CD suite).
Also, Flash is not a "great PLD tanking skill". Flash is horrible, especially on a WAR since WAR doesn't have the mp to use it more than 3 times and regenerates mp slower than anyone else in the entire game.
If you want to whinge about bad CC options, consider what your class would be like without any CC abilities whatsoever. PLD would still have basically everything they need and would see a negligible loss in effectiveness (Foresight is lol). WAR would see a significant decrease in effectiveness (no Convalescence, no IR, no Featherfoot, no Second Wind) and would be missing major tank functionality (no Provoke).
Classes are not balanced with the assumption that they all get the same benefit out of their CC options. They're balanced with the assumption that they will have specific CC options present to offset the lack of functionality that the devs could not fit into their class and job skills (which is one of the major reasons why Holmgang tries to do *way* too much: they needed to compress the functionality of 3 different abilities all into a single one because the MRD/WAR ability list doesn't have any placeholders, like the PLD does).
PLD has bad CC options because it doesn't really need anything from outside. About the only thing I would say they need is something to make their AoE damage not completely worthless (they don't need more AoE enmity, so CCing Overpower would be out of place), but that's better solved by addressing their own class/job abilities.
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