
Originally Posted by
Donjo
I know that I tend to write long posts, but please try to read the entire thing if you intend to directly reply to me.
You spent half of your post explaining how using Tempered Will to not get killed by Landslide(and other similar generic situations) is a bad way to use it... when I previously stated that:
1. Tempered Will is useful if you're caught in a situation where you cannot dodge the normally dodgeable knockback/draw-in attack. The specific Titan EX instance I mentioned referenced an undodgeable Landslide, which can happen from the MT's point of view.
2. Using Tempered Will solely to be lazy is a waste of the skill.
That being said, Safety Net does not mean "pop Tempered Will and then purposely get hit by the attack because I'm safe now". That's lazy, which... see above.
And this brings us to Cover now as well. Cover, along with Tempered Will, are probably most intended to be used as Safety Net skills. Safety Nets exist to catch us if we fall. Tempered Will is only effective if it is used proactively; ie. before the unwanted movement effect in question happens. Unless you have a specific niche plan(such as a maximize uptime on the boss strategy) then the ideal use for Tempered Will is to, if you ever feel like you're in danger of being moved around, pop it... and then continue attempting to avoid the effect. It isn't there to foster laziness; it's there to save your bacon is you make a mistake.
Cover, on the other hand, is a Safety Net skill that usually lends itself to reactive use. Enemies should typically be targeting Tanks with physical attacks, but if anyone makes a mistake that causes an unwanted target to start getting hit, Cover is a Safety Net that can catch them before they die. While Tempered Will has a good number of situations where it can be utilized in a useful manner outside of just being a Safety Net, Cover has fewer of these situations and will thsu most often be used to respond to an error.
If you think about things in terms of Safety, it can be seen that these two skills fit the aesthetic of the Paladin very well. After all, they're the "safe" Tank. Okay to Good Paladins may see these kinds of skills, think "when will I ever need this? Off the hotbar you go!", and go on their merry way. A Great Paladin will survey the battlefield, keep an eye out, and use them to help maximize the safety of the party should things go sour. Aside from fixing the "only one combo is boring!" situation, Paladin's new skills just make things even safer. Sheltron? A free block and a decent chunk of free MP to help power Clemency, a useful emergency heal. And Divine Veil? It does require a bit more work than what is perhaps strictly necessary to get its benefit, but some damage absorption is always okay in these endgame fights that oh so love to attack the party.
These abilities are all integral parts of what makes a Paladin a Paladin, and they don't need to go anywhere.
And Ercaporte? You're so eager to complain about Paladin that you are literally blind to what it does well and greatly exaggerating its weaknesses. Iagainsti is right. You should chill out a bit.