You can use Sole Survivor at the end of mob pulls for a Mana boost for the following pack.
You can also use Sole Survivor at the end of a boss to get a Mana boost for turning Grit back on for the following pull.
All of the situations I mentioned also apply to the normal modes of the mentioned fights, as well.
Only a little. When your gear is high enough, there's no reason to be rocking tank stance when you have all your cooldowns ready (and they'll often go unused!) and your hate is firmly established. I tank A5S in Sword Oath during the baby phases, since there's basically no damage coming out and I can Divine Veil for one of the Shock Therapy shots, mitigating damage, while also rolling Foresight to aid in my defense during the parts where healing splits between the tanks. (I tank all of Midas Normal in Sword Oath as well with pug healers and never have issues surviving, since I know many of you will mention LOL RAIDER stuff.)
It's all about maximizing your effectiveness as a tank. It's a trap to think that your role is to be a stone wall between the boss and your party. Damage is a collective effort, and enhancing yours when it's safe to do so serves to enhance your value to the group. A tank who does 1000 dps to a boss in a dungeon while surviving just as well and allowing the healer to dps just as effectively is vastly superior to one who does 300 dps because they turtled in tank stance and spammed their aggro combo. I am the former - I have run with the latter.
It's really not as limited as you're implying, since you have Blood Price and Blood Weapon while things are alive and then Sole Survivor for when things die - since things aren't constantly dying, you're really not experiencing a limited amount of uses.
You time it so that the mob will die within 15s. You don't use it on something that's got 50% left. It's always - /always/ - easy to tell when you want to use it. It takes a little getting used to, because it suffers from Bene animation delay, but once you do, 15s is a long time. If you focus it down after dropping it, it'll always die fast enough.SoSu is just really a power word to the party to kill the one enemy quickly to essentially give the DRK a mercy stroke buff. Meanwhile at 58 the PLD and WAR get rewarded with a bonus that is guaranteed and on lower cooldowns. PLD gets a lot of HP back or even on a party member and themselves, WAR can choose between HP/TP and DRK has to work for a possible HP+MP restore and fail to kill thing in 15 seconds you just wasted your 58 skill for nothing.
I hate - HATE - people comparing a skill that you use at least once in every encounter in the game if you're playing properly to a skill you should never use in almost any situation ever and then say that the latter is BETTER.
Clemency is garbage. 100% unadulterated garbage. Hands down the worst skill any tank learns from 52 to 60. It eats a GCD, breaks combos, and does the job that the Healer should be doing. Any situation where you as a PLD need to use Clemency is a time when you are covering for a healer who is not doing their job. No other use exists. It's not a skill you consistently use at a given time in a given fight, it's a skill you use to proc Divine Veil if you use it after the SCH shields go out or in a situation where you won't reliably receive a heal to proc it.
It is strictly worse than Sole Surivivor. Period. Fullstop.
The only issue with SS on the A1S adds is if you hit it too soon, you'll tether to it. SS has the same range as Provoke. You can use it without moving from the boss and when the add dies, you'll get the bonus, regardless where it dies.
When I tank in Sword Oath on bosses, I pull upwards of 1000 dps without a Ninja in the party in a dungeon.
When I play SCH in dungeons, I pull upwards of 600-700 dps on bosses in a dungeon.
Most tanks I see when playing SCH pull 300-500 dps at best.
Most healers I see when playing PLD pull 200-300 dps at best.
When I find a tank doing 1000 and not using tank stance, I'll generally be relegated to doing ~550-650 instead of 600-700 while the tank is doing 800-1000 instead of 300-500.
Healing is easy. It doesn't matter what stance you're in, a healer can only dps so much and won't need to heal until the same points in the fight either way. Fairies and regens do all the work for us in dungeon boss fights.
It absolutely is not.
- It only does nothing if YOU, the PLAYER, use it wrong. It being an advanced skill that requires timing and thought does not make it a bad skill.- It can be cast and do nothing.
- It relies on something to die.
- It has very little effect.
- It is only good in a few fights in the game and pretty much useless everywhere else.
- It has no visual.
- Unlike Mercy Stroke you can use it over a certain percent of health.
- It restores you more Mana than you spend to turn Grit on. It restores you a significant portion of health.
- Again - it is useful in LITERALLY EVERY ENCOUNTER IN THE ENTIRE GAME AT LEAST ONCE, USUALLY MORE THAN ONCE. If I have to, I will list off how and where you should use it in every level 60 instance, since you seem to be incapable of figuring this out yourself, as you continuously parrot this incorrect point.
- The lack of visual is very disappointing, I agree. :C
- If you use it over a certain percent of health, you're using it wrong. It requiring skill does not make it bad, to reiterate.
Mercy Stroke is a dps increase, and timing it to be the last hit on a mob is nearly impossible. You use it for dps, not for the heal, in party content. You use it for the heal in solo content.I find Mercy Stroke 100 times better because it heals you significantly if it kills the target and actually weaves into macros better because of its health requirement. It also does a lot of damage. Mercy stroke isn't even that good of an ability though..
Sole Survivor. Is. Useful. In. Every. Encounter. In. The. Game.Anytime I see an ability that is only good for a few fights, and see other classes get abilities they can use in every fight and want to use. I facepalm and wonder what development was thinking.
By comparison: Clemency is useful in two encounters in the game.
1. Sephirot EX
2. Burden of the Son (Normal)
I say that having been a main Paladin on my alt for the entirety of Heavensward. It has 0 uses outside those two instances outside of picking up healer slack. And those two cases, it's only being used to proc Divine Veil, which can be done with Cure for a fraction of the cost and without having to waste our level 58 skill on something worthless.
I'm not even going to dignify that horrid rework of a really good skill with a response.

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