Well right. Clemency takes two GCDs to cast and does zero damage, while also preventing you from autoattacking. It follows naturally that the players who have maximized their DPS aren't going to use it, because it can represent a substantial DPS loss.
But damage output isn't everything.
It's true that progression groups will probably want to pump out as much damage as they can get, to avoid hard enrages. But groups who are dying to mechanics, or to DPS/healers taking avoidable damage can really be helped out by a Paladin throwing an extra Cure 1.5 out. Once a fight is on farm? Clemency loses its value. But while a group is still learning the fight, the extra spot heal can be really handy.
I said nothing about which is better. For most groups, unless you're pushing progression really hard at extremely low gear levels, the difference isn't going to matter. All three tanks function in both roles.
On this we agree. Clemency isn't going to do anything to help healers DPS more unless the PLD and healer(s) are in lock-step.
In general, after 3.2, this is accurate. However, if it's a PUG learning party, you could get a WAR who seriously outgears someone. I've seen it a couple times. Fell Cleavus is real.
Highlighting the important bit, because that's ultimately what it boils down to. We can argue about the hypothetical situational uses of various abilities until we're blue in the face and our fingers are bloody nubs, but it boils down to using whatever job you're most comfortable with. This tier has done a pretty good job of ensuring that, so long as you don't duplicate jobs, and so long as people know what they're doing, you're going to be able to succeed with almost any comp out there.



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