It's still crappy design given how the job performed since WotLK (really, a holy knight with a giant hammer shouldn't be giving their damage away to other people, and instead should be smashing their enemies in righteous fire). It's a bottom-of-the-barrel gimmick that doesn't even follow any level of "class fantasy" for a hybrid damage dealer.
I can get behind cooldowns with situational use (like my often-mentioned design for Phalanx as an ability that reduces damage taken by a party member for 10 seconds). Something that follows the "nice to have" rule. That said, there's stuff I would want to keep self-only on RDM, largely Temper/Saber, enspells and my suggested Double/Triple cooldowns.That's what I'd like to see from, say, RDM - especially if it had more hybrid a role than a current Retribution Paladin such that it's a decent choice of target for its raid buffs.
This is exactly what I mean.Though in general agreement, just to be thorough... Depending on where you draw the line, everything's kinda niche. If you mean niche in the sense of "anti-magic tank" or "best MT dps tank" then I'm in complete agreement.
Frankly, I don't mind a tank with an additional cooldown that does a better job with magic (DK had Anti-Magic Shell/Zone and that was okay because it had a decent cooldown and content was not plastered in magic damage to mitigate). Likewise I don't mind a tank with a slight edge in DPS (tank DKs and prot paladins always had an advantage in AoE damage versus a prot warrior, but that's never led to groups turning me down as a result). It's when one overpowers the other members of the roster that I have a problem and will start calling for changes.
To give you an example, let's take my suggested RDM build with the skill Phalanx.But first off, I don't know if whether by crutch you mean a regularly used or even scheduled part of a fight (DV before X AoE), or as an emergency tool (whose being saved for that time hampers theoretical output, but provides safety... during progression), and secondly I don't know why you wouldn't want to speed the transition between those two sides to any saving tool.
To me, Phalanx (reduces damage taken by target party member by 20% for 10 seconds) should be something that may come in handy when things start going wrong (a healer got hit by Haircut and now needs to take reduced damage while they heal themselves, a tank that got CCd and is going to take a big hit, a DPS standing in the fire because they forgot to move). What I wouldn't want is Phalanx becoming a mandatory raid cooldown (either because the encounter expects you to bring a RDM for Phalanx or some yahoos trying to use it as an excuse to bring 1 tank to a raid instead of 2).
There might even be encounters where you wouldn't even get the opportunity to use Phalanx; and you know what? That's okay if you don't get to use it.
That's incredibly lopsided logic. Maybe it's the fact that I've played too many of these games, but a DPS that stands in the fire = bad. A healer that is keeping them alive is simply doing their job. Of course, this wouldn't be an issue if groups and raids got punished for wasting their healers' MP.This is why I can't understand healers who complain about their dps standing in shit, which they admit to being weak anyways, when they also admit to never casting a single offensive spell (because it's "not their 'role'"); they invited that laziness, where dodging wouldn't cost a single GCD, and where it would, it is optimal at that point to just keep punching while standing in the red.
Melee holding adds? No. Ranged DPS holding targets in the air that can't be reached by the melee and the tank? I can go for that. I'm sure BLMs, SMNs and BRDs would find it a break from routine to play ranged tanks for encounters that allow it. Since raid comps and the limit break bar force raids to include ranged (at the least a BRD or MCH), to wouldn't be difficult to fill that makeshift slot.Then just consider what you're willing to lose as well. Should dps still be able to take and hold mobs in A4S, for instance?
The main difference to me is gameplay and what the tanks need to go to attain the acceptable level of mitigation. And at the end of the day, that's all that matters. You can have a leather-wearing tank or a guy in a cloth robe doing the tanking, so long as their gameplay leads to equal EHP/mitigation as the guy in plate armor.But, by that same token, they're all equally turtle-tanks, in so far as actual output.