Alternatively, couldn't you just allow players to block (and perhaps parry and dodge) while casting, or make Paladin thus uniquely able? The shield is clearly being held in front during the cast. Already, there are more casts do not break combos than those that do. Clemency could simply lose that factor and voila—you have a spell that still costs uptime output to make up for its otherwise far superior healing over time, but doesn't vary in relative cost according to when in a combo it's needed.
The crucial differences between a cast and an ability, once you take out the nullification of RNG mitigation (block, dodge, & parry), is simply the cost of a GCD and the delay involved. Change either of those and the effect is less one of whether it suits a tank or not as:
- offensive output over time and
- whether the skill ought to feel reactive or preemptive (e.g pre-casting).
Personally, I feel like the cast time suits PLD more than another targeted-heal ability variant of Defiance-Equilibrium, and I would rather trade offensive uptime than utility via potential healing dealt over time or in burst. Tanks being able to heal in the first place, given a standard composition with all members alive, may be unnecessary, but I do at least like the option, if only for how many other options it can then open up. Clemency can be a fairly powerful tool.
My own wishlist:
- Give Spirits Within some benefit for when its offensive potency is reduced, such as either MP or HP restoration. Ideally, this should be effective enough to be worth holding onto the CD for, especially when in Shield Oath.
- Reduce Shelltron's comparative impact on mana restoration over time.
- Allow Paladin to block while casting.
- Increase Paladin's casting resistance, and/or reduce Tempered Will's cooldown append an interruption/silence immunity to its effects (it removes all status effects and then makes you immune to interruption, binds, heavies, slows, paralysis, knock-backs, and draw-ins).



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