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  1. #1
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Launched View Post
    That's not the kind of "utility" people want. Divine Veil, Passage of Arms and Intervention are utility. Blackest Night is utility. We don't call DRG's Spineshatter Dive/Dragonfire Dive utility, or MNK's Shoulder Tackle.
    Only because Spineshatter Dive and Shoulder Tackle are not currently being used as gap closing stuns to prevent adds from moving closer. Fist of Earth is actually adding a Knockback to Shoulder Tackle.

    Their utility is Disembowel, Battle Litany, Dragon Sight, and Brotherhood: all things that actually help the group.
    Those are not utility. Those are dps buffs. Utility is stuff that helps without necessarily doing damage. Rescue, Warden's Paean, Interject, Leg Sweep, Arm's Length and other such things are utility.

    WAR's new skills help slightly increase DPS uptime, but that's it. PLD and DRK will be able to pick up adds just fine without Onslaught (DRK even has Plunge),
    Dark Knight and Warrior can now both cover that. Paladin will actually be the one far behind the others when it comes to picking up distant adds.

    and no fight is going to have debuffs strong enough or often enough to make Shake it Off and Inner Release better over PLD or DRK.
    Not necessarily true. Consider what increased cleansable debuffs means for cleansing and check the Caster cross role list to see a new DoT cleansing cooldown.

    Be honest, how often does Tempered Will do more than just increase DPS uptime?
    In fights with predictable forced movement like Titan, Sophia and Levi it can be a lifesaver. It makes eating mines in A6S much easier. When Binds and Heavies get applied it is great for getting out of stuff. The biggest problem with Tempered Will is the 3 min cooldown.

    Not much, because mechanics won't be designed around a skill only one tank has.
    This is the key phrase you need to pay attention to.

    It is because only the Paladin had party protects like Cover that no content could be designed to expect it. Now both the Paladin and Dark Knight have tools to protect others.
    Because only Dark Knight having Plunge, they could not design content that assumed one tank could instantly go to the other side of the arena to tank something far away. Now both Dark Knight and Warrior can do so.
    Because only Paladin had Tempered Will, fights could not be designed with the assumption that one or more tanks can avoid binds/heavy/knockback. Now both Paladin and Warrior can do such.
    (3)
    Last edited by Ultimatecalibur; 06-10-2017 at 02:43 AM.

  2. #2
    Player
    Galactimus's Avatar
    Join Date
    Nov 2013
    Posts
    638
    Character
    Clive Hawkins
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    Dark Knight and Warrior can now both cover that. Paladin will actually be the one far behind the others when it comes to picking up distant adds.
    Completely disagree. Clemency is one of the greatest add picker-uppers in the game. One cast on yourself and every mob in the ENTIRE arena comes flocking to you. It's like a Flash with a radius of 100y (for any mob that's currently in battle.) Not only that but it generates aggro on mobs that can't be targeted yet.
    (5)
    Last edited by Galactimus; 06-10-2017 at 05:56 AM.