I wouldn't consider divine veil, divine intervention and cover useless either tbh
I wouldn't consider divine veil, divine intervention and cover useless either tbh
they pretty much are though as they don't change anything.
if my pld puts intervention on a war about to eat a tank buster for example. that warrior is still going to get a lustrate or cure2 or something on them after it hits.
if my pld didn't use intervention on that warrior it would still get the exact same heals after that tank buster. so it really doesn't make a difference to the healers for example if a tank uses intervention or not. the outcome is exactly the same. its not intervention is going to reduce the damage from 3 heals to recover to 1 or even 2. so the reality is it just makes no difference.
and then with dps checks and stuff same things applies. 3rd boss of rabanastre for example if that aether things gets to 100 its a wipe. if it's 99 the group survives. there really is no inbetween. at 100 for example no amount of shields or barriers divine veils galvanises sacred soils etc etc are going to save you. and at 99aether you'll likely still survive without any of them barriers up. at no point do those barriers really change anything.
It makes a difference if they would have been ded
Still need tank stances a lot like in DF you can't rely on people helping with enmity management skills, or if you're progging new high-end duties you prob want that reduction on dmg received sometimes, or to get enmity on adds that pop during a fight when party members enmity dump skills might be on cooldown. If they were removed I'd want some extra cooldown in their place to ease the loss a bit.
Regarding shade for other melee jobs, that sounds interesting, or extend the duration of diversion and reduce its recast time. Agreed on removing drg's piercing debuff to break some synergy and nerf brd/mch a little. Replace the piercing debuff with a drg self buff to maintain drg's dps without helping other jobs. Drg still desirable for litany and eye?
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