Quote Originally Posted by DrWho2010 View Post
if everyone had an anti-knockback then there would be no point in having an anti-knock back.
They already do. Most everyone has one.

DRG: Role + Timed Jump x2 (60s, 60s, 120s CDs)
MNK: Role + Timed Shoulder (x2 if you want) (60s, 30s(+1 charge on wind))
NIN: Role (Dunno if shukuchi if timed would work) (60s)
SAM: Role + Timed dash (60s, 10s + 10 kenki)

BRD: None but ranged
MCH: None - ranged

BLM: Role + Ranged to begin with
SMN: Role + Ranged
RDM: Role + Timed corps-a-corps + Ranged (40s, +1 every 140 if you need)

PLD: Tempered Will + Hallowed if you really need it (180s, 420s)
WAR: Timed charge + Holmgang (20s + 10 guage, 180s)
DRK: Timed leap (30s)

WHM: Role + Ranged
SCH: Role + Ranged
AST: Role + Ranged

Combine this with the fact that DRK loses the most from having to disengage from the boss and it's just punishing. A WAR can game burst windows to make disengaging slightly less harsh and a PLD can enter HS phase to mitigate downtime from the boss.