Quote Originally Posted by Shurrikhan View Post
1. What would make Limit Break not trash?
Well... Given that outside of 2 very specific scenarios (One being Raid Buster skills that require Tank LB3 to survive and the other being a Healer LB3 saving a wipe via mass raise) Limit Break usefulness is based entirely on how much DPS it can offer the party.

This is where Tank LB3 is occasionally used for certain mechanics that don't require it, because the mitigated damage allows for more DPS uptime and thus higher DPS output than a mDPS LB3.

Thus, some form of tDPS increase. Either, direct damage (In which it would then be competing with mDPS or mage for its usage... Though, would often be preferential due to DPS having higher DPS so they often get less out of a LB usage, especially for some jobs like BLM/SAM/MNK that can actually lose DPS if they cast a LB3) or some sort of damage boost (Would need to be balanced carefully to ensure that it can be competitive with mDPS LB3)

Even more so, with the shift of the role of the current Tank LB's into their kits proper, via their current ShB party mitigation skills and the above suggestion for a new "LB3" type powerful skill for Tanks.

Quote Originally Posted by Shurrikhan View Post
2. Powerful party CDs.
Would these... share a cooldown with their immunities? And what then would be the point of the Tank LB?
That would depend entirely on how SE wants to balance Tanks and design encounters.

My initial thought errs on the side of keeping them independent, so that CD discrepancies on immunity skills won't impact the power of these party CD's (I.e. WAR being able to Holm a TB then pop party CD for a RB and then still get Holm back for a second TB at the end of the encounter, while PLD/GNB are SoL and just never use their immunity)

Though, I can see some merit in sharing CD's. Especially if immunity skill CD's were equalized. Could also be interesting if bosses where to do 2 major busters in a fight and would be randomly a TB OR a RB so a Tank would have to react and pop the right CD to mitigate the attack.

Quote Originally Posted by Shurrikhan View Post
3. Blind.
Hell yeah. Been pushing for this implementation since ARR. I'd attached to to a Shining Steel CD so that it could be applied via Shield Lob and increasingly wear down enemy accuracy over melee combos, but yeah, mostly same idea in this context. ...Sorry, no actual questions there...
I recall playing a game where Blinds worked like this, for players and enemies. But I can't for the life of me remember exactly what it was (Outside of stuff like SC2 where the gas clouds from that Zerg unit would do the same effect)

Was far more interesting than simply % chance for skill to miss (Which really punishes Melee because it makes combo's drop...)