Having the most party utility doesn't mean it has the best party utility. Divine Veil is objectively worse than shake it off in every conceivable way: it prevents less damage, doesn't apply to the caster, is nullified by any healing magic (succor or aspected helios will remove it), and requires paladin to get healed after they use it but before the raid-wide; it's extremely situational and barely worth noting as utility. Intervention is great OT utility since otherwise that gauge and paladins tank cooldowns aren't doing them much good, in fact this is by far paladin's best utility as an off-tank. Cover is cool, but it's less useful than it was in stormblood with more jobs having access to arms' length, and honestly it wasn't stellar even then. Passage of arms is literally only useful for situations where paladin cannot target the boss, so it's basically limited to phase transitions only; again it's nice but nothing crazy.
The only job with weaker party utility is gunbreaker, and even then heart of light is more widely applicable since it has zero opportunity cost. Warrior has shake it off every 90 seconds and it costs them nothing to use for a 12% minimum party-wide shield that also applies to the caster; nascent flash is clunky to use but it's a fairly significant heal when used at the right time and 10% damage reduction and 50% heal from glint is a damn solid ability, not to mention WAR still has the widest personal mitigation suite of any of the tanks, and as iLvl up the gap between GNB and WAR will continue to shrink in each raid tier as Warrior scales better with crit than any other job aside maybe monk.
The aDPS difference between GNB and WAR averaged from the whole tier is 4%, with the most extreme disparity being on Titan with a 4.8% difference and the smallest disparity during Eden Prime with a 2.5% difference. rDPS difference averaged through the whole tier is 2.2%, with the most extreme disparity being Titan/Leviathan with a 3% difference and the smallest disparity in Voidwalker with a 0.5% difference. This is taken from the 95th percentile where it can be assumed the players of their respective jobs are playing nearly optimally without breaking into the realm of catering. That's pretty damn close compared to the rough average I just tossed out both in terms of aDPS and rDPS.
Regardless, it's all a matter of opinion but I'd say probably to the point where a job is under-performing to such a degree that it begins to appreciably affect clear times (or even ones' ability to clear). More specifically, let's take a look at the top clears for titan, where the greatest disparity between tank DPS exists and you'll see that tanks are accounting for about 18-20% of the fight's TOTAL damage. The number one clear time for Titan has Warrior dealing 1.8% less than the Paladin in aDPS and 1.9% damage less in rDPS, with Paladin contributing to 0.2% more overall damage than the Warrior over the course of the entire fight, with Warrior having 0.2% less uptime than the paladin. Of course, this isn't Gunbreaker who is currently the highest damaging tank, but compared to the number 2 clear time (1 second less) where the paladin performed similarly to warrior in the number 1 clear, and where the tanks contributed more damage overall, the difference rises to 0.52%. The number 1 clear time Warrior dealt 5.5% less aDPS than the number 2 clear time Gunbreaker when the Gunbreaker was in a fight where tanks contributed .41% more of the fight's overall damage.
Again, just a matter of opinion.


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