Quote Originally Posted by aodhan_ofinnegain View Post
I honestly hate your idea of allowing Fight or Flight apply to the magic phase, it actually kills any and all optimisation that those at higher levels of play enjoy Paladin for. So personally that's a hard pass from me.
SkS should affect recast timers for spells, this would reduce some of PLDs rotational drift out of raid buffs, and add a bit of QoL to DRK.
Spending gauge for cooldown reduction feels bad tbh, I think all four tank invuln recast timers should be revised and be balanced better than having this 1 minute apart currently, but Hallowed Ground definitely needs a flat cooldown reduction when looking at the other three in the recent raid environment.
Cover needs to not apply to the target, but to the PLD casting cover, as it helps to mitigate incoming dmg, I've said before but it should apply Knight's Resolve and Knight's Benediction to the PLD if they want to keep the 50 gauge cost.
Understandable that you might hate it but you speak of optimization, as of 6.2, the opener has just become braindead Req into valor, and because the combo is 25 seconds long, which means you want final Valor to be within the current 2min raid buff meta, because its potency buff and its dot associated with it, don't even have time to apply GB before req/valor, in most buffs. Not to mention that FoF opener is completely dead in the water now(potencies).

With how they are turning or reworking all jobs into 2min burst of 20 seconds or so, PLD is now severely lacking in burst capability, because they got a 50 second damage phase(req/fof). So one field has to give, or the devs has to go back to making each job simply have their own cycles of bursts again, which once in a while align with each other. But that Meta comp will still be made out of of those even then. The PLD issue can't be solved without touching the 50 second rotation phases, because like I mentioned with reversing Warrior 1-2-3 potency buff, and putting them into their burst, it's sadly what PLD needs to get a buff as well.

HG, as it stands Hallowed Ground need a tradeoff, and I think we both can agree its trade off shouldn't be longer CD, with how it has become almost standard to have these invulns for specific tank mechanics now. Gauge is a lucrative resource for PLD but being able to utilize gauge for HG CD manipulation, would be a layer to PLD just being the more advanced Tank, I do agree HG needs a CD reduction just flat out, to maybe 6 mins, and then being able to shave off 2min cd by having 20 Gauge or something to spend on HG, it just needs a proper tradeoff. 50 Gauge is probably too high a cost, 20 would seem about the easy side, giving the PLD ability to give co-tank intervention, and during HG duration able to build just enough Gauge for Sheltron as it expires.

Cover being infused with Intervention to the target, would seem a decent bargain, since its got an outrageous CD attached to it as is. I assume it's Mitigation for the target, and cure regen potency for the PLD, or maybe instead of all damage it's conversion of 50-90%?