Quote Originally Posted by Jeeqbit View Post
I'd have to agree with this example for tanks at least. PLD was ahead of its time, with actions like Cover and Clemency, which are now regular features of tanks with TBN, Nascent Flash, Intervention, Aurora and Heart of Corundum. And with their raid-wide mit that compares to Divine Veil. Even in ARR, PLD had Cure and Stoneskin instead of Clemency.

I remember saving an A11S run due to Clemency because raid-wides were actually hard then with it being mostly GCD healing back then + vuln stacks + RDM wasn't a thing.

I've since done that lots of times with actions like TBN and Nascent Flash, which have been the sole difference between clear or not clear even in savage, by saving a rezzer.
An aside, but...

My opinions on tank external- and especially AoE-support are a bit mixed. Cover, for instance, I think is quintessentially "Tank", and Passage of Arms more so than not, but Divine Veil to me feels more like an awkwardly-placed healer ability, as it's neither (A) impactful enough to really be done in response to situations not specifically carved out to kill you without X% DR in otherwise irrelevant externals nor (B) interactive with any considerations we generally seem to feel are "tank-like" (intercepting attacks, baiting things out, or other deliberate and/or specific means of thwarting enemy offenses).

Granted, that may be largely due to mere context: If healers, in turn, didn't have any regularly available AoE skills by which to increase party maximum eHP, then Divine Veil could save healers from needing to rapidly barrier every non-tank before a big AoE. Even then, though... that just seems to step on healers' shoes more so than augment party play overall, whereas something like a passive Cover-like mechanic could allow tanks to stack on and absorb some of the damage for two squishies, allowing healers just enough time to fortify everyone else (be that for immediate survival alone or just to avoid dropping low enough to be afflicted by an additional DoT, or to purge a DoT-removed-only-by-getting-back-above-X%-HP in reasonable time and MP, or the like could feel more targeted, impactful, and responsive without stepping on healers' toes. I.e., interplay without excessive redundancy.