Quote Originally Posted by Shurrikhan View Post
If the only "opportunity cost" to having used something is that now you've used it / its recast timer... is that really worth calling an "opportunity cost"?
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P.S.
I thought they removed the bonus mitigation because they, as earlier promised, finally figured out how to get it to properly mitigate the transferred (including via the 20% Tank Mastery), which is right up there with Intervention (but with longer DR reducing total party damage taken between you two, at least on non-tank Cover targets, and no self-heal).
  • Heck, if it also counted prior mitigation before the transfer, then, you effectively have even more than that original 20% now (via up to double TM and double Fending Armor) which Intervention wouldn't be able to equal without 2 added CDs.
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  • If that's not the case, and we can't actually benefit from at least the difference of Fending Gear and Tank Mastery vs. our target's mitigation, the cost has definitely got to go.
  • Even if we do benefit from it, though, I do think that's a perk worth keeping on PLD at just a 2-minute CD and would rather feel more obliged to use it on CD... assuming we ever get any threatening single-target damage that's not just on tanks anyways.
  • Would also take the cost and have a 1-minute CD, though. Either way.
Well, sort of. Two minutes is a long amount of time, so between planned usage to handle specific mechanics in a way + usage on demand (like actually saving a teammate) you may have less room for error with a 2min Cooldown, i.e. the "opportunity" cost.

The removal of Cover's 20% mitigation trait had nothing to do with them figuring out how to make mitigation usage better and everything about just it being a nerf - granted, at no gauge cost and 12 seconds of a free 20% mitigation, Paladin was "THE" Off-Tank in Stormblood. Mitigation planning was built around keeping Paladin off enmity #1 that way, rather than making it balanced in MT/OT like now. Block also had a strength of 28-32% mitigation and Sentinel reached 40% as well, so Paladin was extremely well suited for this.

The 20% tank mastery is nothing but Shield Oath (old tank stance with mitigation) becoming a trait, which also resulted in block (30% -> 20%), parry (20% -> 15%) and general mitigation nerfs - including losing Bulwark for 1.5 expansions. Cover itself functionally never changed outside of maybe fringe mechanical interactions - it always was a damage redirector, which means any shields and mitigation applied to the target are ignored and damage calculation begins at the Paladin who used it.

That all happened in 5.0 Shadowbringers - the exact patch the Lv66 Enhanced Cover (20% mitigation) trait was removed AND an additional 50 Oath gauge cost was slapped on while retaining the 2min cooldown. Ever since, Cover is regarded ultra niche and generally not worth the gauge cost, as it is either an expensive provoke for your co-tank, or a mechanically niche tool to save a non-tank, at possibly great detriment to your own survival - especially post-Endwalker with Holy Sheltron nowadays.

Shadowbringers really was the expansion where job identities and any form of complexity went down the drain - I do not have fond memories of it, for any tank.

Right now, Cover should go one of three directions (order is my personal preference):
  • 1.) Re-instate the Lv66 Trait to give it back 15-20% mitigation on redirected damage, but keep the gauge cost
    > this coincides with Paladin learning Intervention at Lv62, making both a valid supporting choice
  • 2.) Keep it mechanically as is, but remove the gauge cost
  • 3.) Keep it mechanically as is, keep the gauge cost, but remove the cooldown altogether