
Originally Posted by
Galactimus
I actually really dislike playing with Dragoons in general because of the way their stuns are used for DPS. Most players put these stuns into their regular DPS rotation; not caring if the stun itself was used properly or not. While there is nothing wrong with this it does indeed greatly clash with a Paladins play style. A large part of Paladin tanking is taking a boss (or annoying enemy), out of the fight for 20 seconds while Stunning and Pacifying its 6 biggest moves.
Normally we can stun a boss for 6 seconds, 3 seconds, and 1 second before its stun resistance is maxed. The same applies to our Shield Swipes pacify effect. With these two abilities at our disposal we get used to tanking bosses with the knowledge that we have these stuns available (before having to rely on other methods.)
So a Monk opens up a fight with Shoulder Tackle while the Dragoon runs in with a Leg Sweep and Spineshatter Dive. Full stun resistance at the very start of the fight; how lovely. Then they'll both die to the first "100 Ton Swing" on Coincounter or something when I could have stunned every single one without resistance. Same goes with Lunatic Voice, Nightmare, Dragon's Voice, Dreadstorm, Eruption, Paralyze II, Final Sting, Banish III, Tail Screw, Void Thunder III, Divide, w/e.
This applies to White Mage's too; not just Dragoon's. Holy spam on mass pulls may seem like a good idea at the time (and it usually is.) But if there's two Corrupted Elementals and a Ghost spamming Banish III and Paralyze II in Pharos, or three Bee's itching to use Final Sting at any moment on Hullbreaker, I'd prefer if they didn't have maxed Stun resistance right off the bat. I kind of need to Stun and Silence those.