You misinterpret what I said. From the beginning, I stated that "I debate your contention that those described usages are of good design." This is not about good or bad ways to use a skill. This is about the poor design of Tempered Will.
I claimed that the usage of Tempered Will to potentially prevent being knocked back by a landslide is "absolutely not what a well designed skill should do." Using Tempered Will in this situation comes down to either successfully dodging the landslide, which is extremely easy as the MT (there are no undodgeable landslides unless you are tanking Titan wrong), or getting hit by it and not getting knocked back. In other words, either the skill is useless, or you messed up and just get a slap on the wrist. Unlike the case of using Tempered Will to enable the MT to inflict additional damage by not being displaced, in this case the landslide can and SHOULD be avoided, Tempered Will or no.
In contrast, what I claim is that the optimal usage, and more importantly a well designed usage for Tempered Will, is to prevent Upheaval and gain uptime on damaging Titan. In this scenario, the knock back is, in fact, undodgeable. The knockback produces the negative effective of "being outside of melee range". Using Tempered Will here to do damage to Titan is an interesting and empowering usage of this skill, as opposed to "meh, well maybe I'll mess up here so why not". However, this skill is on a 3 minute cooldown for such a weak usage, and PLD's lack of key debuffs they need to refresh and low damage do not make this a very compelling skill either. I understand what you mean by safety net, and I am arguing that safety net skills are NOT well designed skills if they cannot be employed in an empowering manner, especially if they are as limited and as gated as Tempered Will. If the cooldown was much shorter or the effect much stronger, then this skill could be good. However, I do not think it is worth the effort to keep it since all it promotes is basically laziness. Of all the skills in the Paladin skill set, I find this to be the most underwhelming, excluding Shield Swipe which is unfortunately still living in 2.X.
Cover, in contrast, has many usages even outside panic moments. A great use in a 8 man party situation is when both tanks are tanking different enemies. The PLD can cover the other tank and then use a defensive cooldown, such as Hallowed Ground, which essentially extends the effect of the cooldown to the other tank for physical damage without changing the overall enmity layout. Even in Titan, you can use it to absorb Mountain Buster for the other tank, allowing the other tank to use their offensive stance over the duration while you absorb weaker hits. Cover acting as an extension of your defense skills and its ability to work with the second tank make it a much more intriguing ability, with several situational but often occurring usages.
Finally, I am very confused by this "safe" Tank identity. In the context you are using it ("safety net"), you make it sound like you mean this as "Paladin is the safest Tank because they can make a lot of mistakes," which is design (keyword) that I absolutely cannot agree with. The identity, or "paradigm", of Paladin has been quote-unquote "more defensive". This is not analogous to being simple or allowed the make mistakes. Being a defensive Tank should mean are larger, more varied and powerful toolkit for damage mitigation and should also take more investment than "well, I popped this one thing." I don't think Paladin is in that state right now, and I don't think Tempered Will helps as I consider it not only a weak but a poorly designed cooldown, even compared to Cover which of course also has its own problems, though not particularly by design.


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