So this is purely anecdotal, but I had an experience last night that showed to me just how useful a PLD can be in group content. We were on second boss of Fractal Continuum, and the healer spaced out at the worst two seconds possible, and wound up a smear on the floor (for which they apologized profusely).I'm still carrying her head around, and am planning to visit the Deepcroft later to...why are you looking at me like that?
The boss was at ~65%, and the three of us left alive knew we had to start playing a bit more carefully, or give in and wipe.
Enter Clemency.
It's a spell I usually hold in reserve for when the healers need a hand, in preparation for big incoming damage. If I see another party member at <30% HP, and I can predict that I won't be interrupted, I'll stop to cast it (because it heals for so much, using it anywhere above 30% is a bit of a waste in mana).
And in this run, it saved us from a wipe.
I don't think I could have gone on indefinitely, and could not have healed the entire fight. I was having to be extremely careful with my mana (thank you DRK for teaching me how to do that), and I was running on fumes at the end, with the party's health dwindling. But with that spell-like-ability, we were able to outlast the boss just in time for our healer to rejoin us.
That death would have been a wipe without Clemency. So while Clemency may feel awkward or clunky (especially as a tank who's constantly getting hit and prone to interruption), if used well, it can make up for a healer's fatal brain fart. And if this is the direction they're taking Paladins in this game, I may actually look forward to what's in store.
And yes, I know this boss is mostly mechanics and generally has low enough incoming damage in general to where this might not have worked anywhere else. Or maybe it would have, because there's a lot of fights like that, now that I think about it. So maybe it's not so bad as all that.