
Originally Posted by
BlueMageQuina
Whisper would be MDT's answer to Shadowskin and Rampart which are 20% damage reductions cast on self but instead it is cast on a single target at a 90s cooldown. This means only that one target is dealing less damage to you. Don't forget, tanks are intended to take ALL DAMAGE unless the mechanics require otherwise, and thusly they need to reduce all incoming damage.
I've changed the effect, cooldown and potency of whisper since it has become it's primary damage reduction skill, that may actually the skill that the class will rely on the most, thus it's in fact undeniable that it needed to be reworked to be more actually pratical in more situations other than situations in where you only have one enemy attacking you.

Originally Posted by
BlueMageQuina
Beg reduces damage received by 5% to all party members in range, making it actually worse than Foresight. It may actually reduce the least amount of damage in the game.
Actually this is skill is there to give Mediators a similar skill in function to Arcanist's Virus and Astrologian's Disable and even in a lesser extent Paladin's Divine Veil. If I were to increase this skill potency, it could cause some greater issues, since if you were to stack all of the party wide mitigation tools (Disable+Virus+Sacred Soil+Wheel of Fortune+Divine Veil ) you would have some exremely high mitigation that could render certain signature moves useless, or could render some party compositionsmandatory in order to survive them.

Originally Posted by
BlueMageQuina
Bribe ensures the next three auto attacks miss. It's could very well be the MDT version of Awareness; not exactly useless, but not exactly a tank-maker.
And that's exactly what I had in mind with this skill. A somwhat inferior cooldown, that is not completely useless, and can alleviate some lesser damage if used right.

Originally Posted by
BlueMageQuina
Tedious Speech casts Sleep, which often is useless in real content. When the target wakes, the receive Boredom, which lowers action speed, useful. But is this only effective if the target had slept?
Yep, it would still work even if the target was immune to sleep, and actually more reliabe if they were, since instead of having to wait the sleep to wear off, or maybe to be interrupted it would make them instantly slower, making it actually a really reliable defensive cooldown.

Originally Posted by
BlueMageQuina
The one remaining cooldown, Introvert, does essentially do its job well and potentially better than any other defensive cooldown by giving all skills the ability to lower the target's damage output to you. Cycle through targets, or use an AOE (which I don't believe you have) every so often and incoming damage is decreased greatly. However, it's undercut dramatically by naturally taking away the potency of all skills rendering you unable to attack while under it until you acquire Judging at level 50. That may not be worth a 15% damage reduction for only 10s.
Extrovert and Introvert are actually the Sword and Shield oath "equivalents" when compared to Paladin. Extrovert is pretty similar to Sword Oath, since it's sole function is to increase damage output. But Introvert is a vastly different defensive stance than Shield Oath, since it doesn't lower your damage, but removes it altogether. Introvert's bonus to enmity would be even greater (Two, or even three times bigger) than Shield Oath's to make up for the damage annulment(Skills would have their effects similar to PLD'S Flash, that doesn't deal damage, and yet generates enmity). Now to maintain the damage reduction effect, you'll need to be constantly engaged with your enemy, since Handler's effect is reapplied every time you cast a speech skill. So you have to 'talk' to your enemy at least once every 5 GCDs to mantain your defense reduction. (15% to be compared with Grit's effect, thus still making PLD have a higher defensive power in the defensive stance.)
Now about AoE I'm pretty sure you missed the first combo:
Grumble + Growl = 60 potency + Flash equivalent with greater radius and AoE pacification (Shield Swipe).
60 Potency may be a bit low in fact, but I'm not pretty sure if it could be increased without causing balance issues due to the combo having a AoE Pacification and a high enmity generation at a very low TP cost, when compared to other tanks, that don't even have AoE combos, but a single spammable AoE skill.

Originally Posted by
BlueMageQuina
You lack:
-A level 50 skill. You should have 2. One naturally learned, the other quested.
-A way to heal yourself by level 2, 4 or 8. Easily fixed through cross class abilities though no cross classes were put. This is necessary for solo content.
-An ultimate mitigation technique. This can be fixed with the level 50 skill you are missing.
-A way to heal a massive amount of HP circa level 60. PAL can restore 1200 potency to anyone on the GCD and receives 50% of that heal; the strongest heal in the game next to Benediction. WAR can heal with 1200 potency to itself on a 60s cooldown. DRK's situational heal can restore 20% HP on a 15s cooldown but requires another party member. MED's Charity on a 40sCD restores HP with a potency of 800 AND removes a status ailment. I understand that removing any status ailment is a big deal for a non-healer, but at that cooldown, Charity needs its potency raised to be comparable to other tanks. Maybe 1000 if not 1200.
-Three combos containing three skills each, the openers of which have 150 potency. You have one full combo whose potency is very low, but high enough when used under Deep Words and Extrovert + Judging (90 additional potency) —
MDT
Insult 120 + Affront 180 + Grieve 220 = 520
Insult 210 + Affront 270 + Grieve 310 = 790 (Deep Words and Extrovert + Judging)
PAL
Fast Blade 150 + Riot Blade 230 + Goring Blade 220 + 40 DOT 24s = 1160
Fast Blade 150 + Savage Blade 200 + Royal Authority 340 = 690
Fast Blade 150 + Savage Blade 200 + Rage of Halone 260 = 610
WAR
Heavy Swing 150 + Skull Sunder 200 + Butcher's Block 280 = 630
Heavy Swing 150 + Maim 190 + Storm's Eye 270 = 610
Heavy Swing 150 + Maim 190 + Storm's Path 250 = 590
DRK
Hard Slash 150 + Syphon Strike 250 + Soul Eater 400 = 800 (Dark Arts)
Hard Slash 150 + Syphon Strike 250 + Delirium 280 = 680
Hard Slash 150 + Spinning Slash 220 + Power Slash 300 = 670
Hard Slash 150 + Syphon Strike 250 + Soul Eater 260 = 660
— I fear that normally maintaining 520 potency damage on a combo may not maintain enough enmity over DPS or healers until Deep Words, Extrovert and Judging are all acquired at level 50. Even then, Deep Words has a cooldown which will make you lose the potency you need for 125s after the end of its duration.
Alright, so I've made some changes to fit all you mentioned and some more.
-As way to heal yourself at lower levels, I've a added a Second Wind equivalent potency to Soothing speech.
-I can't see how I missed one skill completely... So in response to that I've added Persuasive Maneuver at Lv.50 as the ultimate mitigation technique. It works more similarly to Holmgang than it does to Hallowed Ground, but it's unique and it's effect is the capability to survive most attacks during a short duration, like every other skill.
-As the healing skill, I've decreased the cooldown to Charity and increased it's potency to 1000, to make it a middle ground heal, with the unique aspect to remove a ailment, I presume now with a little higher potency and shorter cooldown it can be a really usefull skill. I've increased the TP required a little, but TP shouldn't be a huge problem due to the periods Mediator is not allowed to use skills, TP shouldn't be a problem.
-As for the three combos, I've increased a little of the potency to reflect the other classes, and you forgot to mention the AoE combo I've put in lower levels that is unique to MDT, since PLD/DRK/WAR only have one GCD skill each that is an AoE spammable, none of them have a 2 step combo like I did for MDT. and now it should look like this:
Insult 150 + Affront 200 + Grieve 230 = 580 Potency
Grumble + Growl = 60 Potency + AoE Pacification.
While MDT doesn't have a 3rd GCD combo like the other 3 tank classes, I believe his secondary stances Judging and Perceiving, plus the others skills with short CD's MDT possesses make up for that. Since we have:
[GCD][30s CD] Death Sentence 150 + 320(80*4) =
470
[OGCD][30s CD] Mockery 120 + 210(35*6) =
330
[OGCD][15s CD] Offensive Message =
150
While PLD, for comparision has outside of his combo:
[OGCD][25s CD] Circle of Scorn 100 + 150(30*5)=
250
[OGCD][30s CD] Spirits Within =
300 (Reduced depending on current HP)
So, while there are no doubts that a MDT's max DPS output is considerably lower than the current tanks, none of them have a skill to increase a party member attack for 40% for 10s, or a 10% vulnerability down like Ninja's Trick Attack, and all the other situational and consistent buffs MDT can bring to a party.
As for aggro management, I intended to have higher modifiers for the main aggro generator combo than the current ones. So that even with less potency, the attack would generate more aggro than another tank's equivalent, making Mediator a huge aggro generator, with a great deal of ranged attacks, at the expense of attack power.