Err ... Sure?
Ah, my mistake. I confused one timer and mixed up Raw Intuition with Vengeance. Good thing that changes absolutely nothing about the War Burst rotation. It still works out exactly the way I said it does, with Berserk-prepped double Fell Cleaves followed by Berserk-prepped Triple Fell Cleaves every 120 seconds. No matter how you slice it, that's a lot of Fell Cleaves, and Pld cannot mitigate all of them, let alone the actual Dps bursts on top of that.
Three reasons:
- 1) Cover does not work on magic damage. Just because you are covered, does not mean you are safe. Blm's, Smn's, Drks, Dps Limit Breaks, and any hyper aggressive Healers can still murder a covered target. The only way to stop this is with stuns.
- 2) A Pld cannot effectively stun lock more than one target at a time. After the initial stun (4s), the diminished stun duration of the next immediate stun is roughly the same amount of time as a Pld's GCD (2s). This means that, after their initial stun, a Pld MUST prioritize ONE target, otherwise they will lose both.
- 3) To prioritize kills. Again, this follows the "I want to win" perspective of things, but Plds, like healers, have to prioritize targets. Not everyone's life is equal in the Feast. Say, for example, that my dps team is a hair's breadth away from murdering a target with 200 medals, but one of them is also about to die with 100 medals or less. I will prioritize assisting the kill even if it means letting one of my own dps die. Why? Because I'll still be up 100 medals on the enemy team. Assisting in that kill often means stunning the target, or stunning the healer (if they're not up for CC resist).
The short and ugly of this is that, even as a Pld, I cannot save everyone from death. My defensive CD's and CC just don't stretch that far. That's a fact. That said, I really don't have to save everyone as long as we are leading in points. The logic here is that, so long as you are gaining more medals than you are losing, you will win. With that in mind, the kill credit should always be prioritized over defense, unless you stand to lose more than you gain.
The most polite way I could think of to say this is that at least you got part of this right ...
A dps burst very strong. That's true, but that doesn't mean that they can score kills purely on their own, nor should they have to. By going purely defensive, a Pld is resigning 100% of the offensive work on the Dps. I really shouldn't have to say anything about why that is just plain bad, but expecting the Dps to do 100% of the offensive work without support not only puts a lot of undue responsibility on their shoulders, but it is also extremely optimistic of their capabilities. Further, Healers can, and often do, out-heal a Dps's maximum burst without the aid of extra defense. How do I know this? Because a lot of teams run with Wars. Wars do next to nothing to boost party defense; yet, their healers can keep the team alive, no problem.
Another issue is that you are still, dramatically, misinterpreting Pld's CC and utilty. Case in point:
You're inexperience with Pld is really showing through here, because if you actually understood a Pld's CC you would never, EVER, recommend any other job to use their stun for CC purposes while they have a Pld on their team, unless they had absolutely no other choice. The reason for this is that Pld's stun lasts longer. Any stun used by ANY other job (melee, mch, or even whm) is wasted CC, especially on the first hit. If you hit my primary target with a stun before my first Shield Bash, you just shaved 2 seconds off of the time during which they are incapacitated. That's a 50% reduction. If you hit my target with a stun during my stun rotation, you run the risk of initiating their resist early by overriding my stuns, making my last hit useless.
The only CC that should be used in conjunction with a Pld's stuns is a caster's sleeps, and even then, those sleeps should come before or after a Pld's full stun rotation, not during it. Otherwise, they stand to cause as much harm to their own CC as they do to mine.
Another thing was this:
And yet, in the same breath you also said:
I ask you, what exactly do you think I meant when I said that "Pld's entire kit is designed to facilitate kills" and that "using it defensively is a waste unless you are already in the lead"? Further, what do you think your advocating for with the above comment?
Using Pld's defensive CD's to sustain dps offense is EXACTLY what I meant when I said that their kit is designed to facilitate kills. It allows the Dps to push harder and longer. Using stuns effectively only makes scoring kills that much easier. The fact that Pld's party mitigation buffs are passive only strengthens this point, because passive mitigation does not actually prevent deaths. It only prolongs life (and yes, there is a difference). Without active mitigation (ie: healing), the target can and will die. So, again, reserving Pld's CD's for purely defensive utility is a waste.
And before you ask, playing defensively is TOTALLY different. You would know this if you had more experience with the job. There is a difference between burning Testudo to sustain an assault versus burning it to cover a retreat, for example. A Pld cannot use it for both. The CD is too long. So they have to chose what the best use is. The same goes for their use of Cover and their stuns. There is a huge difference between using them to try and support the healer versus trying to support the dps. That difference dictates the flow of battle. You can either spend that buff time pressuring the enemy, or you can spend it being willfully pressured by them. Choosing to play defensively is fine if you're already in the lead and are willing to play ring around the rosie at home base for the last 2 or 3 minutes, but if you're evenly matched or losing, you won't be doing your team any favours by using your CD's in such a manner.
If you want to see this difference first hand, then I would recommend you finish leveling your Pld and give it a roll in Feast. You'll see that things don't work out the way you seem to think they do.