Scourge wasn't exactly a fire-and-forget DoT, though. You specifically wanted to be out of Grit for it, so it offered a sense of pacing and risk-reward.
Reprisal wasn't magic damage reduction. It reduced all damage. And no one quite had its application method (5-second window for counterattack after parry) prior (closest being Shield Bash after being made a CD). It functioned more closely to Disable or Dismantle than anything other tanks had, and it gave pacing to tank-swaps.
Delirium was basic, but it did at least mean you (1) had to commit to using DA on a weaponskill or avoiding use of DA, and (2) could far more easily apply Dark Arts to an oGCD without double-weaving. Its removal helped to double down on both frequency of DAs and the need for double-weaving, which were then addressed only through the further removal of a our most unique mechanic, defensive augmentative resource spending (Dark Dance, Dark Mind).



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