Quote Originally Posted by FeyWraith View Post
Tank mitigation:

PLD: full heal on self and person affected by skill Cover upon activating Hallowed Ground

WAR, reflect % damage taken back to enemy while Holmgang is active

DRK: upon successfully triggering Living Dead, gain 5% dps buff until the end of Living Dead. Effect persists even after receiving healing.

GNB: upon activation of Superbolide, accumulate damage similar to Wildfire to a maximum potency, that can be triggered by pressing the skill again. New ability will be held for 15 seconds after Superbolide ends, else it will disappear.
Since others have touched on why this is overall a terrible idea. I want to specifically highlight your tank mitigation proposal to emphasise why a system like this would be disastrously bad for the raid scene.

Your above suggestion instantly makes GNB and DRK meta while completely killing PLD. Why? Damage is entirely king in this game. Attaching a Wildfire-equivalent to Superbolide allows GNB to do insane damage. Whereas a full heal is completely irrelevant, and rarely ever necessary. These changes would also encourage tanks to use their invulns selfishly. If GNB can get two uses of Superbolide off but only if they active it within the first 30 seconds of a fight, they're now incentivized to use it even if they aren't mitigating anything. It's a loss to their damage to hold it for a tankbuster.

This is part of the issue with the old Astro cards. You almost never cared about Bole because you're giving up Balance/Spear, which was always better.

Not to mention, I cannot even imagine the fighting that would occur over who is forced to MT. Why would any tank want to risk a healer not constantly keeping them above 60%?