Quote Originally Posted by defpointt View Post
Playing as a PLD in frontlines and protecting my team means tank always in front taking all the damage is possible. Switching between Guard and Holy Sheltron skills while taking not much of a damage then you might get under heavy fire and enabling Limit Break Phalanx to survive and get away from the troubles but... you can't cause lot of enemy players just stun you for all these 10 seconds of your Limit Break and then you die. You can't run, can't heal with Recuperate... nothing you can do but watch your character condemned to die. Purify skill is just a joke in this type of situations and it means playing as melee in frontlines is pretty risky and worthless, especially after healer's nerf that they can't really support you.
Maybe it would be better to add an over-stun resistance that will automatically work if you have too long stun on your character and will longs at least 3 secs. And no, not only on tanks but on all jobs.
Whatcha gonna do about dear SE?
hmm as much as im not a fan of chain CC and i do agree purify has issues but i dont think it would be fair for any tank to soak up all the dmg from 24-48 players and just be able to walk away, i might be misinterpreting your post if so my apologies however if you are playing PLD in FL and wish to make use of this tactic of charging in to soak up dmg then the only applicable scenario is to cover your alliances retreat/moving to another objective, use HS before intervene then pop guard and lead the enemy away 60% of the time it works everytime, as for your concern with protecting your teammate unfortunately PLD is not suitable for FL for this purpose,outside of a premade group there are too many variables that make cover ineffective and lastly the auto resistance is a nice idea