Quote Originally Posted by ForsakenRoe View Post
Yes, the interesting and 'unique' part of PLD's Sheltron/Intervention, the good unique at least, is that you can store up 100 gauge, and use Sheltron AND Intervention at the same time. So if Sheltron had 2 charges, shared with Intervention, with a 20s recharge time, it'd be pretty much functionally identical.
I agree with all of your points, I think the only point of contention for me is that I trust SE to decide to remove oath gauge entirely and make Shell/Intervention's go inline with Bloodwhetting/Nascent glint at a 25 second shared CD with no charges". They have a tendency to look at an issue with a job (like SB-era Dark Arts) and just remove it entirely instead of tweak it and improve it.

Given the recent PLD rework, I feel like skepticism is warranted. That being said, I think your proposed changes to Shell/Intervention are good and I'd be happy if PLD got them. I just don't think that the oath gauge would get repurposed if they went that route.

Quote Originally Posted by ForsakenRoe View Post
I fear the problem with Active Mit is that this game's playerbase is so against the idea of 'losing damage' for any reason, it'd be reviled.
Yeah, pretty much. Even if we made active mitigation DPS positive (e.g. TBN gives the ability to hit Edge of Shadow twice for the same MP), I can't shake the feeling that we'd end up with situations with tanks or healers saying "stand in the bad, it's DPS positive for me". Maybe just applying damage downs to everything would be enough of a deterrent? IDK.