Ahh, I guess I was just pulling Spiny Plume with Skull Sunder, then, when one of the two tanks just somehow could not handle that mechanic.
If, for whatever reason, you had to tank as a Monk, you weren't typically taking the 5% damage increase over the 10% mitigation increase anyways, and you were swapping targets too often for Dragon Kick's -10% Blunt Resistance to matter much outside of bosses, especially given that its opportunity cost was your strongest attack (after the first Bootshine buff).Classes could pull from all, but then, as a Monk, you lost Fists of Fire and Dragon Kick.
It also meant you could take Convalesce, Awareness, Perfect Dodge, etc.
Agreed. Tbf, when I heard that we were replacing Additional (Cross-class) Actions with Role Actions, I had hoped (even if not so reasonably) that they meant Cross-Role Actions.There are a lot of issues that hide below the surface which is why I always say you have to think critically about what you actually want and what the pros and cons are. Do the pros outweigh the cons.
Think of it this way: On a DPS, Diversion is purely bloat apm. During uptime, you hit it on CD. But, what if it instead gave an emergency Enmity boost, instead, for situational use? Now, it would actually do something that merely passively decreasing DPSs' enmity could not; each job would have more agency, even as core play is less bloated.
Imagine if a Physical DPS could each pick --with 2 charges shared across all these skills (despite, yes, their having varied CDs)-- any 3 actions from among, say...
- Aid (Make a downed ally healable, regaining control of their character when they reach 20% HP. Downed but Aid-ed allies receive 60% less healing. If equipped, Weakness afflicts your for 20 fewer seconds and you revive with 20% more HP.)
- Rally (Usable on self or ally. Provides target with a temporary barrier equal to half their missing HP that fades over 10 seconds and causes them to heal for 30% of their damage dealt and 20% of their healing done for 10 seconds. If equipped, your maximum HP is increased by 6%.)
- Hunter's Chance (For 15 seconds, heal for 30% of your damage dealt and heal for an additional 3% of HP per second. Additionally, your attacks afflict your victims with an aura which, while Hunter's Chance is active, causes your allies to heal for 15% of their damage dealt to your victims. If equipped, your self-healing done, except through Cross-Role actions, is increased by 20%.)
- Fend (For 4s, allies within 3y cannot be reduced to lower than your own speed and cannot be drawn in or knocked back if you cannot. Split a portion of targeted damage nearby allies would take to you as well, based on the %HP to which the attack would reduce each of you. If equipped, you take 20% less damage from directed attacks not directly targeting you.)
- Diversion (Distract the enemy, if any, and those nearby, causing a high amount of temporary Enmity (fading over 15s). For the 15 seconds thereafter, your Enmity generated is vastly increased. This bonus fades over the duration, from a 500% to 50% increase. If equipped, you stagger attacks directly targeting you, delaying 20% of their damage dealt to instead be taken over 6 seconds.)
- Cripple (Interrupts the target's current spell or special attack and afflict the target with the least diminished status effect among Stun or Bind, Heavy or Slow, Silence or Pacify. If equipped, your native stun will also interrupt, and your other movement-affecting skills have a 50% chance not to inflict diminishing returns..)
With that, they'd actually be capable of emergency action, but there'd be no cross-class progression necessary. Yes, Rally or Hunter's Chance would be damn near obligatory as a choice in most content for their free Bloodbath-esque sustain, but hey, since they're on shared charges, you at least have 1-2 free (or, more contextual) choices. And, ofc, balance of value is subject to tuning.



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