Quote Originally Posted by ForsakenRoe View Post
For the PLD part, Clemency is crazy for progression

The bolded part though, on the one hand, I'd prefer to keep interrupts as a Tank thing (and actually make use of them, SE), but an idea discussed on the healer section a long time ago was the idea of Dispel being a Healer role action, where you'd be able to remove certain buffs from enemies. As an example, if a boss does an interruptible 'toughen up' cast, and it goes through because nobody interrupted the cast (giving the boss a Stoneskin esque barrier that needs to be DPS'd through), the healer would be able to use Dispel to remove it, massively helping with the 'DPS check'. It could even be thrown onto Repose as a bonus effect, so that THAT action gets to see a bit more use. Given that the Healer is the 'recover from mistakes' role, the idea that 'party makes a mistake and doesn't interrupt the boss's action, healer is able to rectify the 'mistake' a bit' kinda fits I'd say. But the issue with the idea is that some players are deathly allergic to targeting enemies, and so it'd lead to issues where said player doesn't Dispel, party asks 'why no Dispel' and the healer says 'why no Interject' and bam player friction (and we know SE doesn't want player friction ever)

Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
I have no issue adding interrupts to supports if the frequency of casts (especially among trash mobs) are thus increased, but I likewise don't see any purpose in taking that away from tanks.

Also, this is a tangent, but... why does interrupting have to be the only way to powerfully and uniquely deal with enemy spells? I wouldn't mind seeing, for instance, tanks revert back to normal Magic Defense but get varied perks by which to level the field a bit against magic, such as...
  • Warrior having a chance at gaining 5 Beast Gauge from magic damage taken (based on its potency),
  • Dark Arts nullifying a granular amount of future MP cost based on % of TBN's barrier consumed, with magic damage counting double or whatnot,
  • Sage being able to spend variable MP (based on incoming ST spell's potency) to Reflect said spell.
  • Scholar being able to steal twice Energy Drain's potency from a spell, reducing its damage while briefly adding its type to and empowering Ruin/Broil.