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The thing is that Warrior and Dark Knight already don't need any help Tactical Points

Now, and Paladin can only run out if there is no downtime during the fight (which is rare). So it would still be useless compared to crit and det, and I'd also add that with the same number in the parry stat, a Paladin will parry less than a Dark Knight or a Warrior because of the block getting the priority over it. So there really would be no point.

 

If they want to make parry really useful, they'd have to make it benefit the tank even when not tanking since most of the end-game fights revolve around both tanks alternating between MT and OT and having at least one tank spending a large amount of time not actively tanking. Which would really be difficult if they still want to name it "parry". Det and crit benefits all tanks 100% of the time, if parry stays a purely "MT" stat it would only benefit one tank 50% of the time at most. See the pattern here ? They need to completely revamp and rename the stat for it to make sense. They also could make it a quite potent "counter-attack" kindof stat to make it worth stacking over crit and det and add a mechanic tied to the stances of the tank which would do like Cleric stance does: when in SwO/Deliverance/Gritless, parry converts into Det or Crit, or 50/50. That way, a tank which isn't tanking would get more det/crit from its parry stat being converted, and while tanking it would either be in tanking stance and benefit from the counter-attack thingy, or be tanking out of tanking stance with the same det/crit boost as the OT, so the stat would be useful 100% of the time.

Any attempts to increase the (esp. offensive) value of parry face four issues: 

(1) The revised parry stat shouldn't be stronger on average for offense than assigning those points into Crit, Det, or Speed; nor likely should it be stronger much in combined healer and personal dps, except where conditions are specifically favorable. On average, it should be equal. To make it stronger would merely reverse the meta, making the others "useless" especially on any physical fight that can be solo-tanked.

 

(2) Increased offensive value should therefore come at a cost to defensive value; if undertuned enough currently, that doesn't necessarily mean a nerf, but certainly less of a buff.

 

(3) Increased strength of defense comes at cost of rate, which can then cut into reliability unless new systems are added to directly increase it.

 

(4) Parry is innately niche, usable only against physical attackers and dependent on the frequency of attacks taken. It further stands at odds with your own evasion and enemy accuracy loss. 

 

In addition, the means by which you give it offensive value can determine whether it enhances only single-targeting (despite likely needing a mass pull's worth of attackers for an obvious effect, if balanced) or is equivalent to the situation (e.g. reflecting a percentage of the pre-mitigated attack as parried, thereby having an equal effect against swift and slow mobs, etc.).

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