FFXIV Tank Role Actions: Guide & FAQ

All you need to know about the Tank Role Actions introduced in Stormblood!

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Tank Role Actions, and what’s best to use!

What Jobs get the Tank Role Actions?

Tank Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Tank Role Actions List

Skill Level Recast Effect Duration
Rampart 8 90 20% defensive cooldown. 20
Low Blow 12 25 Stun. 5
Provoke 16 40 Provoke. Puts you at the top of a target’s threat meter. NA
Convalescence 20 120 Increase healing received by 20%. 20
Anticipation 24 60 Increase Parry rate by 30%. 20
Reprisal 32 60 Lowers target’s damage dealt by 10%. 5
Awareness 36 120 Nullifies chance of suffering critical damage. 25
Interject 40 30 Silences target. 1
Ultimatum 44 90 AoE version of Provoke. (5y) NA
Shirk 48 120 Transfers 25% of enmity to target party member. NA

Tank Role Actions: Quick Strategy & Discussion

Here’s a general rundown and a quick analysis on how useful each of the tank role actions are.

Rampart: Your bread and butter defensive cooldown. A must have if you are ever planning on taking damage. Take it 99% of the time.

Low Blow: Only bring it if there is something that needs to be stunned. If you played DRK before, keep in mind this no longer does damage!

Provoke: Essential for any encounter with a tank swap. Every tank has also used this as a panic button, heh. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Convalescence: A decent cooldown, but varies GREATLY depending on your synergy with healers. Has a nice interaction with DRK’s Living Dead. Great for large dungeon pulls.

Anticipation: High uptime, but not a lot of mitigation. It’s more reliable against a lot of small hits than hoping to parry a few large ones.

Reprisal: Basically free damage reduction. This is useful for any boss encounter. A must have for any raid or trial. Not as useful in dungeons as it only affects 1 target.

Awareness: Very situational; it’s hard to say if you need this or not without being familiar with the content you are running. Has good synergy with cooldowns such as Raw Intuition or Bulwark.

Interject: Same as Low Blow, only bring this if something must be silenced.

Ultimatum: Provoke in an AoE definitely great for dungeons, an “oh shit” button when all the mobs start running towards the healer. I would suggest bringing this over Provoke for dungeons, but not for trials or raids. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Shirk: Helps make tank swaps a lot easier. Only useful in raids and trials, do not bring this into dungeons. It has a niche application for opening bursts for raids, but it’s only something a finely tuned group would consider (and even then, maybe pointless).

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Tank Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Rampart: Short cooldown and powerful. You’re crazy to zone without it.
  • Convalescence: Amazing when doing large pulls, takes a lot of stress from your healer.
  • Anticipation: Good when dealing with a lot of enemies.
  • Ultimatum: When you lose aggro, this helps you to regain it from multiple enemies quickly.
  • Low Blow: Useful for interrupting attacks that would force you to move. Usefulness varies in specific dungeons. The stun also works as “mitigation”, as that mob won’t hit you.

Awareness: Dungeon monsters crit! They crits add up when pulling big groups. VERY GOOD for speedrunning.

Provoke is mostly unneeded for experienced tanks. Ultimatum is probably a little better in dungeons. Don’t be afraid to take one / both if you’re still learning.

Reprisal is a poor skill for dungeons, since dungeon bosses are rarely a huge threat.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Tank Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Rampart: Still absolutely essential, take this.
  • Reprisal: An absolute must in raids. 2 tanks and reprisal blunts loads of mechanics.
  • Convalescence: This gets better the more you communicate cooldowns with healers.
  • Provoke: Most raids require tank swapping, also if you or the other tank dies, this is essential for regaining control over aggro.
  • Shirk: A flexible skill that allows safe tank swapping and better aggro management.

Shirk is pretty useless in encounters without tank swaps (if ever there would be one).But for the love of god ALWAYS TAKE PROVOKE. Don’t be fancy.

  • Low Blow / Interject: absolutely RISE in value and should be taken in encounters that require more interrupts. Can be avoided if your DPS/ team have a good interrupt rotation.
  • Awareness if there is an enemy with a high critical hit rate you need to tank

If you’re looking to cut one of the “Default 5”, Convalescence and Shirk are first up on the block.

Anticipation is RNG based mitigation. Don’t ever bet your life on luck. Again, it excels versus many enemies as you’re more likely to get an “average expected outcome”.

Ultimatum is extremely situational in raids. So far there haven’t been any encounters designed where you need an AoE Provoke, but if you need it don’t hesitate to swap this in.

Tank Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Well, that’s about it for Tank DPS Role Actions! More than most classes, you have to be keen and adapt your role actions according to the encounter you’re playing! Put that effort, man!

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FFXIV Job Requirements Guide (+4.0 Stormblood)

STORMBLOOD UPDATED: Samurai and Red Mage Requirements. Learn the job reqs for ALL jobs in FFXIV!

Update: Stormblood Jobs: Samurai (SAM) and Red Mage (RDM) included. In this guide we list down all known pre-requisites to unlock every known job in FFXIV. Unlocking every job is not quite equal, so read on if you’re lost.

FFXIV Job Unlocks – Navigation:
Stormblood Jobs | Heavensward Jobs | 2.0 Jobs

For those wanting to ‘begin the game’ as Dark Knight, Astrologian, Machinist, Samurai or Red Mage – you can’t. Read on.

If you aim to become a Rogue or Ninja, you can start the game as any other class. You may consider Marauder or Arcanist since you would be in Limsa already (but in the end it, doesn’t really matter…)

Stormblood Jobs

Here we detail how to unlock the 4.0 Stormblood Jobs, Samurai and Red Mage.

1- You must have an existing Level 50 combat class (DoW or DoM).

Where & what are the unlocks quests for Samurai and Red Mage?

Job Quest Location NPC
Samurai (SAM) The Way of the Samurai Ul’dah: Steps of Nald (X:9 Y:9) Ul’dahn Citizen
Red Mage (RDM) Taking the Red Ul’dah: Steps of Thal (14 11) Distraught Lass

Strangely, the SB jobs have no MSQ requirement.

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Heavensward Jobs (DRK, MCH, AST)

Here we detail how to unlock the Heavensward jobs Dark Knight, Astrologian and Machinist.

1) You must have an existing Level 50 combat class (DoW or DoM).
2) You must have completed “Before the Dawn” (all story quests prior to 3.0).
– Only then will the job unlock quest open up…

Where & what are the unlocks quests for Dark Knight, Machinist and Astrologian?

Job Quest Location NPC
Dark Knight (DRK) Our End Ishgard: The Pillars (13,8) Ishgardian citizen
Astrologian (AST) Stairway to the Heavens Ishgard: The Pillars (15,10) Jannequinard
Machinist (MCH) Savior of Skysteel Ishgard: Foundation (8,10) Stephanivien

Reference links: (To be linked)

If you’re a new player wanting to rush into either Dark Knight, Astrologian or Machinist:

You gotta get to 50 first, ey? Since cross-class skills no longer exist, you can pretty much select any class to rush to 50. The suggestions below are for the sake of “familiarity” with the job you’re getting in to.

Dark Knight: Start the game as Gladiator (to Paladin). Once you’ve done the requirements above – switch to Dark Knight.
Astrologian: Start the game as Conjurer (to White Mage). Once you’ve then once you’ve done the requirements above – switch to Astrologian.
Machinist: Start the game as Archer (to Bard). Once you’ve done the requirements above – switch to Machinist.

2.0 Jobs Requirements

All of the “el classic” Jobs must be unlocked via having Level 30 in a base class! You MUST COMPLETE THE JOB QUESTS! They removed the L15 requirement some time ago, thankfully!

You may start the game as any base class except Rogue. If you wanna rush to Ninja, pick any base class and switch once you’ve gained the right to switch classes (Level 10 AFAIK, or locked behind L10 MSQ? It’s quite near).

The quest to receive the job crystal is from the respective base class guildmaster.

Advanced Job: Base Class (Level)

  • Bard: Archer (30)
  • Paladin: Gladiator (30)
  • Dragoon: Lancer (30)
  • Warrior: Marauder (30)
  • Ninja: Rogue (30)
  • Monk: Pugilist (30)
  • Scholar: Arcanist (30)
  • Summoner: Arcanist (30)
  • Black Mage: Thaumaturge (30)
  • White Mage: Conjurer (30)

For a quick rundown of where each base classes’ guildmaster is:

Limsa Lominsa – Class Guildmasters
Arcanist (ACN) | Marauder (MRD) | Rogue (ROG)

New Gridania – Class Guildmasters
Archer (ARC) | Conjurer (CNJ) | Lancer (LNC)

Ul’dah – Class Guildmasters
Gladiator (GLD) | Pugilist (PGL) | Thaumaturge (THM)

Base Class reference Links
Physical:
Archer (Bard) | Gladiator (Paladin) | Lancer (Dragoon)
Marauder  (Warrior) | Pugilist (Monk) | Ninja (Rogue)
Magical:
Arcanist (Scholars) (Summoners) | Conjurer (White Mage) | Thaumaturge (Black Mage)

FFXIV Job Unlocks – Navigation:
Stormblood Jobs | Heavensward Jobs | 2.0 Jobs

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FFXIV Marauder (MRD) Leveling Guide

How to level up your Marauder (MRD) fast! Useful cross-class skills, reminders, and the best places to be in any level – HERE!

ffxiv marauder mrd leveling guide banner

Hi! Reading this means you’re leveling up a Marauder. A great class to solo and party with, this Marauder leveling guide can help you level up faster and easier than it already is! Let the carnage begin!

Please NOTE, this Marauder Leveling Guide is meant to be used in along side the FFXIV General Leveling Guide. Just a reminder, if this is your first character – follow your story quest! If you need to know more about the: basics of a Marauder, you can check that out. Don’t know where the MRD guild is? It’s in Limsa. If you have any Accuracy Food, good. Is your battle chocobo ready? Good.

Hold on, I’m above L30 – I’m a Warrior! Then get over to the WAR Leveling Guide.

Marauder: the early levels

If you’re fresh Marauder – go start up with your hunting log. A level one character doing hunting logs + participating in level appropriate FATES is the fastest way to level up in the early levels. In the case of Marauders, you’re gonna be walking around Lower and Western La Noscea  a lot. The early levels are bad… if you really wanted to, you can get more EXP here by doing levequests in Red Rooster Stead (Level 1 & Level 5), which is a west of Tempest Gate from Limsa (Lower La Noscea).

protip: If you have some cross-class skills availabe – hands down Protect (CNJ 8) and Second Wind (PGL 8) are your best bets. They will prevent alot of deaths, and will enable you to kill enemies you have no business killing.

Level 4 skill reminder – Skull Sunder: This is your introduction to combos. This skill combos from Heavy Swing, and deals extra damage if successful. You’ll have quite a few more of these in the future, but it’s good to be aware of what and how combos work as early as now.

Level 6 Skill reminder – Fracture: An extremely good DoT (especially later on), you should open all fights with tougher enemies using Fracture. As with all DoT’s, you have to make sure enemies live long enough for them to suffer the full duration for a DoT to gain “value”.

Level 8 Skill reminder – Bloodbath: Super underrated. Bloodbath gives you ‘lifesteal’, allowing you to take on more enemies than you should be able to.

You can get to level 10 Marauder just doing the above. When you hit level 10 – make sure to complete all unfinished hunting logs before going forward. Also, check your unspent attribute points – place them all in STRENGTH.  Dont forget, Go back to the Marauder guildmaster every 5 levels – level 1 5 and 10 – make sure these class quests are done before moving on. Do this as soon as possible for each 5 level interval in the future!

Level 10 Skill Reminder – Brutal Swing: An off GCD skill that you should be using always for DPS, or saving to interrupt enemy skills. Get used to it!

Marauder Level 10 to 16

Once you hit level 10, you can now do Guildhests. Not unlocked yet? Go to the nearest town (likely Swiftperch) and unlock it. Guildhests have a large EXP bonus for first time completion with any class. ON TOP OF THAT, you can queue up for Daily Roulette: Guildhests, to get bonus exp once a day! For now, queue up the guildhests Under the Armor and Basic Training: Enemy Parties. AGAIN: you get the bonus for EACH CLASS on your first completion!

Now go next door over to Aleport in Western La Noscea. Aleport is THE place to grind FATEs in this level – it’s highly populated and the FATEs spawn fast and close together. Again, if FATEs aren’t popping – take the levequests in Aleport. Too easy? Max out the difficulty meter. Too hard? Leves in Swiftperch. Go on and grind until you reach level 16.

Level 12 Skill Reminder: Overpower, Literally an OVERPOWERED SKILL, does very decent frontal cone AoE damage and generates a huge amount of threat. Very useful in dungons, and useful solo when smacking 3+ guys at once.

Reminder Level 15: Queue up for the two new Guildhests – Basic Training: Enemy Strongholds, and Hero on the Halfshell.

Level 15 Skill Reminder: Tomahawk, obtained by completing the L15 MRD class quest, is your only ranged attack. While not super useful for soloing, it’s good for dungeons… speaking of…

Level 16 – the turning point: Once your Marauder hits 16, you can unlock Duty Roulette: Low level  dungeon. This gives a CHUNKERSON EXP BONUS ONCE A DAY. If you haven’t unlocked Challenge Log, do so. (It initially unlocks at level 16) Find out how to unlock Challenge Log in the General Leveling Guide. Once you reach Level 16, the rest gets a lot easier. Queue up for it ASAP!

Cross-class skills: Since you’ll be doing dungeons, getting Flash (GLD 8) is a great way to save TP (Don’t abuse overpower spam!). Less downtime is always good. Oh, its great for tagging FATEs, too.

Dungeons as a MRD: Tomahawk the guy you want the group to kill first, then Flash or Overpower the enemy team once or twice before doing your single target combo. This tanking microguide (this paragraph) will get you a LONG WAY.

Level 18 Skill Reminder – Maim: an EXTREMELY power skill which bolsters damage by a significant amount. It MUST be combod from Heavy Swing for this effect to take place. Always, and I mean always have this up.

Marauder: finishing up to level 20: From here, finish off your tier 2 hunting log. If you want a change of scenery Bentbranch Meadows (East Shroud) and Camp Drybone (Eastern Thanalan) are also L15+ areas. Once again: allocate all stat points to STR, and complete all MRD class quests before moving on.

Marauder Level 20 – 30

Keep doing what you’ve been doing to get up to this point: Daily Guildhest, Daily Low Level Roulette. Head over to Quarrymill (South Shroud) and do Fates/Leves in this area. You might be feeling the effect of sucky gear by now – but you’ve been doing the Dungeon Roulette – right? Again, Accuracy Food is a larger help than you might imagine.

Reminder Level 20: Queue up for the two new Guildhests – Pulling Poison Posies & Stinging Back.

Level 22 Skill Reminder – Berserk: A crazy DPS cooldown… use it OFTEN. A nice bonus when soloing, and integral for single target tanking – this skill is much more important than you can imagine as a young Marauder.

Alternate FATE spot mid 20’s: A great place to reddit/watch shows/movies while  camping the fates around the Highbridge area (Like this), there’s an very high number of FATE’s here, but they’re chained up. This is great when waiting for your queue to pop (Not likely a problem for Marauders).

Reminder Level 25: Queue up for the two new Guildhests – All’s Well that Ends in the Well & Flicking Sticks and Taking Names.

At Level 28: Move on to Costa Del Sol, Eastern La Noscea. FATE and Leve it up here till you hit 30. Hit 30? Again, before going, allocate all unused stat points to STR, complete all MRD hunting log entries, and MRD class quests.

Marauder 30 onwards: What to do?

After completing your (final) L30 MRD class quest, you get Butchers Block (skill). From here you have two main choices:

  • Warrior (requires Gladiator 15 and MRD 30)
  • Alternate job path not yet released

If you’re planning to level a WAR – you can jump right to our Warrior Leveling Guide. You may still need the Gladiator Leveling Guide, too.

Sadly, there is no second job path for Marauders yet – but i’m looking forward to updating this filler sentence in the near future :)

Thank you for using our Marauder Leveling Guide! Hope it helped a bit! You’ve come far – but you’ve still got quite a bit of an ‘axe to grind’! For more awesome FFXIV updates, go ahead and Like us on Facebook – and if you need to drop a line, follow us on Twitter!

FFXIV Marauder / Warrior Stats & Materia Guide

What’s a good marauder stats build? What are useful warrior stats? Marauder /Warrior materia? If any of these questions brought you here, you came to the right place. Whether its by stat allocation, gear or materia: knowing what stats your Marauder or Warrior need should never be far from mind!

Marauder (MRD) & Warrior (WAR) Stats

What are the marauder or warrior stat weights?

VIT > STR > Parry > Critical Chance > Determination > DEX

*These may vary slightly from patch to patch, or by personal preference. Following the recommendation above will always give you a good MRD & WAR build.

Marauder (MRD) & Warrior (WAR) Primary Stats Allocation

What stats should I add as a marauder or warrior?

Vitality – Increases total HP. Many skills of MRD/WAR scale of total HP, and this also makes you a better tank. Really, it doesn’t get any simpler than that.

STR – Hit harder, Parry for more, and generate more threat. Marauders that make the case STR>VIT have a bit of logic in it because so many of the Warrior skills scale off damage. Don’t get sucked in to thinking you’re DPS though.

Dexterity – Increases Parry Chance. While you might not ever need to allocate a third primary stat, this is the only remotely useful one.

Maruko’s Note: VIT or STR, how much should you get of each? Marauders will be throwing this argument around until the sun goes down. While you really want STR, VIT is ALWAYS IMPORTANT. As far as stat allocation goes, just focus on VIT because you can always customize your materia later on if you find you need more STR (unlikely).

Marauder (MRD) & Warrior (WAR) Secondary Stats

What are good secondary stats for marauder and warrior, and why?

Parry > Critical Chance > Determination

While you can’t allocate this directly, these will be heavily considered when picking gear upgrades and slotting materia.

Parry – Marauders have an extremely thin HP pool. They have alot of HP but no mitigation. Adding Parry somehow counters this weakness.

Critical Chance – Serves to increase damage, threat and shields generated from Storms Path.

Determination – Generic stat when you have nothing else to put into that serves to increase damage and threat. *If you somehow want more damage and threat, value crit and determination over parry.

Marauder (MRD) & Warrior (WAR) Materia

This is directly related to the first section. As you may know, all gear has a limit for each stat it can have, the higher its Item Level, the higher amount of stats it can hold. So the idea is to max out (or get close to maxing out) the left most, and work your way right. Again: VIT > STR > Parry > Critical Chance > Determination > DEX

Materia Name
VIT: Vitality
STR: Strength
Parry: Battledance
Critical Strike: Savage Aim
Determination: Savage Might
DEX: Dexterity

See Also: Materia Guide | Melding Guide Summary:

  • Overall MRD WAR stat importance: VIT > STR > DEX > Parry > Determination > Skill Speed
  • MRD WAR Stat allocation: VIT> STR > DEX
  • Secondary stats for MRD WAR: Parry > Critical Strike > Determination
  • Reference links: Marauder FAQ, Warrior FAQ

That’s about it! Any major changes to marauder stats will be placed here, so follow us on Facebook or Twitter for any updates.
Have a question about MRD WAR? Chime in on the comments or in our Marauder / Warrior Forums.

Paladin VS Warrior Tanking Comparison

Warrior Or Paladins? Is one truly better than the other? In this battle of the fat, we try to determine just that. PLD VS WAR comparison!

warrior war versus paladin pld tanking guide and comparison

Inevitably, it’s come to this. “Who is better”, Warriors (Marauders) or Paladins (Gladiators)? Here, we will try our best to give you the ins and outs of each class. Note that we will be discussing level 50 PLD and WAR capabilities, and this somehow extends to lower-level Gladiator and Marauder comparisons.

This is also our very first ‘community driven’ guide – we will be discussing key points in the forums, ultimately leading to the content to this page. Participate and be commended!
PLD vs. WAR Forum thread

For reference you can open these windows (Opens in New Tab):
Gladiator | Paladin : Marauder | Warrior

Base stats / Innate capabilities

Warrior
The main advantage of a warrior is it’s immense maximum HP. Does a lot of damage, and indirectly increases defenses by doing so. Marauders and Warriors are extremely combo sensitive, and are definitely more difficult to play. This further extends by adding the “Defiance” / “Infuriated” warrior system. Compared to Paladins, these guys pack a huge punch. Parrying serves as a welcome additional defense (Although Paladins have this too), they cannot block.

Paladin
Damage reduction / mitigation is the paladins key trait. Wears a shield by default (Blocks!). Paladins have a reactive gamplay style, and are much easier to play ‘mechanically’ than warriors. Paladins are susceptible to burst damage with a low HP pool, but over the course of longer encounters – their mitigation more than makes up for it. Their “Effective HP” is much much higher than a Marauder. Their damage is so pathetic, and could possibly be out DPS’d by a Conjurer.

So here we see the main difference, Warriors rely on HP and Damage. Paladins rely on Damage Reduction. This becomes brutally clear in the next section:

Defensive Skills

Warrior
— MRD —
Foresight – Increases defense by 20% for 20s. Recast 90 (Traited)
Bloodbath – Gain 25% “Lifesteal” for 30s (Traited). Recast 90.
Mercy Stroke – Killing a target with mercy stroke restores 20% of max HP. Recast 30 (Traited)
Thrill of Battle – Increases max HP by 20% (Traited) and heals for that amount. Duration 10s.
Storms Path – (If Combo’d into) Creates a shield equal to 20% of damage dealt up to 10% of max HP.
—WAR—
Defiance – (Stance) Increases maximum HP by 25%, while lowering damage dealt by 30% and increasing enmity.

Paladin
— GLD —
Rampart – Reduces damage taken by 20% (Traited) for 20s.
Convalescence – Increases HP restored by spells or actions by 30% (Traited) for 20s.
Awareness – Reduces critical strike damage taken by 15% for 25 (Traited) seconds.
Tempered Will – Immediately cures Bind and Heavy, while preventing knockback and draw-in effects.
Sentinel – Reduces damage taken by 40% (Traited) for 10s.
Bulwark – Increases block rate by 60% for 15s.
— PLD —
Shield Oath – (Stance) Reduces damage taken by 25%, and damage dealt by 30% but increases enmity generated.
Hallowed Ground – Renders you impervious to most attacks

Wow, from here it becomes rather obvious that warriors have the short end of the stick when it comes to purely defensive skills. Foresight is directly inferior to Rampart (Which also reduces magic damage) and Sentinel (40%!). Thrill of Battle is ‘cute’ at best, amounting to a large heal. Storms Path is the warrior saving grace here, giving you a reusable shield without a long cooldown.

Paladins on the other hand have a long list of defensive skills, all ridiculously effective. Just by comparing the stances, the trade-off for 30% reduction for damage dealt is just completely lopsided in the paladins favor: 25% damage reduction for the paladin, and 35% max hp for the warrior. While 35% HP is better in a vacuum, when healers are involved, this becomes next to useless (Remember Effective HP?)

Warriors scale extremely well with offense, and even benefit from it defensively. While this is good, the survivability gained is just nowhere NEAR the Paladin. Not even close.

Threat Generation

Both Paladins & Warrior have no trouble generating threat. It’s the small differences and situations that make the Warrior superior to Paladin in terms of threat.  It’s very unlikely that DPS will pull aggro during a fight from either a Paladin or Warrior, so what’s the difference? Two key points.

Threat on Demand
The main difference? Warriors are better in more desperate times. When sh*t hits the fan – you’re going to want a warrior. When resources are tight, and adds spawn, Warriors are much much better at picking them up and making them stick. Paladins have superior resource management and will match a warriors threat over time. Warriors excels at keeping up with initial burst aggro when picking up and killing newly spawned adds.

Adds, AoE
In both single target and AoE situations, Warriors will out-threat Paladins any day. Paladins also have decent AoE threat, but simply pale in comparison to what Warriors can do to multiple enemies, and struggle alot less to build up initial aggro. It’s like Warriors WANT adds to spawn, and lots of them, while Paladins would rather not!

Due to the length of this post, we split it into two pages. In Page 2, we discuss Healer Preference, Overall Kit, and finally Summary and Recommendations.

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