View Full Version : Paladin Enmity Assist
Dregon
06-12-2012, 01:08 AM
I haven't been able to view all the posts for ways to make paladin better, though in my opinion what would help the job out would be a new job trait or ability to increase the enmity gained from normal attacks. The main problem with paladin is that since our damage output is so low, we generate too little hate from our melee damage when compared to a warrior or monk. If paladin could gain more enmity from normal attacks than normal enmity gain for our low damage out, it would help us keep hate on monsters even with our weak attacks, thereby paladin could still be a tank and it would be a way that would still keep paladin balanced since our damage output would still be low. How much extra enmity we gain from normal attacks would have to be tested out first so it wouldn't be too low or too high, though I believe this kind of trait or ability would greatly help out paladin be a decent tank again. If an ability rather than a trait would be more appropriate, then at least one that could last a decent length of time with a short reuse after to make it more feasible in boss battles and the like.
Czeph
07-09-2012, 09:43 AM
I like this idea, I fear it will be buried along with all the other ideas with the potential to fix the issues facing paladin currently.
I strongly suggest we "like" and voice our support for this idea.
At least, those of us in agreement.
I would favour it as a trait that increases with levels gained, sort of like store TP or subtle blow.
Alistaire
07-11-2012, 05:24 PM
Sentinel already does this and doesn't fix the problem.
Why? It's because you've misunderstood the problem; PLD's damage output can be great, but when enmity caps at the same level for PLD as other jobs, and the PLD and DD's cap it relatively quickly in most things these days, adding additional things to get enmity won't do anything.
It's called a cap for a reason.
Babekeke
07-12-2012, 01:14 AM
It seems that the official SE response to this is:
If you want PLD to tank, don't let your DDs do as much damage
No, the issue is not PLD enmity but cap,dmg/enmity, monster HP
It seems that the official SE response to this is:
If you want PLD to tank, don't let your DDs do as much damage
=don't let your DD do more than 5% of monster HP each or let em die so they reset their enmity
- only use KC/Anni RNGs
with curent enmity dmg values there is no way a DD doesn't hit cap on anything
blizzardveers
07-13-2012, 12:58 AM
The fix for this seems very easy to me.
Add a slight raise to the enmity cap that only the Paladin can hit, make it merit based, then make it a 1% enmity cap with each merit point, allowing it to hit up to 5% above the enmity cap that other classes can hit.
Make this additional enmity cap decrease enmity at 2x the rate of normal enmity, with nothing that can effect its rate of decrease. As long as the Paladin is dealing damage at a slightly significant rate, they should be able to hold it above that additional cap.
"Volatile Enmity"
Alternatively, PLDs could just spam Flash and Provoke.
Llana_Virren
07-13-2012, 08:56 AM
The fix for this seems very easy to me.
Add a slight raise to the enmity cap that only the Paladin can hit, make it merit based, then make it a 1% enmity cap with each merit point, allowing it to hit up to 5% above the enmity cap that other classes can hit.
Make this additional enmity cap decrease enmity at 2x the rate of normal enmity, with nothing that can effect its rate of decrease. As long as the Paladin is dealing damage at a slightly significant rate, they should be able to hold it above that additional cap.
"Volatile Enmity"
Alternatively, PLDs could just spam Flash and Provoke.
To bad SE has said outright that they will not raise the enmity cap.
Babekeke
07-14-2012, 04:52 PM
To bad SE has said outright that they will not raise the enmity cap.
Exactly, so the only way around it is to keep everyone else away from the enmity cap.
Only 2 ways of doing this really:
1) Don't let the DDs do too much damage too quickly, then they disengage for a bit for their enmity to back off.
2) Give PLD a JA that removes enmity from all other players in range. Maybe an AOE collaborator, but it wouldn't necessarily have to give their enmity to the PLD, as once PLD hits cap that's useless anyway. It would have to take a sizeable amount of hate, and be on a low enough recast as to be spammable before the DDs are back up to cap.
Scuro
07-16-2012, 08:25 PM
2) Give PLD a JA that removes enmity from all other players in range. Maybe an AOE collaborator, but it wouldn't necessarily have to give their enmity to the PLD, as once PLD hits cap that's useless anyway. It would have to take a sizeable amount of hate, and be on a low enough recast as to be spammable before the DDs are back up to cap.
I like this but what if...
Morale Chant:
It were a sphere effect that anybody within range of the PLD (obviously those attacking the mob would be in range) will generate hate that will be immediately transferred to the PLD. So say you have a THF with nuts haste and triple attack just wailing away on it and generating more hate than you could ever hope for. Just pop this and all of the damage that everybody within the sphere effect will work as little enmity assistants for you. This way DD's can help the tank, and Nukers still have to watch their nukes as to not over nuke and kill themselves, all and all it sounds fair.
Lienn
07-20-2012, 05:39 PM
IMO PLD needs a way to DD. The very first step would be filling it with Fencer...i can't understand why PLD, one of the only job that will have most of the time a shield equipped, doesn't have it.
I would give PLD:
a) Fencer I-V (it's part of PLD since it's one of the only jobs that doesn't use 2-handed weapons or dual wield).
b) Quadruple attack trait (to make up to the low attack).
c) Change Sepulcher so it can be used on any foe but has stronger effect on undeads.
d) Add Enlight II that adds light damage to auto-attack and increases the enmity of each hit.
e) Increase the cap of Atonement (adjusting the formula maybe...750 damage is pathetic if compared to 99's WS damage).
The damage of DD jobs went way too high...PLD need options to start hitting harder too.
Mavrick
07-20-2012, 08:02 PM
IMO PLD needs a way to DD. The very first step would be filling it with Fencer...i can't understand why PLD, one of the only job that will have most of the time a shield equipped, doesn't have it.
I would give PLD:
a) Fencer I-V (it's part of PLD since it's one of the only jobs that doesn't use 2-handed weapons or dual wield).
b) Quadruple attack trait (to make up to the low attack).
c) Change Sepulcher so it can be used on any foe but has stronger effect on undeads.
d) Add Enlight II that adds light damage to auto-attack and increases the enmity of each hit.
e) Increase the cap of Atonement (adjusting the formula maybe...750 damage is pathetic if compared to 99's WS damage).
The damage of DD jobs went way too high...PLD need options to start hitting harder too.
While more DD is always welcome, as other posters have stated, PLD's enmity generation is not the problem.
I think a new "Provoke" -type ability would solve most of the issues, but instead of generating enmity for the user, this ability would:
1. Lower the enmity of everyone on the target monster's hate list (excluding the ability user). Enmity -30% on a 90 secs recast seems reasonable to me.
2. Additionally this ability would also decreases enmity generation for everyone taking action towards target monster (again, excluding the ability user.). This effect would last 90 seconds and decay over time from enmity generation-80% to enmity generation-20%.
Yukichibi
07-21-2012, 09:41 AM
PLD needs a JA that keep the mob locked on him for a set amount of time regardless of current enmity.
Like 10 seconds for 30~60 secs recast, something like a taunt.
I agree that our damage outpout is laughable.
Zigfreid
07-21-2012, 11:56 AM
Pld has been, and most likely will always be, my favorite job. The sad fact of the matter is that the thing that made Pld was the fact that it could take the hits that would kill regular dd's.
Now that just about anyone can build a -damage taken set and the fact that high defense is mostly useless is what really killed the job. Even if Pld got that special ability to lock hate for any amount of time I doubt it would bring them up to par.
I'd love to see Pld get some nice dd traits to level the field a bit, but sadly it was already stated that SE found Pld's damage output at a level they were comfortable with. To be quite honest, I have no idea what would give the job that push to make it really wanted again. Pld is one of those jobs that is hard to find a good spot for without seriously screwing with things.
To SE strong offense and defense would be to broken. Holding hate 24/7 via higher emnity cap is a neat idea, but also a bit broken to be honest. Even if Pld could hold hate without losing it, it really wouldn't change the fact that alot of dd's can put out quite a bit more damage and with the right gear take about the same damage in return.
Everyone knows something is needed, but the real question is what would make a group -want- to take a Pld. If anything Pld needs something unique other then just being able to hold hate or a higher damage output. It's just in a difficult spot and I'm not sure what or if it can truly be fixed. =/
Zigfreid
07-21-2012, 12:09 PM
Just on another note, I seriously have no idea what SE was thinking when it came to atonement. For Pld, atonement was a game changer at 75. With a joyeuse spamming an ok damage ws that really didn't get resisted really made the job shine a bit more in my opinion. Since the level caps atonement really took a nosedive to the point of not even making sense. There are better weapon skills out there now sure, but why would they make it do half damage to just about every new enemy? I suppose from a lore standpoint doing half "spirit" damage while "in another dimension" is goofy and all, but it still burns me for some reason.
Kristal
07-26-2012, 06:49 PM
"Valorous" : Job ability or PLD-specific gear bonus that grants a sphere effect during combat that lowers enmity levels of all nearby party members while the PLD's enmity level increases.