Doombringer
12-04-2012, 08:49 PM
so we all know that there's 2 big issues facing paladin today.
1) difficult/impossible to hold hate
2) even if they do hold hate, the real threat is hugely damaging AOE attacks anyway. so the paladin is barely protecting allies from anything.
problem 1 is actually already on SEs radar, as per here. (http://forum.square-enix.com/ffxi/threads/28932-Interim-Report-%E2%80%93-Sorry-to-keep-you-all-waiting!) so i'm just going to give them the benefit of the doubt and assume they solve this problem, and tackle the other one.
there's probably multiple ways around the second, i can think of 2 broad options off the top of my head...
first would be some kind of AOE defensive ability, aura, or spell for paladin. but i don't really like this idea. it's fairly passive. the pally doesn't actually need to be tanking, he just has to BE there.
the other idea that i like a lot better is a mechanic that reduces the damage of any AOE attack, AFTER it goes through the paladin. so if the paladin is the primary target of an AOE ability he takes normal damage, but all SECONDARY targets (basically anybody it hits other than the paladin) take reduced damage.
this way the paladin still has to be tanking for it to work.
this could be a job trait, an ability, or even a spell. anything so long as it's self cast only and can be kept up full time. but since i think it's important to be a full time mechanic, i'd rather it be a trait or a spell. trait is just simple, always on. a spell allows the strength of the effect to scale with enhancing or divine magic skill to allow the dedicated and properly skilled/geared paladins to set themselves further apart.
the only real downside i see is that there's no precedent for this in the game now. it might be straight up impossible. but if the enmity system is under the microscope, i feel like it could be a big help.
1) difficult/impossible to hold hate
2) even if they do hold hate, the real threat is hugely damaging AOE attacks anyway. so the paladin is barely protecting allies from anything.
problem 1 is actually already on SEs radar, as per here. (http://forum.square-enix.com/ffxi/threads/28932-Interim-Report-%E2%80%93-Sorry-to-keep-you-all-waiting!) so i'm just going to give them the benefit of the doubt and assume they solve this problem, and tackle the other one.
there's probably multiple ways around the second, i can think of 2 broad options off the top of my head...
first would be some kind of AOE defensive ability, aura, or spell for paladin. but i don't really like this idea. it's fairly passive. the pally doesn't actually need to be tanking, he just has to BE there.
the other idea that i like a lot better is a mechanic that reduces the damage of any AOE attack, AFTER it goes through the paladin. so if the paladin is the primary target of an AOE ability he takes normal damage, but all SECONDARY targets (basically anybody it hits other than the paladin) take reduced damage.
this way the paladin still has to be tanking for it to work.
this could be a job trait, an ability, or even a spell. anything so long as it's self cast only and can be kept up full time. but since i think it's important to be a full time mechanic, i'd rather it be a trait or a spell. trait is just simple, always on. a spell allows the strength of the effect to scale with enhancing or divine magic skill to allow the dedicated and properly skilled/geared paladins to set themselves further apart.
the only real downside i see is that there's no precedent for this in the game now. it might be straight up impossible. but if the enmity system is under the microscope, i feel like it could be a big help.