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View Full Version : Paladin's improvements wishlist. Let's show SE our people power!



Silversky
03-24-2011, 11:42 AM
I know everyone has his/her unique ideas on what he/she thinks can help fellow Paladins to retain their vanished glory, but when there are so many ideas spread into so many different threads of discussion, it'll be difficult for everyone, including SE, to navigate and learn about these ideas. When information is messy, the attention on a serious matter may end up before missed, avoided or misinterpreted. So let's organize all the great ideas into 1 single thread and show SE how sincere we are toward helping them to improve Paladin's role in FFXI instead of just complaining and throwing out greedy requests. I have come up with some basic rules to make this thread to be more organized, practical and productive.

Basic Rules:
1. Suggest 1 Job Trait, 1 Job Ability, 1 Spell and 1 Weapon Skill that you would love SE to implement onto Paladin.
2. Everyone should only post his/her brainstormed ideas ONCE!
3. Please do not comment or start any discussion on others' ideas - good or bad, you like it or not, please keep it to yourself.

Please keep this thread clean and civilized, so that SE can navigate through our ideas with ease without bias.

Ok. Let's get started, fellow Paladins! Let's put our Paladins' pride together to make a difference!

My choices:

1 Job Trait: Auto-Cover (Augment original "Cover" Job Ability to 75% of enmity from a party/alliance member)

1 Job Ability: Restrict (Drawing Enemy's absolute attention for 20 seconds - recast 40 seconds)

1 Spell: Reprisal II (Block Physical/Magical attack with chance of annulling the damage or reflecting the attack back)

1 Weapon Skill: Uriel Shield Bash (Only when shield is equipped, Stun effect + Terror effect, Damage based on Shield skill and VIT & can produce critical hit damage, Effects duration & chance of critical hit based on TP, Uriel Blade animation)

Please click the "LIKE" button if you would like SE to consider implementing these. Thanks!

Raka
03-24-2011, 06:47 PM
I'd like to see:
A Job Trait that increases the enmity cap for Paladin.

A Job Ability that allows Paladin to lower the members of their party within area of effects current enmity by 10%.

To gain access to Cure V for emergencies....as it won't produce much enmity for the Paladin.
Would still come in handy to save a life and follow-up with a Cure IV for the enmity jump.

Would love to see Paladin gain access to Uriel Blade, outside of Campaign Battle.

Anethia
03-24-2011, 11:37 PM
1. A job trait that boosts enmity when blocking with a shield.

2. Either add a native provoke ability, or a JA similar to thf's collaborator. Something that allows us to pull hate off a specific target.
3. Flash 2

4. Increase the damage cap on atonement and add relic ws to the base ws list. Just make it quested like the mythic ws's are. Let's piss off the relic holders even more even though they still get the aftermath effects and noone else would.
(and I'm not talking about those half assed "ws 13 times to get a relic charge" abyssea weapons)

hiko
03-25-2011, 12:09 AM
4. Increase the damage cap on atonement and add relic ws to the base ws list. Just make it quested like the mythic ws's are. Let's piss off the relic holders even more even though they still get the aftermath effects and noone else would.
(and I'm not talking about those half assed "ws 13 times to get a relic charge" abyssea weapons)

get almace it's not hard and better than KoR

Lutschfactor
03-25-2011, 02:29 AM
1. Flash 2
2. PLD own provoke abality- and unlike collabrator and the other u can use /war voke and the PLD abality. no clue on a name.
3. enmity down of party/alliance members (maybe alliance)
4. the stun on shield bash- i would like to see the stun proc more even on NM-dont have the numbers but im capped + with merits and shield skill when i sheild bash and nothing happens. (aegis)
5. need cure 5 its gonna be bad if RDM is gonna get it. granted they need it, but cure 4 with the higher HP we are getting. cure 4 is nothing

These are my minor ways to have better things for PLD.

Martel
03-25-2011, 04:11 AM
Flashga.

Uriel Blade outside campaign battle. It know was already mentioned, but I'd have said it anyway. It'd be a pretty amazing AoE burn and brew WS.

It's not a trait, spell, JA, or WS, but..
Let us block ranged attacks with a shield.

Brocovich
03-25-2011, 05:34 AM
1. Enmity Bonus
2. Provoke
3. Flash 2
4. Atonements max DMG based on playerlevel (had 750 @ 75, why not level * 10 = maxdmg)

Raka
03-25-2011, 11:04 AM
Sorry in advance as from my understanding you only wanted us to post once, and that you only wished for ideas and not comments, but this post is in regards tomy original post and I don't think there is much to suggest anyways on new adjustments to Paladin. :-(

Cure V is actually a must for Paladin now or atleast by 99 it will be, as I read in a thread elsewhere, it is true that as of the level cap increase, the newer Notorious Monsters and Monsters in paticular do hit for a much larger sum of damage and Cure IV nearly won't cut it. Not alone. I think it is time for one more step up in Cure tiers.

Covenant
07-26-2011, 12:31 PM
I really enjoy sentinel, but for obvious reasons SE made this a low duration abilities. Why not create another version of this lower effect but extending duration to full minute?

1/ what I'd really like to see for paladins is a native job trait of "Aquaviel" with several tiers. Not only would this help Paladins with their cure bombing but as a sub /PLD would help jobs like blu/PLd cast solo chains without being interrupted.

Orlind
07-26-2011, 03:14 PM
A new tier of cure would be nice along with with maybe adding a trait to increase enmity when using said cures. It might go well with SE's vision as increased enmity while curing others may protect them.

Since SE seems to be letting jobs borrow things from other jobs, native Fencer would make sense since PLD does predominately use only one weapon along with a shield. Magic Defense Bonus might be nice as well.

And maybe an ability that could reduce the amount of damage taken at the cost of MP.

Zagen
07-26-2011, 03:17 PM
I would like to see harder content such as Voidwatch with more rewards that are worth and rival Emp+2 for all jobs not just a few.

Yukichibi
07-26-2011, 08:56 PM
Job Trait:
Enmity reset immunity, which will never happen so: resist death/doom

Job ability:
Makes you the target of the mob for 10 seconds regardless of current enmity, recast 1 mn (adding the same effect to invincible should be implemented).

Spell:
Migawari like spell.

Weaponskill:
No idea.

Cursed
07-27-2011, 05:14 AM
Job Trait:
Intimidating PresenceLv.90
occasionally steals enmity from other party members/ally members and increases rate of intimidation.

Job Ability:
valiancy Lv.85 PLD
Duration 30 seconds
Recast 5 minutes
Self Target
50% of total dmg from Physical and Magical Area of effect attacks will be absorbed by the PLD for the duration of 30 seconds.

Spell
BenevolenceLv.80
TARGET: Self
Grants a cure effect for party members of 25% of Damage received upon Successful blocks of physical attacks and 25% of MP to party members when taking magic damage.
Duration 2 minutes
recast 3 minutes
MP Cost 120
Casting time 2 seconds


Weapon Skill
chivalrous Blade. Lv.425 Sword (??)
Quested
Start NPC : Excenmille
Description: Delivers a 3 fold attack. Chance of critical hits varies with Enmity.
VIT 60% Mod.

These are neither ground breaking, when keeping in mind the current status of other jobs, and [/B]they serve to give PLD more utility and reason to be in a party/alliance.

Unleashhell
07-27-2011, 05:25 AM
Sorry in advance as from my understanding you only wanted us to post once, and that you only wished for ideas and not comments, but this post is in regards tomy original post and I don't think there is much to suggest anyways on new adjustments to Paladin. :-(

Cure V is actually a must for Paladin now or atleast by 99 it will be, as I read in a thread elsewhere, it is true that as of the level cap increase, the newer Notorious Monsters and Monsters in paticular do hit for a much larger sum of damage and Cure IV nearly won't cut it. Not alone. I think it is time for one more step up in Cure tiers.

Possibly it was my post if you been following all threads like me. Unless someone also mentioned it in one of their posts. Either way this was my suggestions to help make PLD better. I willl just copy and paste my other forum reply as well as add a few more ideas. Keep in mind it will take more then just a few abilities or spells. It will take game mechanic changes.

See Below From my other post:

There are a lot of things wrong with PLD. But their are also a lot of things wrong with the actual battle system. For instance when 2 hand weapon jobs got massive damage dealing increases the enmity system was not adjusted. Damage dealers get tons (and I mean TONS) of food options for attack and accuracy. Paladins really do not have a lot of options. Tacos are still the best overall food for VIT and DEF. Granted we can use an attack food but what would be the point? Sword damage and delay cripples Paladin even if you use attack food. Almost all Paladin WS are low damage output with the exception of CDC.

What they need to do for Paladin is give a separate enmity cap. Something that exceeds the current max, even if it is an ability. This way a paladin can cap hate and then use this ability to further hate control. Now there has to be game balance along with this. We cannot have paladin have a hate lock, there has to be some sort of repercussion to damage dealers at times. If they do massive 2-3K weapon skills inside or outside of abyssea they should get hate. There is nothing wrong with that, its part of the risk / reward in fighting. If you are going to risk massive damage output you will suffer some sort of consequences. This issue now is paladin needs something to get that hate back, which cover now starts to handle that situation. Paladin still needs more and on a shorter recast time like the OP. Something that is two minutes would not be that bad.

Next paladin needs a meritable cure potency or an ability that increases the potency of cures for a period of time. It would be nice to see a 20-25% cure potency for paladin. Something that lasts maybe 2-3 minutes with a recast of 5 minutes would be perfect imo. At level 99 paladin cannot use cure V because of the less enmity generation that cure V currently has. They would have to adjust cure V so WHM could still use it without the enmity generation. This is assuming paladin would even get cure V which I would highly doubt. Keep in mind HP goes up at 99 as well as new gear that may increase HP even further as well as possibly further HP merits, so little old cure IV will not cut it. Keep in mind, not only is this a form of hate control for paladin but it can be very helpful when curing DD's in a pt that took hate from a massive weapon skill, again current cure IV will not cut it.

Damage output is another issue paladin has. Swords are just too slow and the damage / delay do not help at all. Base damage on swords needs increased. Some sort of Store-TP would be helpful as long as it is a worth while amount. SE took the empyrean set in the right direction with adding haste to the legs, feet and hands, but failed to add more VIT to that set. Granted the enmity accuracy and attack are very well needed. Not to mention the DEF is pretty nice also. Speaking of DEF, this also needs to be reworked. Currently once you hit a certain point of DEF going any higher will have very little to no effect. Paladin is known for having high DEF to help absorb some of those hard hits but what good is all that DEF if it becomes useless beyond a certain point.

Paladin also needs some kind of AoE ability that covers each party member much like rampart that while in effect will greatly decay enmity of party members over a short period of time. Granted this will be more helpful in endurance fights rather then a quick kill situation. This ability lasting 30 seconds with a 5 minute recast would suffice.

Keep in mind Abyssea is NOT all there is in FFXI. People need to think of level 99 without all of your Atmas and Abyssites. We need harder mobs that require a PLD tank, and require more teamwork with a party or alliance. Not just a trigger / kill type of system.


To sum up:

Better Food choices for DEF and ATT

Rework Defense to have more of an impact on battles.

Better PLD swords with higher base damage and weapon skills, maybe a VIT mod based weapon skill that is Paladin specific. Some kind of Store_TP effect.

Rework Enmity mechanics in the game or give Paladin an ability to lower a parties enmity. Maybe add Enmity down to Rampart or something like that.

Meritable Cure Potency maybe 5% per upgrade.

Shield Mastery IV


Other thoughts:

Flash II on a 2 minute recast.

Provoke would be nice but is not necessary.

Shield Bash on Aegis should be much higher then 280. I should be more in the 500 range.


None of this mentioned above would make Paladin unbalanced and imo are reasonable changes.

Ryx
07-27-2011, 09:56 AM
Weapon Skill
chivalrous Blade. Lv.425 Sword (??)
Quested
Start NPC : Excenmille
Description: Delivers a 3 fold attack. Chance of critical hits varies with Enmity.
VIT 60% Mod.


Why do you want to make this VIT-based? I fail to see the logic in that. PLD isn't naturally loaded on VIT, nor is it supposed to be. You macro VIT in for rampart potency, and only the stuff you're carrying with you that happens to have VIT on it, like Valor Cape, Hero's Galea, etc.

Make it STR based instead. We're naturally fairly high on STR, tied with DRG among other jobs. We're also capable of loading up on STR+ gear for WS a fair bit better than we are at VIT gear (or any other stat for WS), which also helps on a minor scale going into base damage, not to mention the derived attack. STR mod WSs have always had natural advantages because of these. (I want CdC to be STR-based, please?)

Mind you: I DO like the notion of making the chance of crits based on enmity, like a new version of Atonement.

Personally, I'm thinking it would be more appropriate to have a passive trait that raises our crit rate or a damage bonus based on being the monster's target. It's part of the argument is that Wars & Mnks raise their output when the mob is attacking them, why can't we have something that results in a similar effect?

Not that I'm saying I don't want to see new WSs at 400+ skill, I think we should, but to ask for it to be PLD-specific? I think you'd be better off asking for them to re-work Swift Blade, which is already PLD-exclusive. They've overhauled WSs before. Swift Blade is already a three-hit WS with STR & MND mods, just make it crit, increase fTP, maybe make the STR mod more potent, and non-CdC PLDs have a good alternative to Vorpal Blade.



Spell
Benevolence Lv.80 PLD
TARGET: Self
Grants a cure effect for party members of 25% of Damage received upon Successful blocks of physical attacks and 25% of MP to party members when taking magic damage.
Duration 2 minutes
recast 3 minutes
MP Cost 120
Casting time 2 seconds


This idea needs tweaking, but it's not actually the worst idea I've heard. 25% of magic damage taken converted to MP for party members is too potent, I'm thinking more like 10% (500 damage = 50 MP, for example). 25% of shield blocked hits isn't absurd for physical damage, but I'd add an amendment to this so that it varies with shield size. Say for example, you're using a size 1 vs. a size 3. If you took 25% of the resulting damage from both, the size 1 would be WAY ahead of the size 3, blocking more often and taking more damage. So make the % depend on the shield size, say 10% for size 1, 20% for 2, 30% for 3, 40% for size 4, probably 25% of size 5, and 5% of size 6 (I wish I could say higher, but Ochain blocks wayyy too much).

Recast vs. Duration needs to be adjusted. Proper haste build + buffs could allow you to full-time it with ease, which SE won't allow for such a unique effect. Reprisal's a good example to base this on, so just mirror that: 3 mins recast, 1min duration, 1 second casting. Might also be a good idea for them to over-write each other.


A few other comments...

Hate-locking / hate-stealing: Please, STOP asking for it. It's absurd, it won't help, it's a cheap gimmick that won't solve anything without causing more problems. The LAST thing SE wants to do is unbalance the game to the point where non-blinking VIT/ENM+ turtle PLDs can tank over serious DDs. If you want to tank, you have to put the work into being good at the job, not stuck in the dark ages when people thought their AF1 set was all that was good about the job.

There are problems with the enmity system, yes. They need to be addressed, I'm sure SE knows about it. However, basing things on what happens inside abyssea is NOT a valid test to discern what those problems are and how much things need to be adjusted. Abyssea is NOT a fair sample of what this game is, or how things work, PLEASE stop asking for adjustments on the scale that will let you hold hate inside abyssea. It won't happen, there's no point to doing it.

Let the harder events come, let SE gauge how bad things really are in serious situations, so they can get an idea of how to much they need to adjust it.

What we DO need to ensure, is that PLD is capable of holding hate and doing its job on the HARD stuff...which we need to see more of. Voidwatch is a good start, and I sincerely hope that SE continues to RAISE the difficulty level as we progress away from kiddie-land Abyssea.


Cure potency: novel idea, but not really worth making into a trait. Enmity is based off the amount of HP cured, but Cure IV fundamentally isn't enough to keep up at this point. Even if we could reach the 50% cap on cure potency, I don't think it would make a huge difference. Instead, just add a couple more pieces of gear here & there. As-is, I'm at +15/20% (Others/Self-target) Cure potency without compromising sword or shield to do it.

Paladin DOES need a new spell, or some means of dumping larger amounts of MP into converting hate at one time. When we learned Cure IV at lv55, we only had the MP to cast it a couple times before we emptied our entire MP pool. At that level, it created a huge spike of hate, compared to what our melee could do in the time it took to cast Cure IV. As an elvaan paladin with zero MP merits, I typically have around 400 MP outside of abyssea, and NO problems keeping my MP up without refresh buffs unless going cure-bombing. The problem is that right now, we can't even justify casting Cure IV half the time, because we end up with less hate taking the time to cast it than if we had just meleed instead.

I'd like to see something where I could dump 200+ MP quickly into generating a nice big spike of Cumulative Enmity, to recover from a hate reset, since holding TP to WS after a hate reset is counter-productive in that you're lowering your overall DPS in the process. It has to be a very high MP cost spell, with a LONG recast, so as to prevent it from being a regular use spell, but to have it there in a pinch when a hate reset does happen, and you need to quickly gain control of the monster. It needs to target the monster, so that it cannot be used to steal an NM you don't have claim to. I could see this being very useful in a co-tanking situation, as a means to pulling it off the other tank on short notice.


Cover-type effects: Again, PLEASE stop asking for it. You can say it helps when stuff goes wrong, like a whm/rdm using convert when they run out of MP. I'd rather keep stuff from going wrong in the first place, like the whm not running out of MP by using the proper /sch. If someone who cannot handle the mob in their face is pulling hate, and you're doing your job properly, then it's their fault. Big example: Ranger. They're already slated for adjustments to help fix their enmity generating problems.


Fixing defense: Is not likely to happen. It won't even be to our benefit if it does. You are NOT supposed to gear for defense, that is NOT going to change. Physical & Magical Damage Taken- as appropriate for heavy hits, but Defense & VIT are all but worthless. Phalanx is a much more reliable damage reducer for the individual hits, I just wish PLD didn't get screwed by how it tiers above 300 skill.

Ryx
07-27-2011, 09:59 AM
Personal suggestions:

One of the major downsides to Pld tanking is that we're getting hit, even when we block. The Monster gains TP, we're hit by any additional effects its attacks have, etc. If the monster has an additional status effect, it's going to get past the shield. I would like to see a passive trait that increases resistance to status ailments when shield blocking. I'd love to make it a gauranteed resist, but that would be too powerful for an Ochain paladin. So instead, make it an increased resistance to it, so we're afflicted significantly less often on shield blocks than if we were taking the hits directly in the face.

Yes, I know we already have an effect like this when it comes to TP moves, but when the monster has additional effects on its regular attacks, as-is becoming common with new NMs (Azdaja, Apademak, Moira, Krabimanjaro, etc), it seems like I'll have the status effect put back on me before my whm even finishes taking it off.

Example:
Job Trait: Resilience
Obtained: PLD lv50*
Description: Increases resistance against status ailments when blocking with a shield.

*Successive traits raise resist rate.

And on the topic of shield blocks, feel free to call me crazy, but let's add another trait to it.

Job trait: Indominable Will
Obtained: PLD lv93
Description: Reduces Monster's TP when blocking with a shield.

Amount reduced would have to depend on shield type. Let's just say they gain 50% of normal when blocked by a size 1, 25% for size 2, gain no TP against a size 3, and lose 2~3 TP when blocked by a size 4. Sadly, to keep things balanced, Ochain cannot be included in this.

Job Trait: Crusade
Obtained: PLD lv60*
Description: Grants increased critical hit rate (or damage bonus) when holding the monster's attention.

*Successive traits further enhance critical hit rate (or damage bonus).

If you want Paladin to stand out, you need to enhance what it specializes it, and reward it for doing its job. This means enhancing our shield blocks, so that even if (barring Ochain) they don't block that often, it's more than just a damage reduction bonus when they do. It also means enhancing our damage output, as a reward for being the monster's target. Monk and Warrior already have it, why don't we? I'm not saying we need counter, or retaliation, but we do need something (ideally a passive trait) to happen in our favor when we have hate to help us keep it.

You look at what they're talking about for ranger's example adjustments, they're rewarding ranger for behaving like ranger. Reduced enmity for staying out of sight, enhanced subtle blow for being at a distance, it's all designed to help RNG be more RNG-like. If we want PLD to be more PLD-like, in that we hold the monster's attention and protect our party, then we need to enhance the things that make us unique as a job. Enhance our sword skills and our shield skills, to better control the mob.


Overall tho, the big thing is to remember the game balance: We may want to see a few adjustments, but I don't want to see skill taken out of the equation. Use every tool at your disposal to be the best that you can be, gear swap for EVERYTHING, and constantly strive to improve yourself. A number of paladin's problems are player error, and the last thing I want is for SE to accomodate for that.

And that's my two gil on the matter.



P.S: I apologize for ignoring the request of the OP's wishes for this thread, but I felt this needed to be said. I want SE to hear more from the PLD forums than silly requests to make us into the popular kids at school, to break the game in our favor, or level the playing field between the ant & grasshopper players.

I do not mean to offend anyone, I merely felt it necessary to explain WHY certain ideas are NOT the message we should be sending to SE.

And keep this in mind: We do NOT want PLD to gain power to the point of replacing DD jobs. We suffer the neglect in abyssea at the hands of War, Mnk, & Nin, we do not want to be the ones causing such grief to others in a scenario where PLD-burning is an effective tactic.

Andrien
07-29-2011, 06:08 PM
Hmm, many great ideas in here.

Job Trait: Fortification
Lv95
Occasionally resist 10% damage

Job Ability: Radiance
Lv95 5min recast
Convert TP and 120MP
Heals all friendly targets within range. Greatly increase Enmity.


Spell: Smite
Lv95 instant cast. MP cost 80. 2min recast
Attacks with light magic that reduces the enemy resistance against light magic by 20%. Increases Enmity. Duration 10 sec.


This is a weapon skill I always wish they'll give us lol
Weapon skill: Lights Blade
Lv95
Deals light elemental damage. added effect enmity gain. (strongest light elemental weapon skill)


I hope I didnt copy anyone else idea, since I was to lazy to read the whole thread ^^;
thoughts ideas, what do you guys think? Devs too!

Raka
07-29-2011, 06:48 PM
Job Trait: Fortification
Lv95
Occasionally resist 10% damage

To be honest, this may be fine as a fulltime Job Trait. I like this one, kinda feels like we should have had a damage reduction Trait by now, but since we have Phalanx now I'm unsure about that.


Job Ability: Radiance
Lv95 5min recast
Convert TP and 100MP
Heals all friendly targets within range. Greatly increase Enmity.

Converts TP to MP or did you mean converts 100 MP to TP? Depending on the potency of the healing effect, I think having all three of those benefits would be too much for a single Job Ability; Especially with 5 minute recast.


Spell: Smite
Lv95 instant cast. MP cost 80. 2min recast
Attacks with light magic that reduces the enemy resistance against light magic by 20%. Duration 10 sec.

Sounds like a Ninjutsu effect, maybe if they choose to add another offensive spell to Paladins Magic list, it'd likely be Banish III or Holy II. Would like to see some decent potency though should they add one or the other.


Weapon skill: Lights Blade
Lv95
Deals light elemental damage. added effect enmity gain. (strongest light elemental weapon skill)

If they give us such a Weaponskill, I'm almost positive it would be Uriel Blade.
Great ideas still.

Andrien
07-29-2011, 07:26 PM
Converts TP to MP or did you mean converts 100 MP to TP? Depending on the potency of the healing effect, I think having all three of those benefits would be too much for a single Job Ability; Especially with 5 minute recast.
.

Job Ability: Radiance
Convert TP and 120MP
convert both mp and tp to heal all friendly targets. tp effects healing potency. this makes more sense.

With Chivalry in mind, you can merit it down to lower its recast. Who knows in the next merit tweaks we might get it to as low as 5mins. With this ability I figured what better way to spend our MP and TP together in a good way to grab some hate.

Spell: Smite
Smite will help with the potency of light elemental weapon skills and magic. Not just for undead but all monsters just like ninjutsu

Raka
07-29-2011, 08:20 PM
Job Ability: Radiance
Convert TP and 120MP
convert both mp and tp to heal all friendly targets. tp effects healing potency. this makes more sense.

With Chivalry in mind, you can merit it down to lower its recast. Who knows in the next merit tweaks we might get it to as low as 5mins. With this ability I figured what better way to spend our MP and TP together in a good way to grab some hate.

Ah, alright. Thanks for clearing that up. Have you decided how much HP is recovered for xx TP?


Spell: Smite
Smite will help with the potency of light elemental weapon skills and magic. Not just for undead but all monsters just like ninjutsu

Yeah, I kinda figured you were heading that way with the spell, but maybe 15~20 sec duration to the Light Elemental Evasion/Defense(or just Evasion) effect. All and all, sounds good.

Andrien
07-29-2011, 08:49 PM
Ah, alright. Thanks for clearing that up. Have you decided how much HP is recovered for xx TP?

Didn't put to much thought in it because I was thinking to make it similar like Chivalry. I suppose anything less than 100TP can be equivalent to Cure IV. 200TP equivalent to Cure V, and 300TP equivalent to Cure VI. Perhaps it is to powerful, but I think the cost of both TP and MP is justifiable to make it aoe.

Urteil
08-03-2011, 08:47 PM
Did I see Terror and Paladin in the OP?


Good christ.

Peacekeeper
08-04-2011, 02:35 PM
First off, Paladin doesn't "need" a new way to obtain hate, I wouldn't complain if we had one, but we cap hate quickly, and lose it the slowest of anyone around the mob. The problem is generally that when we're the only ones being hit, we're then the only ones losing hate. Increasing the overall enmity cap or the enmity cap for PLD on a job ability could be one way to "adjust" the problem, as would giving either PLD the ability to wipe alliance hate on the target, or allowing other jobs to lower their hate themselves much like BLM already can. In addition, Cover can be a wonderful ability, and I'd like to be able to use it across my alliance.

Nightdew
08-05-2011, 02:32 AM
1 Job Trait: Shield Mastery IV

1 Job Ability: Berserker ( a [Full Attack!] mode, in case the problem would not be dying but to kill the enemy (at least in this current era) --> incapacity to use JA and Spells in change for a great boost in Attack & Haste)

1 Spell: Sancta (to use in pair with Divine Emblem, making it worth to be used & boosting another bit damage dealt)

1 Weapon Skill: Chant du Cygne is a good one, nothing to complain on this side. Maybe a boost to Cannibal Blade.

Dak_Rey
08-18-2011, 08:22 AM
Defense Bonus traits: Change to -physical damage taken%, maybe 2% per trait level to a total of 10%. Raise the max -PDT% for Paladin to 60% (there'd be no point in keeping at 50%, we can hit 50% already and the traits would be wasted).

Cover: Change to a Job Ability that you use on yourself and covers anyone currently close behind you - the monsters focus bounces around a lot when everyone has capped hate, having to choose only one person you can cover is pretty useless in this current state.

Divine Emblem: Spells cast with Divine Emblem active can exceed the hate cap. This means that casting DE+Flash when everyone has capped hate will put you a head above the rest for about 30 seconds until that hate decays. Being able to do this once every 10mins is fine.

Raising the hate cap overall will change nothing.
Raising the hate cap for just PLD will be overpowering as once PLD cap hate, no-one would every be at risk of pulling the mob from them again and could completely open up.

Introducing more monsters that punish hate jumping from player to player would be nice and encourage Damage Dealing classes to hold back a little. Its a team game, you don't tank alone - you tank with your party. For example Fafnir or Nidhogg using Spike Flail. This used to be a devastating attack that occurred if hate was bouncing around and got to someone behind the mob - people held back just that little bit to make sure it didn't happen. The usage of Divine Emblem that I proposed would allow DDs to ride much closer to the hate cap than in the past, but also provide a small window of opportunity to set up a devastating SC+MB combo on a mob while keeping things safe.

A light based weapon skill like Sanguine Blade but converting the damage to MP instead of HP would be nice.

Flash II or some equivalent JA that we can use like Flash or Provoke to reach the hate cap a little quicker at the start of a fight.

New merits: Enhanced Reprisal - with Reprisal active you can block magic damage as if it were a physical attack. Magic Damage reduction on shield block 30%/35%/40%/45%/50% (Merited 1-5 times)

Thats all I can think of right now that I feel would be balanced.

Cursed
08-19-2011, 07:11 AM
New merits: Enhanced Reprisal - with Reprisal active you can block magic damage as if it were a physical attack. Magic Damage reduction on shield block 30%/35%/40%/45%/50% (Merited 1-5 times)

Thats all I can think of right now that I feel would be balanced.

No thanks. But Aegis is there if you like this sort of thing.

Judge
08-23-2011, 04:21 AM
I'd like to see PLD become more independent.

any blink tank with a healer can tank most anything in the game atm. why should PLD ( a natural tank with healing power) require the assistance of a mage all the time.

Job Trait: Indomitable
Auto-regen(1 a tick) increases with level of enmity (cap around 10-12)

Job Trait: Restore
Like a reverse sublimation. Slowly eats up 50% of your max MP to create a HP storage of double the MP. 300 MP = 600 HP.
(with as many refresh options pld has now its not a bad idea)

Job Ability: Vigilant Eye
You will parry the next WS used against you 100% (1 minute recast)

Job Ability: indemnify
[Cost] 50 TP
Reflect the total dmg of the next 3 hits you receive. (10 minute timer seems reasonable)

Cursed
08-24-2011, 01:37 AM
I'd like to see PLD become more independent.

any blink tank with a healer can tank most anything in the game atm. why should PLD ( a natural tank with healing power) require the assistance of a mage all the time.

Job Trait: Indomitable

Auto-regen(1 a tick) increases with level of enmity (cap around 10-12)

Job Trait: Restore
Like a reverse sublimation. Slowly eats up 50% of your max MP to create a HP storage of double the MP. 300 MP = 600 HP.
(with as many refresh options pld has now its not a bad idea)

Job Ability: Vigilant Eye
You will parry the next WS used against you 100% (1 minute recast)

Job Ability: indemnify
[Cost] 50 TP
Reflect the total dmg of the next 3 hits you receive. (10 minute timer seems reasonable)

If you're talking about inside Abyssea, war/sam/mnk/pld should all be subbing war.
if its outside Abyssea, VW, Blink tanking doesn't hold water as well as most people think compared to pld/war bloodtanking.

PLD is already independent enough. can solo almost all oldschool HNMs outside Abyssea and inside its a slow killing machine that can't be killed by most mobs unless they have terror, petrify/break/death and nasty en-spells or spikes. But even then, there are atmas to mitigate the harm from such.

PLD also doesn't have much trouble against physical ws's. 40% of the time, your average PLD will them. A properly geared PLD will block at least 70% of them, and an Ochain PLD should block them all.

Ochain isn't hard to get. It is quickly becoming a standard "must have" item for any serious PLD. It doesn't take more than 2 months to get in a game most people have played for at least 4-5 years.

If Aegis was as easy to get as Ochain is now, an Aegisless PLD wouldn't even be considered a PLD.

get an ochain.

AldielQuetz
08-28-2011, 04:55 AM
Job Trait: Crusader

Damage taken as the main target of any spell or action is reduced by 5%. Tier1 Lv. 50, Tier 2 Lv. 65, Tier 3 Lv. 80,
Tier 4 Lv. 95, Tier 5 Lv. 99. Progression: 5%, 7%, 10%, 12%, 15% total damage reduction at Lv. 99.
Only effects area of effect damage when the Palidin is the target of the spell or ability.

Job Ability: Rally

Party members within range receive an attack bonus and critical hit damage bonus of 5%, while under the effect of
Rally players will not generate enmity. PLD receives no buffs but can still generate enmity
Duration: Merit 1: 30 seconds, Recast: 3 minutes. Each additional merit increases duration by 5 seconds to a max of
50 seconds and reduces recast by 10 seconds to a minimum of 2 minutes 20 seconds

Spell: Awe

Recast 30 seconds, casting time .5, MP cost 45. Generates 750 Volitile Enmity.
Effect: Paralyzes an enemy and reduces HP based on Divine Magic Skill.
Minimum DOT 15 light damage every 3 seconds for 15 seconds. Maximum DOT at Lv. 99 capped skill 75 damage
Every 3 seconds for 15 seconds.
Accuracy and duration of paralysis effect based on MND.

Weapon Skill: Seven Deadly Sins

Delivers a seven fold attack, chance of critical hit varies with TP. Additional effect: chance to embue 1 of 7 debuffs:
Slow, Gavity, Weakened Attack, Blindness, Plague, Weakened Defence, Paralysis. Type of debuff varies with day of
the week and moon phase. 7% chance. Lv. 99 Sword Skill 425, Palidin only. Each job would in turn receive their own
Specialized weapon skill at 99 at their own respective final skill cap.

Ziyyigo-Tipyigo
08-28-2011, 06:08 AM
In my dream world, Altana herself would come down from Paradise, wave her hand, and make DEF as useful as ATK. You'd see people subbing PLD other than soloing RDM's, and you'd see WARs running around with adaman plate and shields.

But, as for suggestions where I limit myself to the realistic...


Let us swap out shields without losing TP
Increase the proc rate cap on shields
Increase the proc rate cap on size 4 shields
Give us a Walk of Echoes shield to go with our ghetto Almace
Drop the other shoe and turn "Defense Bonus" job trait into -PDT

Cursed
08-29-2011, 06:53 AM
In my dream world, Altana herself would come down from Paradise, wave her hand, and make DEF as useful as ATK. You'd see people subbing PLD other than soloing RDM's, and you'd see WARs running around with adaman plate and shields.

But, as for suggestions where I limit myself to the realistic...





Let us swap out shields without losing TP
Increase the proc rate cap on shields
Increase the proc rate cap on size 4 shields
Give us a Walk of Echoes shield to go with our ghetto Almace
Drop the other shoe and turn "Defense Bonus" job trait into -PDT


I dont mind any of this as long as they then boost Aegis and Ochain.
Or should my Aegis and Ochain be comparable to the "fresh from wow" purple PLD's ghetto woe shield?

AldielQuetz
08-29-2011, 01:02 PM
If you indeed have those 2 shields then switching out shields without having to lose TP is a Godsend to you Cursed...
Uh if they do make a WoE shield then maybe we won't have to spend 3 weeks all making ochains since SE is content with us having to fix the job ourselves with gear. Unlike all other jobs that get actual revision and improvement in a fair and balanced way.

We need to get more attention, more revision, more improvement just like the other jobs.

It is only fair that we get a few offensive traits since all DDs get some defensive traits and/or spells/abilities.

Keep coming up with awesome ideas guys, they will have to hear us!

Cursed
08-30-2011, 09:46 AM
If you indeed have those 2 shields then switching out shields without having to lose TP is a Godsend to you Cursed...
Uh if they do make a WoE shield then maybe we won't have to spend 3 weeks all making ochains since SE is content with us having to fix the job ourselves with gear. Unlike all other jobs that get actual revision and improvement in a fair and balanced way.

We need to get more attention, more revision, more improvement just like the other jobs.

It is only fair that we get a few offensive traits since all DDs get some defensive traits and/or spells/abilities.

Keep coming up with awesome ideas guys, they will have to hear us!

As I said, I'm not against any of it, except the "knock-off" woe ochain.

There's no reason for any PLD not to have Ochain. You don't need to spend 7 hours a day farming T1-T3 pops.
It takes the average PLD, with access to another job, 2.5 months tops to finish the VNM Colorless souls portion of it.

Here's what I did - and its very easy to mimic, just replace your gil cash flow with whatever it is you do to make gil.

- Logged in and shouted in Port Jeuno to sell X-item which I could farm solo (Loki's keftan in my case) for 1 mil to NA's, and 2 mil to JPs (these were the prices people offered)

-Sales didnt take long. Max 60-90 minutes to complete from the minute I started shouting.

-With 1-4 mil on me, I could shout to buy either Colorless souls for 200-300k each, or buy someone's T3 VNM pop for 350-400k.
*I have a list of all the people who sold me T3 pops. The list comprises of 20+ names, and a lot of them were repeat sellers. I also accepted T3 pops as payment for Loki's Keftans. Some people would offer their T3 pop if you would kill their T2's for seals, or offer them the scythe from brulo, and the other junk from leviathan in ule range.*

I was done with Colorless souls within 7 days of having decided to get an ochain this way. All while still leading a normal life with kids, a wife that isn't neglected, a full time job, leading a very active LS with over 30 empyreans.

There's no excuse for not having an Ochain other than not wanting it.

EDIT: To be fair to the people who helped, I need to mention that 12 colorless souls came from my friends/ls members farming on their own during my downtime to help me. Would have been more if it took me more time to finish 75 souls. But 12 souls in 7 days is about 6-8 t3's when taking into account the horrible double drop % rate.

Advice - always opt to kill leviathan VNM T3 in Abyssea Ule range because it drops double souls at least 75% of the time. Be willing to cough extra gil for a Uleg range T3 as well. 50k more.

AldielQuetz
08-30-2011, 03:27 PM
Tanks for the tips^^

But.....

Which other job requires an empyrean to function correctly? Here's one for you... What knight with a shield doesn't block with it every time he gets swung at in real life and live to tell about it? Why did they make a shield that blocks how every shield should instead of increasing PLDs overall block rate? Think hard, the answer is right there.

How many times does a NINs off hand Katana not swing? Why is our offhand dysfunctional?

Here it is, as plain as day: PLD needs to be a solid tank first, good gear just makes it better. Not the gear makes the job, that is broken.

And yeah, I got the message, I started my Ochain today. But I still want positive change, I still want more ideas, we still need help.

Thank you for your time, to whom it may concern.

Caketime
08-30-2011, 11:06 PM
Which other job requires an empyrean to function correctly? Here's one for you... What knight with a shield doesn't block with it every time he gets swung at in real life and live to tell about it? Why did they make a shield that blocks how every shield should instead of increasing PLDs overall block rate? Think hard, the answer is right there.

You're thinking logically, that's your first mistake. Secondly, NIN was a cash cow job from the start due to the popularity of that terrible Mary Sue children's show about Ninjas, so of course they're going to be awesome in every way and won't ever stop being so. It's a money making job for SE, lots of people like it and use the hell out of it for almost every situation. This is why their offhand swings every single time and the Paladin stands there and Derps unless he has the best gear possible. Even then, he still occasionally Derps.

Greatguardian
08-31-2011, 07:15 AM
Monk is sure as hell not functioning correctly in Abyssea (or out, really) without an Empyrean. Ascetic's Fury can bite me.

Ranger is sure as hell not functioning correctly anywhere without an Empyrean (and sometimes even with).

Ninja is not functioning correctly without an Empyrean.

Samurai is not functioning correctly without an Empyrean.

Corsair is not functioning correctly without an Empyrean.

Blue Mage is not functioning correctly without an Empyrean.

Warrior is not functioning correctly without an Empyrean.

I think I'm noticing a pattern.

Oh yeah, subjective interpretations of "Correctly" are bullshit and so is every argument that applies them. Paladin, like every other job in the game, is a hell of a lot better with an Empyrean. If that means people don't want us or can't properly use us without one, so be it, that's a community decision. Everyone else is in the same boat. I feel more sorry for the jobs whose Empyreans actually suck and thus can't buff their powers with an awesome superweapon that they can get within a week or two of minimal work.

Oh yes, and in after games not mimicing real life. I'm pretty bloody sure that I can't survive a 500 foot fall flat on my face into a pit of spikes coated with deadly neurotoxins in real life BUT IF I ROLL A 20 I CAN.

AldielQuetz
08-31-2011, 05:55 PM
@Greatguardian

A. Watch the language, 1st and only warning. See terms of service.

B. RNG WAR NIN and BLU function easily without one, the others I can't tell you why you chose COR, that job is support and even with a empy it doesn't pump out the DD w/o a brew/atmas.

C. Bro, seriously, this is about what SE itself gives as excuses, not about your opinion of what we post. They have literally said so much as for PLDs to fix their own job, get an Ochain. It's the same as saying they can't make the game better because of PS2 users, it's not a good excuse when there are other options. What I see lacking is originality on the part of the Devs and that's why I ask people to post something constructive and something creative here. You aren't helping.

Greatguardian
08-31-2011, 10:52 PM
A) I know what my language limits are based on the terms of service, I have almost 2k posts. Report the post if you want and maybe "bullshit" will get asterisked out, but backseat modding in general just makes you look like an absolute tool and flushes away your credibility. You're not a moderator, you're a poster. First and only warning.

B) You're obviously not understanding the point of the post. What you believe is "functional" or "functioning correctly" is not the same as what other people consider "functional" or "functioning correctly". As far as I'm concerned, Paladin being a tank class for use on hard content is functioning correctly. Likewise, Blue Mage without Almace is not functioning correctly. Would a numeric scale make this easier to understand?

Okay, let's try this:

| Warrior | Monk | Ochain Paladin | Non-Ochain Paladin
Offense | 10 | 9 | 6 | 6
Defense | 4 | 7 | 10 | 6

If a Monster is super hard and requires 8 or more Defense in order to survive while tanking, Ochain Paladin is the only choice. But if a Monster requires 7 or less Defense in order to survive while tanking, Monk becomes a preferable tank because it can survive while maintaining more offensive power. If a Monster requires 4 or less defense in order to survive while tanking, Warrior becomes the ideal tank because it can survive while maintaining the most offensive power. This will always be true no matter what. It is simply how people choose to optimize themselves.

Without an Ochain, Paladin will be weaker defensively than some DD jobs. If SE were to buff non-Ochain Paladin, Ochain Paladin would break the fourth wall and become unstoppable. So you have one of two choices. Nerf Ochain and buff shields, or make Ochain more reasonable to obtain. They're doing the latter, and for damn good reason. No one likes it when a mule is capable of playing a job properly. Bard has struggled with this for years. If you want to play a job well, put some bloody time into it.

C) I'm all for useful and creative ideas, when they are actually within the realm of possibility for this game and the current game mechanics, address the actual problems at hand, and aren't stupidly broken. Asking for native provoke the way a million people here do? Stupid. Asking for anything regarding Enmity? Stupid. Why? Provoke is useless and Enmity is not and never has been a problem for Paladin. So no, I'm sorry that you don't like that people are getting their ideas shot down, but there is absolutely no reason to flood the Community team with useless banter about things that just plain won't fix the job or won't ever happen.

Fixing Paladin is fixing content, and you know what the best part is? They're already doing that. VW is hard, bro. Do more of that if you want to be useful on Paladin, but don't expect to be too good at it without nice gear.

Cursed
09-01-2011, 01:11 AM
A)

Okay, let's try this:

| Warrior | Monk | Ochain Paladin | Non-Ochain Paladin
Offense | 10 | 9 | 6 | 6
Defense | 4 | 7 | 10 | 6

If a Monster is super hard and requires 8 or more Defense in order to survive while tanking, Ochain Paladin is the only choice. But if a Monster requires 7 or less Defense in order to survive while tanking, Monk becomes a preferable tank because it can survive while maintaining more offensive power. If a Monster requires 4 or less defense in order to survive while tanking, Warrior becomes the ideal tank because it can survive while maintaining the most offensive power. This will always be true no matter what. It is simply how people choose to optimize themselves.



you forgot about Aegis. :/
Aegis > Ochain.

Anucris
09-01-2011, 03:17 AM
Trait to occasionally I.e. 25-50% chance increase enmity with successful block

Ability while active, lasts 3 min with 5 min recast, increases haste 2% every block that caps at 20%

Spell- I guess cure 5 would be most effective although upgrade of flash would be nice

Ws- dunno I hear the almace ws is really nice. So maybe just makin it a bit easier to get the souls for ochain

I also feel like they could do a few improvements the the ja's already there
Sentinel and rampart should be around 2-3 min recast because of short duration and it would be nice to use more than every 7th mob or more than once on a longer NM fight
One of the existing abilities maybe pallisade should freeze enmity loss. Not just lessen it
Fealty should be much longer duration with shorter recast. For obvious reasons.

Oh palisade does eliminate enmity loss it seems and increases block rate, as long as theres decent enmity gain id say it seems like a nice ability. surely they will slap on a 10-15 min recast on it just cause thats what they do with pld abilities.
Has anyone tried it out on test server?.. what is the recast btw?

Zagen
09-01-2011, 04:03 AM
make Ochain more reasonable to obtain. They're doing the latter, and for damn good reason. No one likes it when a mule is capable of playing a job properly. Bard has struggled with this for years. If you want to play a job well, put some bloody time into it.

They went back on not changing the Colorless Souls part or something else? Sorry I missed that part if they did? Though Colorless Souls aren't hard per-say just annoying when there's competition or bad luck on color changing.

Andrien
09-01-2011, 07:07 AM
farming colorless souls is really annoying. especially when I just pop one and my abyssite breaks, and then while pulling it to my pt i get killed and it depop... just my luck

Cursed
09-01-2011, 09:52 AM
you know what else sucks, dying when I was lvl 1 to ding bats.
that was horrible.
God I should have quit back then.

Wait, you know what else sucks, the fact that we have to farm stuff in this game, and work for hours to get some kind of reward.

Dear SE, can you please just make our moogles ask which item we want. Then we will spell it out. Then have the moogle magically create one for us. That's the FFXI we ALL wanna see. To heck with this putting in work and trying to get reward. If we don't have the skill or patience to get something, why on earth should we suffer?
just give us free colorless souls. I mean, the fact that there are now more than 2,000 ochains means its tooooooooo hard to work towards.
Orz SE, ... Capital Orz! why can't you just give us what we want?!

Andrien
09-01-2011, 09:57 AM
try your luck in the next mog bonanza.

AldielQuetz
09-01-2011, 02:04 PM
Btw for those that asked, Palisade is 5 min recast.

We need more than that this update, if at 99 the only new spell we get is Holy II, then we gotta be getting Flash II or something good this time.

Greatguardian
09-02-2011, 06:34 AM
They went back on not changing the Colorless Souls part or something else? Sorry I missed that part if they did? Though Colorless Souls aren't hard per-say just annoying when there's competition or bad luck on color changing.

They refused to make more VNM pops (their reasoning being that they require fewer NMs to make than Glavoid etc), but Camate stated that they would be increasing the Upgrade rate of the Abyssites in Abyssea. The addition of level 95 content and a meaningful VW segment should also help curtail the amount of Empyrean-level congestion in Abyssea as well.

@Jinz: I left out Aegis intentionally, to focus on the relative necessity of an Empyrean to the job. I'd take a Paladin with both any day, but I consider an Ochain the bare minimum to be seriously tanking things on Paladin. Aegis/Ochain combo just breaks the world and brings their defensive potency to 9,001

Zagen
09-02-2011, 08:13 AM
They refused to make more VNM pops (their reasoning being that they require fewer NMs to make than Glavoid etc), but Camate stated that they would be increasing the Upgrade rate of the Abyssites in Abyssea. The addition of level 95 content and a meaningful VW segment should also help curtail the amount of Empyrean-level congestion in Abyssea as well.
Well that's nice to hear, wish more than one could be popped but here's hoping people do leave Abyssea well the Avatars heh idc about the other competition I've been able to handle that well even before the 3 ??? changes.

Sephiran
09-02-2011, 03:21 PM
I'd like to see Shock as a weaponskill, like in previous FF games. Also, native Magic Defense Bonus and better polearm skill.

AldielQuetz
09-03-2011, 12:39 AM
Those are good ideas Sephiran. Why not give PLD the same MDB spell that WHM is getting? You know? We need to get more than this.

AldielQuetz
09-03-2011, 12:44 AM
We need a stance like Shield Tactitian, that reduces movement speed but occasionally counter attacks after a successful shield block. 5 min Recast, 5 min Duration. Just tweak the proc rate for chain and aegis as to not over power the stance.

Theytak
09-03-2011, 03:22 PM
The way I see it, half of the problem pld has atm is that while the average damage (damage generating an absurd amount of hate) of the typical DD has been greatly increased, pld's ability to generate even more hate despite its relative lack of damage out put has not. No, Almace doesn't count. That's like saying "Oh, can I tank just fine with Aegis".

The other half is that pld's ability to negate damage has become rather lack luster relative to other tanking jobs.

Ninja's always been a rather fragile job, but their shadows and their evasion mitigate large amounts of damage, and unlike pld, they sacrifice little or no offensive ability to gain this, while also being one of the top DD jobs. Of course, ninja and pld balanced each other out, since any nm that had a lot of shadow-ignoring and/or shadow wiping moves would basically squash a ninja, where pld's ability to mitigate both physical AND magical damage would then shine.

However, in abyssea, the one thing that held back most other jobs from tanking, lack of proper damage mitigation, has become a relatively moot point, since healers have enough refresh to allow any curesponge DD to just go balls to the wall, lock down hate, and then just let the mages can keep them alive. Monks are exceptionally good at this, due to the incredible levels of counter achievable, their already massive HP being more than doubled, AND their status as one of the top 2 damage dealing jobs (tied with war).

Now, I'm both a mnk and a pld, and I love both jobs. I'm not asking for a mnk nerf, nor complaining about their strength, since I rather enjoy mnk's potential for survivability finally being used. What I am saying is that pld needs something... anything...

All of the DD jobs have gotten a huge boost post 75, but pld hasn't really gotten anything... yea, Phalanx is nice, divine emblem is handy, and sanguine blade is just delicious, but none of them are game changing a degree that allows pld to keep up.

So, on that note, here are my ideas:

Job Abilities:

Riposte: Duration: 3:00, Recast: 3:00
While active, the paladin will retaliate return any attack blocked with their shield, but will also - inflict some sort of penalty I can't think of atm but is obnoxious in the same manner weight is obnoxious -

this would basically work like a modified version of war's retaliation; any time you block an attack, you attack back.

Challenge: Duration: Instant, Recast: 5:00~10:00 min
Reduces/clears all enmity generated against the target, except for the pld's

5 min recast for a reduction, 10 min if it's a full hate clear. Ideally, this would also have a hate spike to accompany the sudden loss of enmity. Basically this is meant to wipe the hate list clean for everyone other than you, regardless of if they're in the party or not. If done right it could additionally act as a helpful anti-theft ability, though conversely it could also be done wrong and become an easy-theft ability.

Commander's Role: Duration :30~1:00, recast: 5:00
Reduces enmity increase against the target, except for that of the pld

Think Penance/Yurin's Inhibit TP effect, but for enmity, and ignoring the pld.

Job Traits:

- A trait that increases the potency of cures received, but also decreases the enmity generated by someone else curing you (not affecting enmity from curing yourself)

- A job trait that allows shield procs on magic damage

Also, I really liked that Spell Interruption Rate down JT I saw mentioned earlier, that would be awesome.

but I'm mostly just spitballing because I'm bored and can't log on.

Sephiran
09-06-2011, 05:01 AM
I like that idea. They're kinda giving us that in the next version update. It would be nice though for PLD to actually get a few abilities/traits to reduce magic damage. I think it's pretty safe to call Celes in FFVI a paladin. They could, with much nerfing, give us Runic.

Martel
09-06-2011, 06:23 AM
Runic would be so very amazing.. Although they'd most likely make it a long recast single use(takes one spell) kinda JA. As magic immunity with a duration would be so very broken. It'd be nice if it worked on stuff like Death, or other nasty enfeebles as well as nukes.

Possibly the most valuable thing about it though, would be the ability to protect the entire party from an AoE spell. Watch it eat an astral flow or something, and refill you mp in the process.

Sephiran
09-06-2011, 07:05 AM
That would be epic. They could also make it an addendum job ability like Seigan. Example description:

"Runic: Enables Cover to absorb magic attacks directed at its target and restores MP equal to 25% of the damage absorbed. (Duration: 3:00; Recast: 5:00)"

Sephiran
09-06-2011, 08:25 AM
All of the DD jobs have gotten a huge boost post 75, but pld hasn't really gotten anything... yea, Phalanx is nice, divine emblem is handy, and sanguine blade is just delicious, but none of them are game changing a degree that allows pld to keep up.

Personally, I think Square needs to start from the ground up on this one.

Base Stats: Boost INT, DEX, and AGI. PLD is the only job that has the lowest if two base stats. MND and CHR are great where they are, STR is also doing pretty well. INT is necessary for several weaponskills (especially Sanguine Blade and Spirit Taker), and AGI is great for evasion, parrying, and shielding. PLD has DEX that's extremely low for any job that specializes in melee combat. It should be on par with RDM or even DRK.

Job Traits: Give PLD either Magic Attack Bonus or Magic Defense bonus natively. If there's an equality issue, give Magic Attack Bonus to DRK too. Accuracy Bonus would also be nice, as well as a shield activation rate bonus.

Job Abilities: Lengthen Cover's effect and eliminate the need to have the gallant coronet to redirect magic attacks. Native Provoke isn't likely to happen, and in that case, at least make it a bit easier to get Atonement or make a spell that has a similar effect. Also, Divine Emblem should be at most, a five minute recast. And being able to use Afflatus on PLD/WHM would also be very nice.

White Magic: Cure V is a must and Shell V would be nice. Also, a self-cast Afflatus Misery version of Esuna would be nice. Banish III and Holy II are absolutely necessary. Faith and Valor, if Square's feeling generous. And most certainly, Raise II and a lower recast time on Reprisal.

Martel
09-06-2011, 10:38 AM
That would be epic. They could also make it an addendum job ability like Seigan. Example description:

"Runic: Enables Cover to absorb magic attacks directed at its target and restores MP equal to 25% of the damage absorbed. (Duration: 3:00; Recast: 5:00)"

Cover can pretty much already do that with valor surcoat and gallant coronet(excepting the extended duration/recast there). It just doesn't protect the cover'ee from AoE's. I *think* you still get the MP convert for the AoE'd dmg though(If anyone else knows differently let me know. It's not a situation that comes up often for me).

But in any case, if they ever do implement a runic type ability, I hope to god they keep it far, far away from cover. Part of what made runic awesome, was that you didn't have to pick a party member to protect it'd just intercept any spell aimed at the party at all. AoE, single target, whatever.

Attaching runic to cover, and it's severely limiting positioning mechanics, it's single player targeting, and it's short duration would pretty much nullify any usefulness I would have seen from it. Linking it to cover would mean I couldn't even use it to just defend myself... unless I happened to have someone right behind me at the right time, who was in my party, not just in the alliance.

Oh.. and said party member behind me would need to have hate as well for cover to proc. :/

Anucris
09-07-2011, 11:08 PM
Yeah in many ways cover sucks unless u plan ahead of the fight and make the heavy DD fight behind u.
Cause let's face it they won't do it on their own

AldielQuetz
09-08-2011, 12:03 AM
They could give cover a draw in effect, and force whoever you use it on, behind you.

AldielQuetz
09-08-2011, 12:18 AM
What do you guys think about a job ability that's not unlike Boost, but the reverse. I mentioned it in another thread:

Exorcise: recast 15 sec, effect duration instant, enmity generation maybe 1/3 provoke just like boost. Reduces target's attack by 5% and increases damage resistance by 5% on the next successful hit you receive.

So you would take less damage on the next hit, you might not spam it, you might, who knows, depending on the fight, you could save it for 1 particular move the NM spams. But this idea goes along with the concept that SE has set forth for us, keeping us strictly defensive.

I see the animation be like us holding our hand forth and light glowing out of it maybe, or a short beam of light, or like the PLD emote, we could glow a bit. Boost-like!

Thanks for your time everyone, and thank you Camate, we look forward to your wise words!

Sephiran
09-08-2011, 11:51 AM
Cover can pretty much already do that with valor surcoat and gallant coronet(excepting the extended duration/recast there). It just doesn't protect the cover'ee from AoE's. I *think* you still get the MP convert for the AoE'd dmg though(If anyone else knows differently let me know. It's not a situation that comes up often for me).

But in any case, if they ever do implement a runic type ability, I hope to god they keep it far, far away from cover. Part of what made runic awesome, was that you didn't have to pick a party member to protect it'd just intercept any spell aimed at the party at all. AoE, single target, whatever.

Attaching runic to cover, and it's severely limiting positioning mechanics, it's single player targeting, and it's short duration would pretty much nullify any usefulness I would have seen from it. Linking it to cover would mean I couldn't even use it to just defend myself... unless I happened to have someone right behind me at the right time, who was in my party, not just in the alliance.

Oh.. and said party member behind me would need to have hate as well for cover to proc. :/

Good point...maybe it can be attached to Rampart, or even replace Rampart's Magic Shield effect?

Martel
09-08-2011, 01:33 PM
I'd rather it just be its own JA, but attaching it to rampart is far more appealing than cover. And it'd make implementing the magic block/mp recovery really simple. Whoever gets hit by rampart gets protected.

AldielQuetz
09-08-2011, 02:26 PM
Wyvern's get their own damage reduction job trait, so why not PLD?

SpankWustler
09-08-2011, 03:19 PM
Wyvern's get their own damage reduction job trait, so why not PLD?

There is currently no issue with Paladin dying to Area of Effect spells and abilities, leaving a Paladin's owner unable to benefit from Paladin's healing breathes and additional boons.

Martel
09-08-2011, 06:46 PM
Wyverns can't be cured or buffed by mages(except indirectly), have tiny HP, and get cured once per 3 mins at the cost of the DRG's HP. On any AoE heavy mob, they're just screwed.

Wyvern's desperately needed it. PLD doesn't.

AldielQuetz
09-09-2011, 04:28 AM
Can the peanut gallery of DRGs and WHMs stop derailing a thread that is important to PLDs? I consistently am concerned with BALANCE, the developers want BALANCE, so I am trying to point out where balance can be created.

I never said that wyverns did not need the buff, but for some reason you have solely determined PLD should not get something similar. Why? Our job trait of defense bonus is a joke, a real defense bonus would reduce damage consistently.

Please stop derailing something that matters a lot to us.

AldielQuetz
09-09-2011, 05:01 AM
I posted this:


Or a reflect stance, for BALANCE, would have a Magic Evasion Down as it's downside, like counter stance reduces defense.

Maybe this:

Resonant Field- Recast/duration3 mins, reflects 50% of magic damage taken to the caster, 50% of the time. Magic Evasion-25.

And it's counter-part(haha)

Fearless Stalwart- Recast/duration 3min: reduces physical damage taken by 25%, evasion-25. Shares same timer as Resonant Field.

2 defensive stances, with positives and negatives just like Hasso/Seigen.

Or to even further simplify you could make one that increases pdt while reducing mdt, and the other increase mdt while reducing pdt. It would require you to know your enemy well, but what PLD worth his salt doesn't already study his enemies? These as well would be able to be used full time and would or would not share a timer, depending on the intensity of the ability, as to preserve game balance.


:On another thread and felt it was more relevant here. I spend a lot of time trying to think of improvements that are not overpowered and also preserve the balance of the jobs in the game.

Any constructive refinement/improvement of these ideas, is welcome.

Thank you!

Martel
09-09-2011, 05:29 PM
I'm a PLD too. And for all I know spank there may be as well. So there's no peanut gallery here.

Neither of those post were derails. You brought up wyverns and their DT trait. You asked a question so we answered it.


Wyvern's get their own damage reduction job trait, so why not PLD?

Maybe you didn't mean it that way, but this statement implies, "They got it, we should too" as the rationale for giving PLD DT. Now, I'm not really opposed to PLD getting DT but we don't really need it. We have many ways of surviving, and we can be supported by others. Wyverns were really in a corner in terms of survivability.

As for balance, it's because wyverns aren't tanks that they'd do this. There's a huge difference in giving a squishy, fairly harmless pet DT, and giving it to one of the most powerful defensive jobs. That's where the balance issue lies.

Like I said, I'm not opposed to a DT trait, but leave the wyverns outta it. None of the reasons SE gave wyverns DT are applicable to PLD's situation. Comparing apples to oranges there.

OK, onto (possibly)constructive thoughts
Regarding your JA ideas. A few questions. And some thoughts.

Resonant field.
The 50% reflect here, would this function like this sort of thing usually does in FFXI, and just throw dmg back at the mob while taking full magic dmg? Or by reflect do you mean a 50% reduction in magic dmg taken, then the reduced amount is dealt to the enemy?

If the latter would that be applied as MDT or as a separate term? If as MDT would it be capped by the same -50% cap? If it falls under the 50% MDT cap, then it doesn't really enhance our defenses any, just lets us hurt casting mobs more. They could make it additive to MDT and cap breaking(like Aegis), but I can't really see that happening, since you could make any magic DMG hit for 0 with 50% MDT gear and this.

Now if it were a separate term.. would it go like..

1000 dmg taken, -50% MDT = 500, apply RF(-50%), 250 dmg taken and dealt to mob?

Or you could apply RF first. 1000 -50%(RF) mob takes 500 dmg, apply MDT player takes 250?

Either of those approaches would make it pretty powerful. I feel like SE would probly just take the final dmg after MDT, then hit the mob with half of it, while the player takes full dmg.


Pretty similar thoughts for Fearless Stalwart. Same term as PDT gear? Or separate? Burtgang-esque?

If it's normal PDT, then about all it does is let you tank in DD gear more. Since the PDT cap can already be reached and the maximum amount of dmg reduction we're capable of doesn't change. I'd love the eva- though weaker mobs missing me drops my TP gain.

AldielQuetz
09-10-2011, 11:10 AM
Sorry Martel, I just see a lot of people trolling, and to me, nothing is more important than PLD receiving the attention it's due

I spent a while answering your post, and my token had expired so here's the short version:

RF, yes I would like PLD on the whole to be the only job to be able to break these hard caps, and not just aegis and bur tang users so ideally this ability would provide 50%reflection, 50% of the time which is basically an additional mdt-25.

For FS: same thing, breaks the cap for PLD and all the people with aegis and burtang can use the appropriate stance to cover whichever type of damage their relic doesn't.

An addendum to FS, 50% chance of an additional attack after a successful shield block. Kinda like a gimped zanshin. This addition is for to keep the people with ochain, aegis and burtang happy and retaining some kind of balance.

Thanks for your contributions and your positivity Martel.

PLD requires some serious attention, that's why I am so adamant, post often about my ideas and am deeply hopeful we get the help we desperately need.

Thank you all for your time and contributions!

Anucris
09-10-2011, 05:11 PM
an ability similar but kinda reverse of sentinel would be cool, take less dmg per hit till u take 0 and it wears off then.

u activate the ability..take a hit and u get a -10% damage taken effect, next hit, -20%, next hit -30%

ideally this ability is useful against a mob of any difficulty but really gives a bit of relief against a hard hitter which is what pld is made for.

against a mob that hits u for 400 dmg it would go like this 400,360,320,280,240,200,160, 120, 80, 40, 0 and wears off

a weaker mob example = 100, 90, 80, 70, 60, 50, 40, 30, 20, 10, 0

i dont think this is overpowered and is some attack rounds of relief on u/whm

a nice addition would be enmity spike equal to the dmg mitigated. against some mobs 10 attacks could last over 30 seconds. this would make a nice attention hold (that could be broken) for 15-40 seconds on avg probably

AldielQuetz
09-11-2011, 12:52 AM
Yea another sentinel type ability would be cool!

What about an ability like third eye:

Tortuga: Anticipate the next magic attack used against you. Recast 1min, duration 45 seconds.

You could even create gear that enhances Tortuga to mitigate the damage of multiple magic attacks.

And yes it completely nullifies 1 magic spell which deals damage, has no effect on enfeebling magic but is not lost when you are the target of non-damaging spells.

AldielQuetz
09-13-2011, 11:55 AM
Bump

We need a reduced timer on Palisade

Help us out!

Martel
09-13-2011, 11:59 AM
You know.. if I could have one PLD improvement right now, I think I'd wanna be able to block ranged attacks with a shield. It just makes no sense that you can't. Irritating as hell.

AldielQuetz
09-13-2011, 03:44 PM
Yea, the ranged attack thing has been a long time issue as well, good point!

Anucris
09-16-2011, 02:24 AM
That's exactly what fealty needs to do. Totally absorb the next enfeeble spell kinda like a shadow. Or next 2-3 enfeebled cause the timer is dumb. It could even try to reflect them. As is its not that useful

Anucris
09-16-2011, 02:26 AM
Sorry forgot to put the quote in there :(. Bit was in regards to third eye for magic idea

Arkine
09-16-2011, 05:27 PM
A trait that boosts enmity when blocking.

An ability that steals 10~15% enmity from all party members within range. (over powered? maybe, just make it on 5mins timer to avoid abuse)

A spell that acts like stone skin, based on divine magic with the same casting time as utsu ichi.

I don't think we need a new WS. but if I must add one then a drain mp WS for sword.


Another way to obtain colorless souls...

Oscar71
09-17-2011, 12:47 AM
Suggest 1 Job Trait, 1 Job Ability, 1 Spell and 1 Weapon Skill that you would love SE to implement onto Paladin:

Trait- auto-regen that does like 10hp/tic
Ability- give them a stance like "Stout Vanguard"- Gives a boost to shield blocking while face-to-face with the mob while no other party member is passed the PLD within a certain radius of the effect, in other words, everyone else stays behind the PLD while he tanks, no one behind or on the sides (sorry THFs ; ; )
Spell- for the love of God, give them a cheaper more potent Holy :D
WS- eh...dont think they need one