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View Full Version : Enlight decay removal or decrease



Raka
12-28-2014, 01:50 AM
So, with all the buffs etc. each job is getting. Would it be too much to ask for a decrease to the potency of Enlight's decay or complete removal of it? Ninja got an extra auto attack, etc. so I can't say removal of Enlight decay would be too overpowered maybe... considering most if not all of the new endgame battlefields, etc. resist the damage from it by a large amount.

Meaning the bigger benefit to it is free accuracy to Paladins, but then that helps us to tank just as much as it does Ninja with their new/free throwing attack at a 40% or so proc rate, not sure if it goes higher... Well hopefully you see my point.

Atleast would like to get a reply on this if possible and hope it gets some sort of adjustment to help Paladins out a bit... since we cannot get shield skill added to Aegis, etc. :/

Byrth
12-28-2014, 02:24 AM
Using runes already blocks enlight from decaying and I comfortably sub RUN to almost every tanking situation now.

dasva
12-28-2014, 08:26 AM
Yeah but then you miss out on all that awesome fencering from /war!.... Speaking of which why is basically the only job that consistently melees with 1 one handed weapon not have fencer anyways?

Raka
12-28-2014, 05:23 PM
Using runes already blocks enlight from decaying and I comfortably sub RUN to almost every tanking situation now.

Yeah, though it's like dasva says: you miss out of all the great benefits Warrior support has to offer. Double Attack trait, Fencer, Provoke(though with some of the enmity changes they made to Paladin it's not so much needed plus usually have Rangers for controlling hate, but that depends on what you do I guess). You lose out on Aggressor, Berserk, and Warcry too, which does help out still considering most things are tanked with damage reduction kits and/or Ochain. Then you just swap in Aegis for the phases that require heavy magic damage reduction, etc.

So yeah it would really be a nice change for Paladins to have the decay removed or atleast heavily reduced, but I guess that's just me. Rune Fencer support role just makes the point more legit in a sense. Since it stops the decay and you get a pretty potent on-hit damage effect at the same time still, but of any of the 8 elemental types, not just light damage.

Raka
12-28-2014, 05:25 PM
Yeah but then you miss out on all that awesome fencering from /war!.... Speaking of which why is basically the only job that consistently melees with 1 one handed weapon not have fencer anyways?

I can't begin to wonder the same exact thing every time I find myself in the forums, lol. Fencer would be a nice addition to Paladins arsenal.

Dale
03-05-2015, 06:19 AM
Yeah, though it's like dasva says: you miss out of all the great benefits Warrior support has to offer. Double Attack trait, Fencer, Provoke(though with some of the enmity changes they made to Paladin it's not so much needed plus usually have Rangers for controlling hate, but that depends on what you do I guess). You lose out on Aggressor, Berserk, and Warcry too, which does help out still considering most things are tanked with damage reduction kits and/or Ochain. Then you just swap in Aegis for the phases that require heavy magic damage reduction, etc.

So yeah it would really be a nice change for Paladins to have the decay removed or atleast heavily reduced, but I guess that's just me. Rune Fencer support role just makes the point more legit in a sense. Since it stops the decay and you get a pretty potent on-hit damage effect at the same time still, but of any of the 8 elemental types, not just light damage.

It's not just you. I think the whole decay on enlight is stupid and unnecessary. They need to remove it outright or at least offer us a job category that lets us get rid of it.

Martel
03-05-2015, 04:17 PM
Sure, it'd be great if they removed enlight decay. But we all know that if they did that, they'd nerf the crap outta the potency. So... no thanks. I'd rather keep my constant +110 acc on PLD/RUN.

Dale
03-06-2015, 12:22 AM
Sure, it'd be great if they removed enlight decay. But we all know that if they did that, they'd nerf the crap outta the potency. So... no thanks. I'd rather keep my constant +110 acc on PLD/RUN.

Removing the decay wouldn't justify a huge nerf in my opinion.

It's hard enough to find accuracy on tanking gear. So I would argue if anything: the accuracy bonus only highlights why the decay should be removed. Or as I said: at least allow us to get rid of it through job points. We could use a useful job point category anyway: and this would be a good place to start.

elqplau
03-06-2015, 07:55 AM
Yeah but then you miss out on all that awesome fencering from /war!.... Speaking of which why is basically the only job that consistently melees with 1 one handed weapon not have fencer anyways?
Lol sence rdm weapons almost all fencing y dont we have the ability?

Martel
03-06-2015, 10:04 AM
I don't think it justifies a huge nerf either. But that's what SE would do.

For example, when it was asked if DRGs could have jump timers separated. SE said; they could do that, but they'd have to put the recasts back to the old times. Which are 50% longer than current. Over all, it'd have been a net LOSS to dps. -_-

So while I'm all for removing/mitigating enlight decay, I just don't think SE will do it without "Balancing" it into worthlessness.

Dale
03-09-2015, 11:12 PM
I don't think it justifies a huge nerf either. But that's what SE would do.

For example, when it was asked if DRGs could have jump timers separated. SE said; they could do that, but they'd have to put the recasts back to the old times. Which are 50% longer than current. Over all, it'd have been a net LOSS to dps. -_-

So while I'm all for removing/mitigating enlight decay, I just don't think SE will do it without "Balancing" it into worthlessness.

They might. But if subbing Rune Fencer removes the decay from Enlight anyway - as I am supposing it does from earlier postings - then it's already possible to receive this effect and it doesn't seem to be over-powering. I haven't seen anyone suggest Paladin/Rune Fencer needs to be re-balanced or that it's an issue the developers are looking into. You could argue this requires the sacrifice of an alternate sub job though so it's not a perfect example.

Martel
03-10-2015, 12:25 AM
Thing is, It does prevent enlight decay, but it also blocks enlight dmg. You just get the en-dmg from runes. Which is far faaar weaker than Enlight, much less Enlight II. So it's a double trade off. You give up other subjobs, and do far less en-dmg for higher acc. It's a worthwhile trade off though.

But this means that if enlight didn't decay, you'd have constant 110 en-dmg per hit(490 skill Enlight II) rather than about 30 en-dmg per hit(what I get with 2 runes up single wielding Burtgang.) And this could be combined with multi-hit weapons to stack up quite a bit of en-dmg.

Would it be broken? No, not really. If you compare it to things like, the current state of Rudra's, etc. But it is most likely the reason SE made enlight decay in the first place.

Again, I'm all for removing the decay.... as long as it doesn't come with a potency nerf.

Trumpy
03-10-2015, 02:50 PM
Do you have to use a specific element rune to block the enlight decay? Ive heard of this before, but always in posts that assume everyone knows about it, and I dont know about it.

Ulth
03-10-2015, 02:54 PM
They could just make it work the opposite way. Have it start at something like 60 damage and go up every hit for the duration of the spell to a max of 110

Martel
03-10-2015, 10:20 PM
Do you have to use a specific element rune to block the enlight decay? Ive heard of this before, but always in posts that assume everyone knows about it, and I dont know about it.All you need is any rune, any element. Runes have a higher priority than enlight, so once any runes are up, enlight dmg doesn't proc. If the dmg doesn't proc, the effect doesn't degrade. But you stilll keep the ACC+.

Dale
03-11-2015, 04:52 AM
Thing is, It does prevent enlight decay, but it also blocks enlight dmg. You just get the en-dmg from runes. Which is far faaar weaker than Enlight, much less Enlight II. So it's a double trade off. You give up other subjobs, and do far less en-dmg for higher acc. It's a worthwhile trade off though.

But this means that if enlight didn't decay, you'd have constant 110 en-dmg per hit(490 skill Enlight II) rather than about 30 en-dmg per hit(what I get with 2 runes up single wielding Burtgang.) And this could be combined with multi-hit weapons to stack up quite a bit of en-dmg.

Would it be broken? No, not really. If you compare it to things like, the current state of Rudra's, etc. But it is most likely the reason SE made enlight decay in the first place.

Again, I'm all for removing the decay.... as long as it doesn't come with a potency nerf.

Good point about Rudra's.

Would be funny to see them suggest a non-decaying enlight would be over-powered while Rudra's is doing 10's of thousands of damage.

dasva
03-11-2015, 05:03 AM
Honestly pld has always been lacking in acc and white dmg if only because of the defensive gear they are forced to wear and the fact they don't tend to get as good of dd gear selection. Something like a full non decaying enlight is exactly what they need to make up that difference. On another job it might be broken but on pld it only almost brings decreases the massive gap between them and the people they are supposed to be keeping hate off of meleeing next to them

Ophannus
03-11-2015, 04:58 PM
Having it start from the opposite way would be a nerf. It only lasts 180 seconds. If it starts weak and works its way up, with PLD's accuracy in hard content, it would suck. As of now it gives over 100 acc which is like SV Madrigals potency. I'd stay stop complaining. It's an amazing tool.

Ulth
03-12-2015, 01:53 AM
You say nerf I say compromise. As it is now it's pretty useless unless you are /run, and with /run you lose out on the benefits of other sub jobs and the higher enspell damage. The way I suggested you would start with 60, which is twice the damage of harboring 2 runes, and a +30% in hit rate. Which then would go up 1 damage and 0.5% hit rate with every hit to max of 110 damage and +55% hit rate after 50 hits. Honestly I don't even care though. If they made it so enlight and endark didn't decay and had the same damage it wouldn't matter. Pld and drk both need the help anyway. I just don't think SE would go for it unless it came with some sort of adjustment, and I think it would be better than them just making it something like half potency and doesn't move at all.

Dale
03-12-2015, 06:04 AM
Honestly pld has always been lacking in acc and white dmg if only because of the defensive gear they are forced to wear and the fact they don't tend to get as good of dd gear selection. Something like a full non decaying enlight is exactly what they need to make up that difference. On another job it might be broken but on pld it only almost brings decreases the massive gap between them and the people they are supposed to be keeping hate off of meleeing next to them

Agreed.

For example: out of our relic and artifact armor the only piece I can think of that has any accuracy on it is the Reverence Boots. Which just happens to be as luck would have it one of the rare pieces with no -MDT/PDT on it. Go figure.

Raka
03-18-2015, 11:16 PM
Has anybody gotten to test Enlight II yet? Haven't had a whole lot of time to work on PLD Job Points since they added it, but getting there...was hoping for some spoilers/something to look forward to from the fellow Paladin population. :)

Dale
10-05-2015, 12:15 AM
Has anybody gotten to test Enlight II yet? Haven't had a whole lot of time to work on PLD Job Points since they added it, but getting there...was hoping for some spoilers/something to look forward to from the fellow Paladin population. :)

It's pretty good - especially now that you can put job points into it. One of the Paladin's best spells IMHO.