Yay, another wall of text.
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Originally Posted by
GERM
Not true Nin was designed as a DD originally and with abilities they can produce damage without the idea of maintaining hate
THF also has abilities that would suggest it is a DD over any other role since @ 37 you can hit for 600+ damage with SaTa and I have not seen any other job do that including DRG on the same mobs
Their damage-dealing capabilities are superior to paladin, this was never in question. However, to call them "DD jobs" is also an inaccurate & unfair statement. Ninja was truthfully designed as a ranged DD / enfeebler job, that was made by the player community into a tank. Thief, as I'm sure we're all familiar, exists for the purpose of hate-management (planting that 600+ dmg SaTa on the tank) and (mostly) treasure hunter. When I speak of "DD", I refer to the big boys - warrior, monk, dragoon, etc.
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Raising hate cap like stated wouldnt do anything since DD will still reach that hate cap just as quick as a PLD will.. a job trait needs to be created that raises the enmity cap of a PLD in order for it to maintain hate over a DD
This is far less accurate than you want to believe. A skilled Paladin will reach the hate cap faster than any damage dealer in the short term, and our ability to generate hate could use some help inside abyssea, but it isn't THAT bad. If your DDs are going ballistic right off the bat, you're expecting the fight to be a zerg, and won't last long regardless.
Though I suppose I should also clarify, that I'm not talking about some meager increase to the hate cap such as double or triple the cap...I'm more along the lines of fifty to a hundred times higher, or even removing the cap entirely. Perhaps a "soft cap" would be necessary, to factor things based on current hate such as Atonement, the Empyrean body's damage mitigation, and my own suggestion of "Crusade".
I'd also like to point out that Cover, like Invincible, is only to be used as a last resort ability. While I'm not opposed to changing it, I see absolutely no point in attempting to make it something that will "fix" paladin as a job.
However, I'd also like the emphasize the need for macros on paladin. I've met farrr too many people who don't believe in blinking on the tank job, simply because they don't want to inconvenience their healer. My response to that is simple: "If my healer is so bad that they can't handle a constantly-blinking tank, then I'm probably boned anyways, before I compromise my own playstyle." I blink, constantly, for EVERYTHING. I'm 66~/80 inventory, without even pulling out my red !! weapons, MDT or PDT builds when I'm on PLD/NIN. <stpt> & <stal> are invaluable, I keep a set of Cure III and Cure IV macros on <stal> for curing anyone else in my alliance that has room to be cured, in the event that I need to build hate while the mob isn't taking damage. If it's taking damage, then it's a waste of my time to cast cure on anyone but myself, because it takes away from my time doing damage.
Thinking about it though, I'd like to see Divine Emblem converted into a trait that raises the enmity generated by flash on every cast, as opposed to once every ten minutes. Just a few subtle changes here and there, perhaps even a passive enmity generatation trait for casting, that compounds with enmity gear.
A moderately good paladin shouldn't be pressed against the wall, just trying to bounce hate with middle-class damage dealers. Paladin should have some natural advantages, and a few subtle adjustments to the job have the potential to go a long way. You have to remember, that right now, we're all focused on inside-abyssea situations. I'm sincerely hoping that future updates will see other content brought forward, where we don't have all these super powers throwing balance out the window.
I'm not trying to suggest that paladin be over-powered to such a level that unbalances skill levels. A mediocre paladin should be driven to wits end, trying to keep hate off an elite damage-dealer going all out. It's being confronted with these situations that drives a person to do better, and be better at their jobs. Unfortunately, because of atma mostly, the gap between the elite & the mediocre has become much harder to see, and the unskilled suffer from delusions of adequacy.
And don't misinterpret what I mean by that. I'm not trying to insult anyone. But the people who're truly dedicated to being the best they can at their jobs, should be night against day when compared to someone who only moderately cares about the job. Prior to abyssea, this was fairly apparent, in comparing the people who were dedicated to their jobs for the long haul, vs. the people who just geared them up to exp with them. I'll use bard for an example: A LOT of people leveled bard, prior to abyssea, for the purpose of getting into merit parties. Though they were somewhat capable at filling the needs of a bard in exp situation (pulling, sing buffs), they wouldn't know how to react in endgame events. This brought about what we call "exp brd", or someone who only leveled it to merit with it, and didn't truly care about the job itself.
My objective here is to clarify what the problems are with the mechanics behind paladin, and possible solutions for them. But owell /rant off...for now.
Keep the job changes subtle, please.
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Originally Posted by
Zebra
the only way to fix paladin's hateholding skills is to nerf every single other job in this game.
The only major re-vamp paladin desperately *needs* is a dramatic increase (or removal) of the hate cap. It's the bane of a skilled player's existance right now. Most of my other suggestions have just been subtle additions, such as boosting our offensive capabilities slightly and reducing TP feed. We don't need to change any other job, just so we can feel important again.
The key to being a good paladin is to use a combination of hate-generating tools, and tailoring macros to make the best use out of every action.
I'd also like to mention here, something I brought up in my reply to another thread. Opposed to Curaja, we could have a passive trait, which charges with damage taken, and gets converted into cure potency, simiilar to how afflatus solace converts cure potency into holy damage.
Cure IV, even with proper cure potency gear, is too weak inside of abyssea. But at the same time, giving us a stronger cure would run the risk of turning us into a healer class, which isn't what paladin is supposed to be.
I don't want to see anything that gives paladin a blatant advantage over other jobs, only a subtle one that leans towards us being able to tank properly again. Let the people who work hard at their jobs be able to do them, but make them work for it. Tanking over high-class DDs is not an Altana-given right to Paladin, it must be earned through determination & commitment to the job. This is why I don't want to see a higher hate cap made exclusive to paladin, because it would let even a turtle hold hate over ballistic DDs. And also because I want ninja to be able to tank off ranger, so that I might actually get to *use* mine for a change. But that is neither here nor there.
I'd also like to point out that Almace is a nice tool, but not an essential one. Vorpal-tanking works much the same as CdC-tanking, similar to how Atonement-tanking *used* to work. The only real difference between Vorpal-tanking and CdC-tanking is the damage output, which results in little difference in your actual tanking ability right now, since the hate cap comes farrr too quickly. It only makes others more accepting, in that you're a better DD with Almace...and CdC can't come up as a blue !! proc during the slashing window. Try tanking Orthrus without Vorpal blade...I gave up after a couple spinning slashes with my great sword and started timing it so my vorpals weren't clean.
Admittedly, when I saw Vorpal trigger blue !!, I just told the ninja to tank, but then I got tired of my inferior damage with the great sword. Inside of abyssea, sword > great sword. It's part of why dark knights have been crying, is because they lack any strong critical-hit weapon skills on their primary weapons (Scythe, Great Sword), and thus they do better damage with Vorpal blade or Rampage.