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  1. #1
    Player Silversky's Avatar
    Join Date
    Mar 2011
    Posts
    4
    Character
    Skyknight
    World
    Carbuncle
    Main Class
    SAM Lv 90

    Paladin's improvements wishlist. Let's show SE our people power!

    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!
    (9)
    Last edited by Silversky; 04-02-2011 at 08:35 AM. Reason: Forgot to insert my own choices...

  2. #2
    Player Raka's Avatar
    Join Date
    Mar 2011
    Location
    Former Citizen of Ifrit
    Posts
    324
    Character
    Shyuko
    World
    Carbuncle
    Main Class
    PLD Lv 99
    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.
    (1)

  3. #3
    Player Anethia's Avatar
    Join Date
    Mar 2011
    Location
    San Doria
    Posts
    113
    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)
    (3)
    Last edited by Anethia; 03-24-2011 at 11:40 PM.

  4. #4
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    Quote Originally Posted by Anethia View Post
    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
    (0)

  5. #5
    Player Lutschfactor's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    33
    Character
    Packboy
    World
    Bismarck
    Main Class
    RDM Lv 90
    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.
    (0)

  6. #6
    Player Martel's Avatar
    Join Date
    Mar 2011
    Posts
    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    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.
    (1)

  7. #7
    Player Brocovich's Avatar
    Join Date
    Mar 2011
    Location
    german
    Posts
    35
    Character
    Brocovich
    World
    Odin
    Main Class
    PLD Lv 99
    1. Enmity Bonus
    2. Provoke
    3. Flash 2
    4. Atonements max DMG based on playerlevel (had 750 @ 75, why not level * 10 = maxdmg)
    (1)

  8. #8
    Player Raka's Avatar
    Join Date
    Mar 2011
    Location
    Former Citizen of Ifrit
    Posts
    324
    Character
    Shyuko
    World
    Carbuncle
    Main Class
    PLD Lv 99
    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.
    (1)

  9. 04-02-2011 08:33 AM

  10. #10
    Player Unleashhell's Avatar
    Join Date
    Mar 2011
    Posts
    302
    Quote Originally Posted by Raka View Post
    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.
    (0)
    Last edited by Unleashhell; 07-27-2011 at 05:29 AM.

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