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  1. #1
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99

    Ideas for Improving Paladin

    heres my take on some paladin improvements

    Guardian Circle
    level 50
    shares recast timers with Holy Circle
    Duration: 60 seconds
    Severely increases the Rate of Enmity decay for all targets other then the paladin. Paladin: Reduces rate of enmity Decay.

    Protector
    Shares recast timers with Sentinel
    Reduces Magic Damage Taken, effect diminishes over time.
    Effect: Lasts twice as long as sentinel, reduces 90% of magic damage that decays over 60 seconds.

    Bulwark
    Shares Recast timers with Rampart
    Grants a Physical Shield to all party members in range.
    Effect: Grants a stoneskin effect equal to 25% of the paladins maximum HP for 60 seconds. any attacks blocked with the shield during this time will not reduce the stone skin value.

    Intervention
    Duration 10 Seconds
    Recast 8 Minutes
    Shares Ability timers with Cover
    Removes 100% of enmity from current target and grants them 100% damage reduction (phys and mag) and Status ailment immunity. only useable on targets under 30% Max HP.

    Shield Slam
    Shares Recast timers with Shield Bash.
    Recast 10 Minutes
    Consumes all TP to deliver a Crippling Shield Attack.
    Mechanics: Each type of shield will inflict a Large ammount of damage a different tier of a new status effect called "Debilitate" based on the shield type
    Type 1 : Inflicts Low Damage and Debilitate level 4
    Type 2 : Inflicts Medium damage and Debilitate Level 3
    Type 3 : Inflicts High Damage and Debilitate level 2
    Type 4 : Inflicts Very High damage and Debilitate level 1
    Type 5 : Inflicts Severe Damage and debilitate Level 5

    Damage Calculations: (Type * 100) * (TP / 100) = damage
    Type 1 = 100@100 TP 200@200 TP 300@300 TP
    Type 2 = 200@100 TP 400@200 TP 600@300 TP
    Type 3 = 300@100 TP 600@200 TP 900@300 TP
    Type 4 = 400@100 TP 800@200 TP 1200@300 TP
    Type 5 = 500@100 TP 1000@200 TP 1500@300 TP

    Debilitate is a new status ailment that ive devised. it lowers Monsters attack modifiers and can lower it BELOW the floored cap. i dont know how the whole Cratio works, i just know that after a certian point you could stack 5 trillon defense and still never take less damage after you hit that certian point in terms of defense, and its due to the minimum damage dealt cap. this status ailment would reduce that cap for 1-3 minutes based on rank, and by 10-50%. the spread would look like this

    Debilitate 1 = Damage dealt -10% Duration 1 minute
    Debilitate 2 = Damage dealt -20% duration 1:30 minutes
    Debilitate 3 = damage dealt - 30% duration 2 minutes
    Debilitate 4 = damage dealt - 40% duration 2:30 minutes
    Debilitate 5 = damage dealt - 50% Duration 3 Minutes.
    *this would only effect the physical Damage modifier*

    im drunk atm, so if its totaly out of left field, dont hesitate to call it so lol
    (3)
    Last edited by hideka; 03-01-2012 at 03:33 PM.

  2. #2
    Player Meiisein's Avatar
    Join Date
    Feb 2012
    Posts
    6
    Character
    Meiisein
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    I'm a fan of game design that involves small tweaks as opposed to big flashy new moves. So not to nitpick the particulars of the idea just that five new abilities that share cool downs with five existing abilities seems a bit odd. I'm also of the opinion as a paladin that the last thing I want is another long cool down wait.
    (0)

  3. #3
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    if you didnt know, SE has hit the cap for unique abilities, they can only add abilities with shared timers now.
    (0)

  4. #4
    Player Dragonlord's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    Quote Originally Posted by hideka View Post
    if you didnt know, SE has hit the cap for unique abilities, they can only add abilities with shared timers now.
    No, they hit the cap on drg. They explained this limit is a per job limit which i believe is 12 timers per job. Only drg and dnc are at the caps currently, and they also mentioned they are working to bypass this limitation.
    (0)

  5. #5
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Dragonlord View Post
    No, they hit the cap on drg. They explained this limit is a per job limit which i believe is 12 timers per job. Only drg and dnc are at the caps currently, and they also mentioned they are working to bypass this limitation.
    Isn't DRG the only one to reach the limit, as a load on DNC's JA are already locked to one timer.
    (0)

  6. #6
    Player Natenn's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    325
    Character
    Natenn
    World
    Asura
    Main Class
    PLD Lv 99
    Id like to see Job traits that increase cure potency and gives more enmity from casting cures.
    (0)

  7. #7
    Player Psxpert2011's Avatar
    Join Date
    Mar 2011
    Location
    San d Oria
    Posts
    198
    Character
    Psxpert
    World
    Sylph
    Main Class
    MNK Lv 99
    Quote Originally Posted by hideka View Post
    heres my take on some paladin improvements

    ...

    Shield Slam
    Shares Recast timers with Shield Bash.
    Recast 10 Minutes
    Consumes all TP to deliver a Crippling Shield Attack.
    Mechanics: Each type of shield will inflict a Large ammount of damage a different tier of a new status effect called "Debilitate" based on the shield type
    Type 1 : Inflicts Low Damage and Debilitate level 4
    Type 2 : Inflicts Medium damage and Debilitate Level 3
    Type 3 : Inflicts High Damage and Debilitate level 2
    Type 4 : Inflicts Very High damage and Debilitate level 1
    Type 5 : Inflicts Severe Damage and debilitate Level 5

    ...

    im drunk atm, so if its totaly out of left field, dont hesitate to call it so lol
    Wtf?? For what I recall, our shield is more useful for stunning the enemy more that to cause dmg or "Crippling dmg" if that's what you mean, I would rather it not share the same timer and bring it down to less than a minute(20 sec to say the least).


    Come back when your sober...
    (0)
    "With the POWER of Taru...!"

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  8. #8
    Player Dragonlord's Avatar
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    Mar 2011
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    San d'Oria/Leviathan
    Posts
    206
    Quote Originally Posted by Daniel_Hatcher View Post
    Isn't DRG the only one to reach the limit, as a load on DNC's JA are already locked to one timer.
    Yeah i miscounted, dnc is only up to 10. I assumed it was 1 of the reasons for not splitting waltz timers, but guess not lol.

    As for fixing pld, half of what's wrong with the job is the hate system. Enmity needs to be adjusted so things like provoke and flash generate enmity faster than melee. Allow pld to reach enmity cap within 30-45 seconds, but make it so good DDs can't cap for about 1.5-2 minutes.

    Secondly, adjust cover. It's currently worthless once hate caps because the mob is circling around from 1 DD to another. Make it apply to anyone in the pld's party that is taking dmg and convert it to the pld.

    Thirdly, introduce a pld only JA that "locks" the mob's attention on the pld for a short duration. For instance, 20 second duration 5 minute recast where the mob can only target the pld. So if DDs cap hate during a fight, the pld has an emergency button if the mob is about to use a 2hour or heavy WS/spell.
    (0)

  9. #9
    Player
    Join Date
    Mar 2011
    Posts
    105
    Quote Originally Posted by Dragonlord View Post
    Thirdly, introduce a pld only JA that "locks" the mob's attention on the pld for a short duration. For instance, 20 second duration 5 minute recast where the mob can only target the pld. So if DDs cap hate during a fight, the pld has an emergency button if the mob is about to use a 2hour or heavy WS/spell.
    Similarly, if provoke is used on a player in Brenner, that player auto targets the provoker and it is very annoying/hard to switch targets again, even if it only lasts a few seconds. So, something like this does exist and would be great if it worked the same on monsters.
    (0)

  10. #10
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    well shit, my apologies, i coulda sworn SE said they hit the cap for new JAs. then take everything off of shared timers lol.
    (0)

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