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  1. #1
    Player Dregon's Avatar
    Join Date
    Jun 2011
    Posts
    1
    Character
    Dregon
    World
    Bismarck
    Main Class
    SAM Lv 99

    Paladin Enmity Assist

    I haven't been able to view all the posts for ways to make paladin better, though in my opinion what would help the job out would be a new job trait or ability to increase the enmity gained from normal attacks. The main problem with paladin is that since our damage output is so low, we generate too little hate from our melee damage when compared to a warrior or monk. If paladin could gain more enmity from normal attacks than normal enmity gain for our low damage out, it would help us keep hate on monsters even with our weak attacks, thereby paladin could still be a tank and it would be a way that would still keep paladin balanced since our damage output would still be low. How much extra enmity we gain from normal attacks would have to be tested out first so it wouldn't be too low or too high, though I believe this kind of trait or ability would greatly help out paladin be a decent tank again. If an ability rather than a trait would be more appropriate, then at least one that could last a decent length of time with a short reuse after to make it more feasible in boss battles and the like.
    (2)

  2. #2
    Player Czeph's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Czephiroth
    World
    Asura
    Main Class
    PLD Lv 99
    I like this idea, I fear it will be buried along with all the other ideas with the potential to fix the issues facing paladin currently.
    I strongly suggest we "like" and voice our support for this idea.
    At least, those of us in agreement.
    I would favour it as a trait that increases with levels gained, sort of like store TP or subtle blow.
    (0)

  3. #3
    Player Alistaire's Avatar
    Join Date
    Mar 2011
    Location
    Canada
    Posts
    112
    Character
    Alistaire
    World
    Shiva
    Main Class
    BLU Lv 99
    Sentinel already does this and doesn't fix the problem.

    Why? It's because you've misunderstood the problem; PLD's damage output can be great, but when enmity caps at the same level for PLD as other jobs, and the PLD and DD's cap it relatively quickly in most things these days, adding additional things to get enmity won't do anything.

    It's called a cap for a reason.
    (4)

  4. #4
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    It seems that the official SE response to this is:

    If you want PLD to tank, don't let your DDs do as much damage
    (1)

  5. #5
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    No, the issue is not PLD enmity but cap,dmg/enmity, monster HP

    Quote Originally Posted by Babekeke View Post
    It seems that the official SE response to this is:

    If you want PLD to tank, don't let your DDs do as much damage
    =don't let your DD do more than 5% of monster HP each or let em die so they reset their enmity
    - only use KC/Anni RNGs

    with curent enmity dmg values there is no way a DD doesn't hit cap on anything
    (0)

  6. #6
    Player blizzardveers's Avatar
    Join Date
    Jul 2012
    Posts
    1
    Character
    Taladis
    World
    Lakshmi
    Main Class
    NIN Lv 99
    The fix for this seems very easy to me.

    Add a slight raise to the enmity cap that only the Paladin can hit, make it merit based, then make it a 1% enmity cap with each merit point, allowing it to hit up to 5% above the enmity cap that other classes can hit.

    Make this additional enmity cap decrease enmity at 2x the rate of normal enmity, with nothing that can effect its rate of decrease. As long as the Paladin is dealing damage at a slightly significant rate, they should be able to hold it above that additional cap.

    "Volatile Enmity"

    Alternatively, PLDs could just spam Flash and Provoke.
    (0)

  7. #7
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by blizzardveers View Post
    The fix for this seems very easy to me.

    Add a slight raise to the enmity cap that only the Paladin can hit, make it merit based, then make it a 1% enmity cap with each merit point, allowing it to hit up to 5% above the enmity cap that other classes can hit.

    Make this additional enmity cap decrease enmity at 2x the rate of normal enmity, with nothing that can effect its rate of decrease. As long as the Paladin is dealing damage at a slightly significant rate, they should be able to hold it above that additional cap.

    "Volatile Enmity"

    Alternatively, PLDs could just spam Flash and Provoke.

    To bad SE has said outright that they will not raise the enmity cap.
    (0)


    Quote Originally Posted by Babekeke View Post
    If you can't out-claim someone who's AFK, you need to find a new game to play.

  8. #8
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Llana_Virren View Post
    To bad SE has said outright that they will not raise the enmity cap.
    Exactly, so the only way around it is to keep everyone else away from the enmity cap.

    Only 2 ways of doing this really:

    1) Don't let the DDs do too much damage too quickly, then they disengage for a bit for their enmity to back off.

    2) Give PLD a JA that removes enmity from all other players in range. Maybe an AOE collaborator, but it wouldn't necessarily have to give their enmity to the PLD, as once PLD hits cap that's useless anyway. It would have to take a sizeable amount of hate, and be on a low enough recast as to be spammable before the DDs are back up to cap.
    (1)

  9. #9
    Player Scuro's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    348
    Character
    Scuro
    World
    Odin
    Main Class
    BLU Lv 99
    Quote Originally Posted by Babekeke View Post
    2) Give PLD a JA that removes enmity from all other players in range. Maybe an AOE collaborator, but it wouldn't necessarily have to give their enmity to the PLD, as once PLD hits cap that's useless anyway. It would have to take a sizeable amount of hate, and be on a low enough recast as to be spammable before the DDs are back up to cap.

    I like this but what if...

    Morale Chant:
    It were a sphere effect that anybody within range of the PLD (obviously those attacking the mob would be in range) will generate hate that will be immediately transferred to the PLD. So say you have a THF with nuts haste and triple attack just wailing away on it and generating more hate than you could ever hope for. Just pop this and all of the damage that everybody within the sphere effect will work as little enmity assistants for you. This way DD's can help the tank, and Nukers still have to watch their nukes as to not over nuke and kill themselves, all and all it sounds fair.
    (1)

    99 BLU,PLD,SCH,RNG,NIN,BST,SMN,THF,BLM,WHM... Any questions..?

  10. #10
    Player Lienn's Avatar
    Join Date
    Jul 2012
    Posts
    26
    Character
    Lienn
    World
    Shiva
    Main Class
    PLD Lv 99
    IMO PLD needs a way to DD. The very first step would be filling it with Fencer...i can't understand why PLD, one of the only job that will have most of the time a shield equipped, doesn't have it.

    I would give PLD:

    a) Fencer I-V (it's part of PLD since it's one of the only jobs that doesn't use 2-handed weapons or dual wield).
    b) Quadruple attack trait (to make up to the low attack).
    c) Change Sepulcher so it can be used on any foe but has stronger effect on undeads.
    d) Add Enlight II that adds light damage to auto-attack and increases the enmity of each hit.
    e) Increase the cap of Atonement (adjusting the formula maybe...750 damage is pathetic if compared to 99's WS damage).

    The damage of DD jobs went way too high...PLD need options to start hitting harder too.
    (0)

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