It's called Mana wall.
It's called Mana wall.
1st off Mana Wall is why the BLM wasn't taking damage. 2nd There is no reason to using a pure Tank. You can give PLD all the damage reduction you want but right now a MNK will simply outperform it because it can hold hate through sheer damage and counterstance serves as enough damage reduction. Damage reduction isn't going to help PLD. Even if they give PLD lots of tools and keep it a pure tank, they'd have to somehow nerf every DD because as long as DDs can ALSO tank there's no reason to have a tank that can't DD.
I'd like to see my most useless spell which is Holy have its enmity increased and its mp cost lowered, and have pld have a higher enmity cap than other jobs. A paladins function is to grab and hold hate. We can't do that when people are opening up with thousands of damage..Flash doesn't cut it and even if we got capped hate instantly at the start of every battle that doesn't mean a thing when anyone doing damage just capped theirs as well. I've had people have to go pld to things and even after using everything I got including my 2 hour, its painfully obvious they should not have because I still lose the monsters attention because others grab hate through their damage.
Usually a blue mage does a self skillchain and then nobody can get it off them till they die. At least its mildly amusing when its one of those noob blue mages who runs in circles yelling voke voke when you just did flash+voke+invincible and still only turned it after it took them to 3 hp and they decide to plenilune embrace self heal or goblin rush it and take hate right back, dying horribly.
And definitely change cover to more of a perma/auto like the other poster said. I have yet to meet a single DD who will hold still while I get in front of him or get behind me anyway.
Last edited by GlobalVariable; 03-10-2011 at 04:37 PM.
Actually manawall isn't even necessarily needed for it. With tacos, and a good phalanx2, blm can easily reduce damage taken from most EP mnk mobs down to 0, except on crits (which with enemy crit rate merits is only a 1% chance). When i did this on blm, i would only use either stoneskin or manawall, and never both.
I think a great way of getting around the issue everyone here wants to be fixed is; to up the blockrate cap on all existing shield sizes. Increase "Shield defense bonus Trait" so PLD's can easier use /war and DD tank, and take less dmg per hit when blocking aswell.
Say something like 75~80% blockrate on shield size 3, 80~85% for Aegis. This way Ochain remains at the top of psy def aspect of shields with 90% blockrate, while closing in the huge gap we currently have.
What this does; allowing pld to Tank and DD /war easier taking advantage of Fencer/DA/ATK traits+Berserk, aggressor etc which is the best sub for a PLD to even keep up dmgwise to other DD jobs.
Sure Pld's won't DD aswell as Counterstance Mnks, but we are not suppose to.
Having Mnks deal DMG while Countering and negate dmg completely opposite to a PLD that blocks/reduce dmg taken for 5 tp gained (shield Mastery Trait), and being able to block TP moves - I could settle with this.
But this is not possible on stuff that matters with current shieldblock caps (except with Ochain).
Something that has annoyed me for a long time is that Cover ability have not been implemented well in this game. It could have been such a great ability if they made it better (like many here have already pointed out in this thread)
Suggestions to remedy this could be: Lower recast, up duration and make it Ally-wide.
My favourite suggestion would be; If they keep duration/recast - have Cover transfer enmity/or erase hate on whoever you cover (must stand behind you for it to go into effect)
I am aware it "threatens" THF-playstyle abit here with Collabrator, but they gave THF and DNC native Dualwield-trait etc, so why not.
I also wish they could give PLD native "Fencer Trait" seeing as PLD is one of the few jobs that actually single-wield 1hander weapons to perform well.
What I want is to have PLD as a "viable" option when picking DD tanks - or as it stands now; as a tank in general.
Last edited by zel_ifrit; 03-10-2011 at 05:38 PM.
I'm all for these. Any DD that gets serious anytime during a fight can take hate off of a paladin. Even outside abyssea, a DD will be able to get hate within moments from a couple weaponskills, maybe even the first. The only way paladins have kept hate from DDs that I've seen are DDs trick attacking the paladin /thf with a weaponskill or a thief SATAing the paladin.
Giving Paladins and ONLY Paladins a higher Enmity cap wouldn't be such a good idea. Sure, in battle if there's one single EXTREMELY SHINY and important-looking person, you tend to go after them first. But that doesn't mean you should *always* go after them only. Sure, that General (Paladin) may be leading the charge, but those mages over there are gathering up for a huge spell...
Make the following changes:
1. Give Paladins a Job Trait that greatly enhances Enmity generation. So much that they would likely always reach enmity cap first over everyone else
2. Change the Job Ability "Cover" to a one second cooldown that can be used on anyone in the entire alliance, but instead of blocking the entire hit, the person being covered will always takes half the damage the Paladin takes. Also, remove the positioning requirement.
I see nothing wrong with hate bouncing, as long as the Paladin achieves maximum Enmity first. And as for the second suggestion, I feel it is a feasible request. I mean, if a gigantic dragon is gonna swipe its claws at you, there's no way the person behind me wouldn't receive a glancing blow (half damage).
EDIT:
3. Consolidate the Paladin Job Abilities "Holy Circle" and "Rampart" into one single Job Ability and have the duration be the same as the cooldown timer.
The Paladin is a source of morale and inspiration for his troops, why not let those 2 Job Abilities be always active?
Last edited by Linh; 03-10-2011 at 07:08 PM.
Give PLD a new Magian Sword.
DMG: 65 Delay: 224
Damage taken - 15%
Enmity +20
Occasionally attacks 2-3 times
Additional effect: Provoke
Immunity to "Curse" and "Death" effects
Problem solved?
PLD sucks because of lack of damage, damage mitigation, enmity generation, constant enmity reset from most mobs, and getting instanixed by death and doom effects. Also, for the basic job they perform (meat shield), why aren't they given the highest HP rating of any job?
I don't want to sound hostile but some of you really do not "get it" so this is going to be my last post to this thread.
Having a higher cap doesn't mean always being at that cap. You still have to work for it.As soon as someone else is at cap that paladin is still going be rendered useless and helpless to change it.1. Give Paladins a Job Trait that greatly enhances Enmity generation. So much that they would likely always reach enmity cap first over everyone elsePresently the blue mage in my linkshell always reaches cap second. My getting it first hasn't meant mean squat. Please just cease speaking.I see nothing wrong with hate bouncing, as long as the Paladin achieves maximum Enmity first.
If someone does 6k damage in 2 seconds and the meat shield is able to pull hate back through matching or exceeding that damage that is broken because said meat shield is a meat shield not a dd. And another -10% pdt isn't going to get hate off that dd either. In the past our JAs and spells were enough to keep up, not anymore.
Personally I say to heck with the behind me stuff, everyone screw it up anyway. Just make it work exactly like FF4: target player, take physical damages for that player. Trait to "auto cover" low hp people if nobody is set as a cover target. Make recast lower and duration longer.Originally Posted by zel_ifrit
Last edited by GlobalVariable; 03-10-2011 at 07:49 PM.
there are several ways to help adjust pld to current times, but it is not an easy one without simply breaking it as a job. Granting it better Damage is one way that would seem a bit inverse to what PLD is catered to. to start i would not mind if cover actually was made useful. Something along the lines of perfect counter but you cover your ally blocking spells and mitigating area of effect moves/spells for the party members standing behind based on the PLD's own defenses (magic and damage mitigation bonuses from gear or trait mirror onto pt members while behind the PLD) for a random amount of hits with a low recast and half duration. High fencer trait would be good as well in a start to extend PLD offensive a bit as well as something like "sword arts" granting some delay reduction to single handed swings. beyond that i would say extend pld curing with some basic -na spells. way i see it if you cant be the "tank" all the time you can support your team this way by helping safeguard a weaker ally, toss cures, help remove debuffs or simply have more productive damage. obviously this is just a start and would need to see how it plays out. i am sure there are plenty more ideas out there these are just some i have had in mind (especially with how cover has always been utterly useless!)
edit: forgot to add in my updated version of cover you protect anyone in your party that stands in a cone shape behind you extended its current range now a bit to allow for any pt member, so essentially you tank for your whole pt for that time duration. however risk is still around as it would not have a set amount of blocks so the player would work with that in mind.
Last edited by brayen; 03-10-2011 at 09:07 PM.
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