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  1. #1
    Player Zyeriis's Avatar
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    Mar 2011
    Location
    San D'Oria - Phoenix
    Posts
    935
    Character
    Zyeriis
    World
    Phoenix
    Main Class
    COR Lv 90

    Paladin: Enmity/Improvements - Possibilities

    Disclaimer: I would put this in the paladin sub forum. The problem is that the problem and solutions I am going to present apply to every job and game/party mechanics in general. Thus, it is going in general discussion.

    If it isn't obvious: This thread is about Paladin, and how broken (the bad kind) it currently is in the game. Yes, Paladin can still mitigate damage extremely well but the problem lay in it's inability to out-enmity gain (and maintain) DDs and other jobs, which can do it just as well, if not better.

    There have been a number of solutions thought up on how to address this issue from a DD buff to More Spells to More Job abilities for Paladin. So, I figured it time to think up some ways Paladin could be "fixed" for myself and to add to the list based on other ideas presented, much like I did in my thread about Campaign and how it could be improved.

    Disclaimer #2: Not all ideas posted below may be original ideas of my own. I will give credit where credit is due, if and when possible. The starter ideas will have no citation as they will only come from my own thoughts on the matter. Any additional ideas brought up in this thread will be the ones that get credit for ideas when I add them to the list.

    I will bold individual idea's headers to separate them. This way, people can focus on a specific idea. I will also number them so that they can be refered to as idea #1, idea #2, etc. Original solutions will be categorized with upper case letters and italicized headers. Additional solutions under one such bolded idea will be categorized with lower case letters and underlined headers with a double indent (--). Examples: Original Solution 1A, 1B, 2A, 2B or Additional Solution 1a, 1b, 2a, 2b, etc.

    1) Cover

    -1A) Make it a Job Trait
    Cover is likely one of the most under used job abilities that a Paladin has access to. It is simply impractical to use. Yes, there are other job abilities that Paladin has that are likely used even less but Cover stands out as an actual potentially useful ability with an insane recast timer. The best solution for this? Turn it into a job trait that only works if you are wielding a shield with a high proc rate.

    Detailed Explanation: Cover as Job Trait would only require the Paladin be between the person with hate and the enemy (just like the job ability) except this job trait would be active at all times (but not necessarily with a 100% proc rate, I leave that up to the dev team, it could be like Zanshin in respect to not always procing). This solution fixes a lot of problems with paladin AND makes cover itself extremely useful. Paladin itself would no longer need to beat the DDs for hate. Paladin would be able to use their hate to the advantage of the party by simply shielding the person with hate from the enemy.

    -1B) Remove "Be between enemy and target party member" restriction
    This solution does not involve changing Cover into a job trait. Instead, simply make cover no longer require re-positioning on anyone's part. All damage directed at the target party member would be transfered (or directly dealt) to the Paladin instead without having to be between the monster and the party member.

    -1C) Make it AoE
    Monsters these days in Abyssea get auras that are constantly in affect, such as Sedna's silence aura. Why can't player's get such abilities? Cover seems like it would be a good choice for this type of upgrade (much like avatar's favor). Make it self-target and create an enmity drawing aura. Any player in the party within the field of the Cover aura who is targeted due to enmity would have the enemy attack the Paladin instead.

    2) Combat Roles

    -2A) Commander-type Class
    This idea is relatively simple. Start crafting Paladin into a "Leader" type of class. Giving spells like Bravery/Valor and Faith to Paladin. This ties in a bit with the Cover AoE idea (1C) by giving an enmity priority type of effect to Paladin by singling it out as the "Leader" or "Commander" of the party (Enemy's would want to 'take out the Leader to lower morale). These leads me to the next part of this idea. Some form of a "Morale" ability for Paladin. An ability like War Cry but with a very mild (1%) boost to multiple things such as: Haste, Fast Cast, Attack, Defense, etc. that doesn't last a long time (like War Cry).

    Modifications #1
    http://forum.square-enix.com/ffxi/th...3337#post83337

    Modifications #2
    http://forum.square-enix.com/ffxi/th...7994#post87994

    Modifications #3
    http://forum.square-enix.com/ffxi/th...0691#post90691

    Modifications #4
    http://forum.square-enix.com/ffxi/th...1091#post91091

    Modifications #5
    http://forum.square-enix.com/ffxi/th...3383#post93383
    (7)
    Last edited by Zyeriis; 05-10-2011 at 04:32 AM.

  2. #2
    Player Andylynn's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    242
    Character
    Aisubeki
    World
    Shiva
    Main Class
    WHM Lv 99
    Disclaimer: Until the hate cap is messed with for pld, or removed for pld only, it will more than likely never tank again with the advent of DDs who can safely survive while maintaining capped enmity. Ideas otherwise are henceforth, not much needed, because it is the mechanic that is broken, not the job. Not to be rude, just FYI.
    (2)

  3. #3
    Player Fiarlia's Avatar
    Join Date
    Mar 2011
    Posts
    293
    Character
    Fiarlia
    World
    Fenrir
    Main Class
    BLU Lv 90
    I like the idea of making Cover a Job Trait. Granted, it won't go very far towards fixing PLD, but I still like it nonetheless.
    (2)

    ~~~
    Quote Originally Posted by Karbuncle View Post
    While out-side Abyssea content could focus on New End-game Events and new Armors/Weapons/upgrades/Etc, Back to the good old days of Dragging along 17 other people who want to lot the same stuff as you, and spending 2 years on the same event simply because the one guy hasn't gotten the 0.005% Drop of that 1 NM. you know, Challenge!

  4. #4
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    PLD and DRK still need serious help, I hope that Dev's look into this thoroughly.
    (0)

  5. #5
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Quote Originally Posted by Zyeriis View Post
    1) Cover

    -1A) Make it a Job Trait
    Cover is likely one of the most under used job abilities that a Paladin has access to. It is simply impractical to use. Yes, there are other job abilities that Paladin has that are likely used even less but Cover stands out as an actual potentially useful ability with an insane recast timer. The best solution for this? Turn it into a job trait that only works if you are wielding a shield with a high proc rate.

    Detailed Explanation: Cover as Job Trait would only require the Paladin be between the person with hate and the enemy (just like the job ability) except this job trait would be active at all times (but not necessarily with a 100% proc rate, I leave that up to the dev team, it could be like Zanshin in respect to not always procing). This solution fixes a lot of problems with paladin AND makes cover itself extremely useful. Paladin itself would no longer need to beat the DDs for hate. Paladin would be able to use their hate to the advantage of the party by simply shielding the person with hate from the enemy.
    As a RDM/PLD that likes tanking, this would make me JIMP (in other words, I highly approve). However, this could similarly be exploited with other job combinations--NIN/PLD would immediately come to mind. A way to counterbalance against this would be to allow Cover to cover an area of effect upon being face-to-face with an opponent only when used by a Paladin main job--otherwise, it covers a significantly more limited area behind the player (though hopefully, slightly more forgiving than Cover is now).

    Please make this happen, devs!
    (0)

  6. #6
    Player Zyeriis's Avatar
    Join Date
    Mar 2011
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    San D'Oria - Phoenix
    Posts
    935
    Character
    Zyeriis
    World
    Phoenix
    Main Class
    COR Lv 90
    Modifications #1

    1) Cover

    -1D) Make it reverse-conal and self-target (Partly Inspired by Tamarsamar)
    By this, I mean remove the requirement for it to be cast on some one and make it a self-buff. On top of this, make it so, every one behind you, in a cone-based radius (like a Damselfly's Venom attack) be protected by the Paladin (PLD takes damage for everyone in the conal radius behind him).

    3) Enmity

    -3A) Raise it or Remove it for PLD specifically
    This one is relatively self-explanatory. To make Paladin able to hold hate over the other jobs, enmity in general needs to be tweaked in some manner.

    -3B) Provoke Style Ability and Enmity Control
    Yes, Paladin has Flash. Is that enough? No. Yes, Paladin can get Provoke from subbing WAR. Is that enough/fair? No. This particular point has been the cry of many a Paladin for years. Why doesn't Paladin get its own form of Provoke? At the very least it would prove interesting to give Paladin more ways to control the enmity of the party. Thief gets some tools for this but, ultimately, Paladin itself does not. So, with this solution, a wider array of sub jobs could very well be opened to Paladin. THF for starters. Rather than having PLD being "Hit me! Hit me!", we could expand it's role, upon other sub jobs, to enable the ability to set hate on other players or upon itself.

    What about PLD/DRK? Abilities such as Last Resort, through the sheer use of it, can gain a hefty amount of enmity. Top that with PLD having it's own form of Provoke, and we would also be able to DD a bit better to maintain enmity, whilst curing ourselves, furthering that cause. Altering the enmity cap for PLD (3A) would also support this. There are also other subs that could become potentially more useful in party situations such as /BLU and /RDM. Overall, giving PLD it's own form of Provoke would increase it's versatility greatly.

    -3C) Enmity Reset Ability
    This is perhaps the most insane idea I've had about adding something to Paladin. A Hate Reset Job ability that affects the whole party (people within the AoE). Using this, and then popping a Provoke or Flash, would re-establish hate on the Paladin, with a clean slate. There would naturally be a risk involved but, ultimately, I believe the benefits would outweigh such a risk and open up Paladin to being more fun, and adding another tactical level to using Paladin as a tank.

    I still have more ideas to post but I've decided to dole them out in smaller portions and link them to the primary post (the OP). I'll be back again later to add more.
    (0)
    Last edited by Zyeriis; 05-06-2011 at 05:41 AM.

  7. #7
    Player Lexin's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    56
    Character
    Lexin
    World
    Asura
    Main Class
    DRK Lv 99
    PLD will be broken till (I hope) endgame is out of Abyssea.
    (0)
    Lexin - Pansura
    DoRK - 90
    PLD - 85

    I would like "Weapon Bash" renamed "Dragoon Bash" for old time sakes...

  8. #8
    Player Arcon's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Raising/removing enmity cap is no solution at all. The other ideas are not bad. My idea about enmity.
    (0)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  9. #9
    Player Yukichibi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    103
    Character
    Yukichibi
    World
    Carbuncle
    Main Class
    SCH Lv 99
    Cover is the most useless ability for a tank, you take damage instead of someone, so your enmity goes down and the enmity of the people you protect still goes up.
    Tossing a cure 4 is better than cover.

    An aoe around a PLD which grant pax effect to party members around him sounds a good idea (like avatar favor).
    I had already suggested on another thread to make paladin immune to hate reset.
    But all those tweaks will be irrevelant in abyssea, and almost irrevelant outside.
    (0)
    30/05/2004 PLD - PUP - COR - SCH

  10. #10
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    I think the cover->trait idea was a good start.

    New Job Trait: (unnamed)
    Increases enmity gained from casting spells. Works opposite of "Tranquil Heart" that will be added in the next update.

    On another line of thinking, Paladin-only spells would be one way to increase their ability to tank. Here are a few that I think fit their role:

    Barriers
    A line of spells that reduce damage taken from each "type" of damage. If the Paladin takes less damage, they lose less hate. These effects could be made more powerful if the Paladin is equipping a shield.

    Different Barriers could be:
    Low level, early spells would be 10% Slashing Barrier, Blunt Barrier, Piercing Barrier
    High level spells would be 25% Magic Barrier, Physical Barrier, Mega Barrier(all)

    The effects I envision would be a direct reduction of damage taken from each specific damage type. The "low level" list would stack with any of the "high level" list, for a maximum reduction of 35% through spell effects (add 5% bonus when equipping a shield). I'm not doing the math, so I don't know if it should stack with "-Damage Taken" gear effects, or simply contribute to the maximum effect when combined with gear effects.

    New Spell: Reflect
    Reflect one single target spell back at caster. (does not reflect -ga spells, but -ga spells do not remove the reflect status when they hit.)

    This doesn't have to be Paladin exclusive, but it's a tactical tool that existed in past FF games, and covers one weak spot in the Paladin's defense. This may best be given to Whm, Rdm (especially Rdm) and Sch, then only much later if added to Pld.

    New Spell: Decoy
    Self-Target only.
    This would grant the opposite effect of Pax to the Paladin.
    * The spell cancels Pax, if active, and Pax will never overwrite it. Can be manually canceled.
    * This could be a constant (tick based) addition of hate (Cumulative Enmity) over time.
    * For the duration it could reduce, or remove, enmity loss through taking damage.

    New Spell: Brave (based on the FFT spell)
    Single-party member target. (Level 50 Paladin, and later to 75 Rdm?)
    * Increases attack +1 per level (max of 99)



    Other jobs:
    Giving other jobs more tools would also help the Paladin tank.


    Thief
    Reduce cooldown or separate job ability timers on Accomplice and Collaborator.

    Perhaps grant a static additional amount of hate to Trick Attack that is not tied to damage done.

    New Job Ability: Caution
    Level 30
    Reduces the chance of being hit by critical hits. (greatly lower enemy critical hit rate)
    * Effects the entire party, like "circle" abilities.
    * Increases defensive skill activation rate. (Shield, Guard, Parry, Evade, Counter)


    Red Mage
    Job Ability: Runic Blade
    Duration: 1 min or until any spell is cast within range. (friend or enemy)
    Recast: 1min
    While wielding a blade (sword, dagger), a Red Mage can stop attacking/casting and intercept any spell cast within range of the effect. Intercepted spells have their effects canceled and the MP cost of the spell is absorbed by the Red Mage.

    (of course, if they implement the Job: Runic Knight, I'd rather this be their signature move!)

    Used at the right time, the Red Mage could stop a potentially disasterous spell from damaging the group, and get a nice boost to their MP. They will have to be mindful of staying out of range of the other mages in the party, and good communication will be necessary with hybrid DD/Mages in melee range, such as the Paladin this is intended to help.


    Ranger
    3 related ideas regarding Shadowbind:

    Adjust Job Ability Shadowbind
    Allow the "Bind" status to remain while people are hitting the monster. Make this a tool that can be used to allow melee and tanks the time they need to get the monster's attention back from whoever it was about to run after. (currently, an attack will cancel the bind effect)

    ---

    Job Ability: Shadowcuffs
    While Shadowbind is the equivalent of "Don't Move" from FFTactics, Shadowcuffs would be half of "Don't Act" from FFTactics. This would inflict "Amnesia"
    * Inflicts Amnesia.
    * Stacks with other "Shadowbinds"

    ---

    Job Ability: Shadowmuzzle
    Shadowmuzzle would add "Mute."
    (the other half of "Don't Act")
    * Inflicts Mute.
    * Stacks with other "Shadowbinds"

    ---

    Beastmaster
    I have an idea for Beastmaster too but I doubt they'd be very receptive to party-play additions. I may as well put it here.

    One of the main areas in which Beastmasters excel is turning monsters against each other, making use of their predatory instincts (food chain).

    New Job Ability: Mask Scent
    Level 40 (usable as subjob)
    Duration: 5min Recast: 15sec
    This ability lets you mask your scent, or the scent of others, with the scent of a monster family.
    * Targetable on self, alliance member, and pets.
    * Requires consumables.
    * The effect can be removed with Deodorize or changed by another scent.
    * Cannot target enemies to change their monster family.

    These Scents/Pheromones have several effects:
    * When trying to charm, using the same scent as the target will make charms more successful and last longer.
    * Masking your scent allows you to avoid any type of aggro from the same family as the scent you're using. (blend in)
    * In battle, using same scent as the target increases enmity, like rivals marking their territory.
    * Mask will give the target a separate effect: the killer trait against the prey's family.
    Predatory monsters will intimidate someone effected by their prey's scent.
    Using the target's predatory scent will lower enmity. (wants to run away from you)
    * Killer traits will: Add 5% damage against prey, Add 5% accuracy against prey, Reduce 2.5% damage from prey.
    Direct <> enemies only deal 2.5% more damage to each other, and add 5% accuracy against each other.

    The effect of the job ability could either be based on the scent in the ammo slot, like Call Jugpet
    OR
    There could be separate "Mask spells" like Ninjutsu, which simply require the tools to be in the Bst's inventory.

    The "Scent" effects go by the "Food Chain" chart:
    Plantoids > Beasts > Lizards > Vermin
    Amorpha > Birds > Aquans
    Dragon <> Demon
    Arcana <> Undead
    Lumorian <> Luminion

    Consumable items (quiverable, stacks of 99) would be needed to work with all encounters with beasts.
    Basic items:
    A vial of <family> Scent (All jobs)
    HQ would create more potent effects, both in enmity increase/decrease and intimidation rate:
    A vial of <family> Pheromones (Bst Only)

    The use of this ability, in relation to tanking would be:
    * Use "Same" family scent on the tank. This would increase enmity.
    * Use "Predator" family scent on the other members of the party, granting them the killer effect and enmity down, both very useful.
    * Using the "Prey" scent would be very problematic for the group. (don't do it)

    ---

    Dancer
    In my Dancer idea thread, I suggested two abilities that, when combined, would help any tank. They are: Conga (make jigs Area of Effect) and a new Jig: Playful Jig (adds a "Pax" effect, the same enmity-down effect granted by a temporary item in Besieged)

    So, a Dancer could Conga/Playful Jig, and then the Paladin could manually remove the Pax effect. That would help greatly, in my opinion.

    ~*~

    There are some of my ideas on how to help Paladins tank.
    (2)
    Last edited by AyinDygra; 04-26-2011 at 11:57 PM. Reason: Forgot restriction of 1 spell to reflect, & bolded something

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