Modifications #2
3) Enmity
-3D) Taunt (Inspired by Yukichibi)
While Sentinel increases enmity, it's more prominent aspect is that is also reduces damage significantly. Then there's rampart which while producing enmity (because all actions produce enmity) increases defense and magic defense. Both of these abilities last for short amounts of time. The idea this time is a third job ability to complement cover and other abilities. Taunt's duration would be as long as it's recast. However, it would share a timer with one of Paladin's other job abilities (Sentinel or Rampart, etc.).
How would it work, what does it do? That is relatively simple, while under the effect of taunt, if you are hit, an animation goes off, much like a spikes spell. The enemy would not take damage like it would from a spike spell, instead, enmity for other players currently on it's enmity list would drop slightly and the Paladin's enmity would increase slightly per hit. Note that this does not involve removing the "if you get hit, you lose enmity". The amount of enmity gained/lost while this ability is up would be a static number not a number based upon the amount of damage taken. Thus, more damage taken means more enmity lost like it does right now. Tack on a stoneskin like capacity for damage taken to this job ability with a slight difference. Rather than an a damage capacity that increases upon each hit, it would be a damage capacity limit on the single attack. Meaning, the ability could wear off immediately if hit with, let's say an attack that deals 700+ damage, whilst if you take 100 damage 7 times in a row, the effect wouldn't wear off.
It is a complicated concept, I know, if this needs clarification, please let me know.
-3E) Steadfast
This is similar to the Taunt idea but with different aspects to it. Like the Taunt idea, damage dealt to the Paladin would result in slight enmity scaling toward the paladin from other party members. Here are the differences. While active, steadfast would disable your ability to move (with a non-erasable bind). It would also disable your ability to get knocked back by enemy attacks (in a way of "taunting" the enemy's attempts).
4) Light-Based/Divine Magic
-4A) Banish/Holy
These two spells are probably the most useless "nuking" spells in the game. Why is that? Why can't they be on par with nuke spells of the other elements (Fire/Blizzard/Aero/Stone/Thunder/Water)? These massively underpowered spells need more tiers, and more power to begin with. Why not give them to Paladin since Paladin already has access to Banish 1 + 2 and Holy? Banish III goes to WHM, why not PLD? There is even Banish IV, however Banish IV is only usuable by Summoner at level 90 with light spirit(who the hell uses spirits for anything other than siphon?), which weird enough in itself, is completely bizarre that Summoner gets it yet WHM and PLD do not.
Naturally, this "solution" wouldn't change much. Unless of course, they added banish/holy to yellow procs in abyssea but that is besides the point. Paladin is lacking on it's light-based/divine attacks aspect. Enlight slightly corrected this flaw in Paladin's design but it is simply not enough. PLD (and WHM) need an overhaul on light-based spells that damage enemies.
-4B) Dia
Even more so than Banish and Holy, what Paladin really needs on a light elemental attack side basis is Dia. Dia was originally Divine Magic, which RDM has an E in while PLD has a B+ (only beaten by WHM with an A-). Why they changed Dia to enfeebling magic is beyond me, seeing as it's opposing force: Bio has always and still is considered dark magic. The matter is simple: Return Dia back to being a divine magic spell and give it to PLD.
Naturally, just like Banish/Holy, simply doing this would not actually fix PLD. It would be a mere stepping stone to re-purposing/returning to PLDs true concept: A Holy Knight. On top of Dia being added to PLD, they need to create newer divine magic spells to give to PLD, to further differentiate it from RDM (admittedly adding Dia to PLD is a step in the wrong direction on this but I digress and re-iterate that it's a stepping stone idea).
5) Shields
-5A) Retro shields back to 0 damage while blocking (Courtesy of Kjara)

Reply With Quote



