mrd used to be the best then they fixed gla to be the best then jobs came out now were having the same problem i dont get it there practally the same thing.
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mrd used to be the best then they fixed gla to be the best then jobs came out now were having the same problem i dont get it there practally the same thing.
PLDs are not bad tanks its just that WAR out performs them in tanking and DPS. Also PLD has same amount of AOE abilites as WAR, WARs just happen to be damage abilities as PLD happen to be enmity/buff abilities.
Issue with Paladin isnt low damage its the low HP pool and the general if your WHM is good enough you dont need PLD heal abilities. Seems to me PLD traded damage for the ability to heal/raise.
Then they should trade heal/raise back for some damage. I really don't like the idea of PLD being weaklings with heavy armor. Maybe even trade off some healing spells for offensive spells.. they are holy knights after so maybe giving them offensive spells isnt such a bad idea.
I do not like this at all, sorry to disagree. :P
My vision of PLD is a hybrid job with very strong defense, low DPS and support utility, namely healing and Raise (also usually we include some sort of utility to combat the undead). I absolutely do not want to lose that functionality. Luckily, I think SE agrees with me so I'm not too worried.
Then again, recently translated was Yoshi saying they are "fixing" PLD in 1.22b (as well as nerfing WAR). It seemed to me that the general overview he gave indicated they would be increasing PLD's ability to DPS. This is simply not in line with my own personal view of a Paladin - see above. What I want is increased defense/HP, and YES increased enmity generation, but from abilities rather than DPS. That just seems like a lame fix to me...
I get what you mean but when you think about it paladins are knights, powerful warriors. A skilled warrior with a huge armor and sword. How does it make sense for them to be weak? They should be the main tank and so i can only imagine them taking on a horde of enemies on their own, slashing and hacking around, dealing massive damage to keep the aggro while the healer keeps them alive.
and talking about the healer... how come they never run out of MP? I was in party of 7 the other day killing Brutal Sheeps and i swear to god the WHM was doing all the work while never running out of MP. I was on GLD and could barley keep aggro 40% of the time but it felt that a tank wasnt even needed as the WHM buffs and heals made us look invincible. It's like the WHM is tanking and healing at the same time. To me it made no sense. Also with a L36 GLD i got 0 AOE damage spells to pull in the mobs, almost gotta try to take mobs one after one which sucked.
Yea I think it's weird the way party mechanics work, especially in XP groups. There is no real synergy, moreso just do whatever you feel like. It's in sharp contrast especially to XI, where strong party play and role awareness was necessary for survival.
I think this is a fault of the mobs rather than the job design, however. XI was all about 1 mob at a time, whereas XIV so far likes to focus on large quantities of trash instead. I do hope they develop more viable single-target encounters in the future.