Because anything a PLD can bring, WAR can bring better...I'm sure we could make a song of it.
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Because anything a PLD can bring, WAR can bring better...I'm sure we could make a song of it.
Uh, no that's just not true. WAR brings everything PLD (and DRK) bring, only with better TP management, utility, and DPS.
If you make a fight that's designed specifically for PLD, WAR has to get fancy, but they have all the tools to deal with it. The same does not hold true in the other direction.
Considering PLD's limited ability to really stance dance and lack of raid wide utility, perhaps expanding the Oaths to have an additional aura like effect that boost's the party would bring something to the table other tanks don't have, and it would avoid overlapping effects instead of just changing Halone's effect to something like DMG down.
Sword Oath- TP costs are reduced by 15. Aura: The Player and nearby Party Members receive a 50 auto-attack Potency, and 50 Spell Speed.
Shield Oath- Damage reduced by 20%, Damage received reduced by 20%, Chance to hit increased by 5%, Increased Enmity. Aura: Reduces damage received by %5 for all nearby Party Members.
I am fan of giving oaths aura effects myself, but auto attack potency isn't a good option. Increasing potency of skills and spells maybe...
Sho - Increase potency of spells by 10%
Swo - Increase potency of weaponskills and abilities by 10%
This way paladin would provide offensive buff to mages while main tanking, while also increasing healing done by healers. And as the offtank it would boost dps of physical jobs, also supporting the main tank.
Being a PLD that has played since 1.0 I can honestly say the class is no longer as useless as it was before the fall. enmity generation is nice and we got a bit more HP but as the OP Said and I can attest to this. PLD is /NOT/ a tank that can allow the healer to dps. Yeah sure we have Hallowed ground but that should only be used in a pinch not every other boss fight in a dungeon because your healer is more focused on throwing rocks than throwing heals. The other problem is when the dps spread out who they are attacking on the trash mobs during the run. If every dps just focus fired on the same enemy the tank is attacking there would be no worries on losing aggro as much. Nothing frustrates me more than having to run around the map to the black mage that decided to blast away at a mob that not even the other dps is attacking and then i get KO'd because the healer was too late in stopping their (insert attack spell here)
On the contrary, it might just be perfect. Sword Oath's effect currently doesn't do anything for Weaponskills or Spells, it just works like a secondary effect similar to En-spells from FFXI (basically a secondary attack). As such, short term battles won't see any significant increase in damage like you would from a straight % damage buff, but would be significant in long term fights, however since this ability would be essentially a maintenance free party wide buff, it justifiably doesn't need to be quite as powerful as a straight damage increase (same goes for Shield Oath's Aura effect). It also doesn't allow SE to use such a simplistic adjustment as an excuse to ignore the other glaring issues such as PLD's multitude of situational/broken abilities.
As for Spell Speed I mostly added that for mage support since they don't utilize auto-attacks like DPS.
50 potency on autos for your whole party would be insanely overpowered.