I suspect it's done so that tanks don't all feel the same, at least until you hit max-level.
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I suspect it's done so that tanks don't all feel the same, at least until you hit max-level.
All the things you mentioned just indicates you never play paladin in any hard content
Found out today while FATE farming for my last demiatma that Shield Bash breaks your 123 combo. Extremely minor, but feels like it's something they overlooked when they made most combos uninterruptible.
Yeah although I will say I don't think that change was a good one, I'd prefer it reverted (not just for tanks, as a general thing, especially now that we have casters with combos and its not universally applied there either, like PCT combos don't break but RDM ones do).
That in turn would allow combo-breaking actions to be much stronger, and in fact have momentary opportunistic value that exceeds the combo breaking in value. Which in turn breaks static rotation plans, as the combos don't complete reliably, leading to unstable MP regeneration and resource generation.
Would be a huge rebalancing of a ton of skills of course, so super-unlikely to happen. But eh...
If you make it strong enough to be valuable even in interrupting a well-progressed combo, wouldn't it just get spammed?
Otherwise, scale it to the number of combo steps, as of it were a variable combo-finisher.
This forum needs a dislike button simply for this single post.
Why would you want to 2 skills meant to protect party members? i don't understand the logic here.