Why does this ability not give a shield to the Paladin when triggered?
yes this warranted a new thread
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Why does this ability not give a shield to the Paladin when triggered?
yes this warranted a new thread
Because they don't need it.
I actually prefer it doesnt give a shield.
It relegates it to being a pure group AOE support ability, rather than something you feel you need to keep back as yet another cooldown. I dont know, just narrows its focus and makes it feel more specific. The more you make it just and AOE stoneskin the less unique it feels.
I think it should be 90 seconds or have a bigger radius though.
Id rather it let the Pally trigger it with his own cure /clemency.
It's fine as is. The issue is that you need to macro something in letting the healer know that they need to heal you for it to take effect. My wife mains a healer, and she says I am the only tank that let's anyone know I used the move. It's a purely situational move that you need to know the fight to take full advantage of.
Yea, I hate it from a conceptual standpoint. PLD is good as the completely straightforward tank, and this runs completely against that.
Besides, in terms of reducing group wide damage, WAR has storm's path, and DRK has delirium/reprisal (I don't recall any physical raid wide damage where halone would do anything). It seems appropriate for the "defensive specialist" PLD to have some raid wide protection of their own, usable as MT or OT without a bunch of hassle. It's not like PLD is in an amazing place right now, and it could use a little boost.
I like the triggering aspect of it because it rewards some kind of teamwork and coordination. You don't need it in anything you're going to rando PUG anyway. The biggest problem with it is that the cooldown needs to be cut in half. I could also maybe see them making it more like 1.x Divine Veil, where the buff on the paladin wouldn't fall off and it just granted your party a regen effect every time you were healed during the 20s or whatever.
It's pretty ridiculous that they launched Divine Veil in such a crappy state AGAIN after pretty much doing this exact thing in 1.x. Like, yeah, the games are different, but not so different that a stupid long cooldown on this (and Cover, and Tempered Will) is suddenly fine.
I rather have this skill booted out of the door, and replaced by another skill entirely.
The trigger works, but as has been said, you need to let your healers know what's going on. The buff that causes the shield to trigger lasts a long time (I believe ~24 seconds? I'll have to double check this evening). But the intended use case is to use it a substantial amount of time before a predictable period of heavy damage. For example, I usually pop it just before the last of Waukkeon's ads dies, to shield for when he does his AoE knockback. It's also useful before Nidhogg casts his ultimate. I usually pop it just before the last dragon dies, which gives the healer plenty of time to activate it on the group when we're stacked.
It is a very situational attack, but for those situations, it is incredibly helpful. A 1500HP shield can really soften some harder-hitting boss fights.
I will agree, though, that the range needs to be increased. Right now, it only covers melee, or if everyone's stacked.
EDIT: Here's the macro I use:
Quote:
/macroicon "Divine Veil" action
/action "Divine Veil" <me>
/p Cast Divine Veil! Heal me to activate a shield for everyone nearby!
I'm fairly certain the idea behind Divine Veil being activated on heal is to allow a PLD to "precast" it and give the healers control to activate when they feel they need it.
Whether that was necessary or not is arguable.
The healing trigger is a carry over from 1.0, 1.0 had a lot of micro triggers, positionals, etc like this
I'd like an aura on the PLD during Veil buff's presence. If only because PLD is one of the fewer and fewer jobs that doesn't have any aura FX visuals.
I have this silly idea of making divine veil as PLD's version of darkside in terms of negative mp regen and then make it a mobile sacred soil.
I still feel Divine Veil is fine as is. The problem is that as soon as you "fix" its apparent problems it becomes a very very boring instant cast stoneskin AOE. Stronger? For sure. But not more interesting.
i actually enjoy the gameplay that comes with timing a Divine Veil application so you catch the cast of an AOE heal and thus further protect the group, or something like Alex 2 savage where you're tanking hard mobs next to your co-tank, casting divine veil is basically like directly casting a 10% stoneskin on them.
I wont say Divine Veil is the best skill ever, but its drawbacks make it interesting.
I do wish the cooldown was shorter, but otherwise I like the way it functions.