Quote:
Originally Posted by
Khalithar
Being able to parry/dodge while casting isn't a bad idea but I question it's overall effectiveness. The reason being that, assuming pld CAN block/parry, during Clemency what's the point? You can mitigate while being hit by trash mobs? If you have a healer it's not really an issue since most of your time will probably be spent building threat and using cooldowns rather than needing your Clemency to keep you alive. Able to cast against bosses? Again, a buff but in most (not all! Just most!)cases the buster's can't actually be blocked/parried due to it being magical damage.
I personally would prefer Clemency to function like Equilibrium but rather than have a CD it will have the same high MP cost, making it a matter of timing and skill in knowing when to use it. Essentially you're in a situation (taking current costs in to account) where you have at least 2 Clemency uses on demand when you need them, I think making it an instant MP cost ability will better empower the players as to when they need to use it and make the ability more interesting as a whole.
Another thought is if you want it to be more useful than it is currently, what about reducing it's MP/cost and potency if you free cast it, but have it combo off of something like Rage of Halone for a free instant cast with increased healing potency compared to hard casting it? Turn it in to an actively used survival skill, maybe even fold divine veil in to it at a reduced effectiveness. Ditch veil and have a combo'd Clemency heal and shield the pld and/or a reduce shield on nearby party members, maybe 3-5% vs the 10%.
In my personal opinion, having cast times on tanks isn't necessarily a good thing unless you do something similar to swtor where one tank had a channeled spell but took reduced damage while it was being cast or the other which had procs that cut the channel time in half. I'm all for redoing Clemency, but I think the first step to it will be getting rid of the cast time entirely and going from there. Turning in to a different sort of reactive ability compared to the others we have now sounds like a good idea in my opinion.
To your wishlist:
-I think the reduced potency on Spirits needs to go and it could definitely use some sort of secondary effect.
-I would actually prefer to see MORE use of Shelltron for MP recovery and have it's cooldown reduced significantly, I've stated several times in the past that I think Pld needs more use of it's MP in general and having a defensive MP restore compared to drk's more offensive mp recovery (outside of blood price) would be an interesting way of going about it.
-Block while casting? See above.
-Tempered will is an interesting ability but I think it's too situational. I don't think it should be removed, but I feel like it's effects can be folded in to Bulwark as an additional effect. It would even make sense given the ability's name!
Why bother adding blocks to casting:
One thing I'd love to see on tanks is the ability to intercept damage for others more easily. This should especially be the case for Paladin. The way this would work is to have a second, enlarged tentative hitbox around the tank. If an ally within that tentative hitbox would be struck by an aimed ability that would reduce the ally to a lower %HP than the tank would be reduced to, the tank will be struck instead. Paladin's "Cover" would then be a trait, with two bonuses. For starters, it's a larger tentative hitbox than most. Second, it causes any allies affected or intercepted for to benefit from (some percent of) your % mitigation. For instance, a Warrior or Dark Knight could intercept an attack aimed at another, but a Paladin could also cause nearby allies to take reduced damage from AoEs, etc.
I've mentioned before that I'd like most AoEs to be progressively mitigated, meaning that any mitigation dealt against the an AoE as it first hits and, hit by hit, starts to spread would sap from that attack's strength. In that case, a DRK and WAR could still reduce damage to be taken from an AoE by intercepting it, cutting off the most damage from it before it's had the chance to spread. But a PLD would provide that benefit doubly.
As for Bulwark, my favorite idea has been a sort of copy of XIII's Steelguard. Essentially, you cause all damage to instead be taken in tiny, rapid increments, making what would have one-shot you instead potentially kill you over a second, for instance. But, moreover, over the duration of the buff it also increases your defense based on damage taken, so that by the last third of that would-be one-shot attack's damage, your % mitigation is massively increased. It smooths incoming damage immensely, and steadily immunizes you towards it. Each instance of added defense fades quickly, but can continue to ramp up until the end of Bulwark's duration. Because interception is maxed out by the %HP it would leave you at, this allows the Paladin to sort of get in over his head as each calculation hardly phases his % HP until he's already quite low. Alternatively, you could make Bulwark just forgo those calculations altogether, and intercept everything over an enhanced range. You could even remove the cooldown or TP costs on Guard for the time being. (See below.)
Guard - Channeled (max 2 seconds) - off the global cooldown - 30 TP + 20 TP per second. 10 second cooldown, reduced per potency blocked.
Increases block chance by 100% over the duration. (Excess block chance increases block effectiveness by half the excess percentage.)
You essentially weave this as needed. No offensive output over the duration, but can you heartily turtle. Ideally, I'd then use that to stack potential nuke damage or utilities through Shield Oath, but that's getting irrelevant at that point.