Duration is getting increased to 15s!
I wonder what else SE has in store for us.
Printable View
Duration is getting increased to 15s!
I wonder what else SE has in store for us.
The respective variants of all tanks (sentinel, vengeance, shadow wall and nebula) are getting buffed to 15s, is not only for PLD.
resprisal is becoming an aoe skill of 10s of duración too, thats all tanks ajusments.
Reprisal is also getting a massive buff which thank goodness. Increased duration was much needed, though making it AoE was probably overkill unless trash mobs are hitting for more/have faster auto attack damage, or the new Extreme/Ultimate fight needed those specific changes, in which case, once again, thank goodness. Or "tank" goodness.
reprisal's change wont affect Savage too much unless we're suddenly getting frequent add phases. Ulimate.... we'll see how alexander goes on that front. In fact, the increased duration on sentinel and friends isnt much of a buff in savage either. longer duration means itll eat more fluff damage like autos, sure, but 15s wont really clip multiple attacks like rampart can. generally the actual cooldown period is more important than duration in that regard.
They are meant for dungeons, and not much else. Reprisal specifically- 5s on single target is worthless, but even just... lets say they douple up to 10s on AoE? thats basically a baby sheltron with no cost. in this respect, PLD got an entirely new and extra cooldown. and sentinel lasting 5s longer means they're taking less raw damage to the face during dungeon pulls.
honestly, in terms on less demanding content, PLD just lost it's only weakness- its going to be ALOT smoother and tankier in more regular play.
the other 3 tanks, specifically DRK also enjoy these changes, but none of them reap the benefits more than PLD
And I also would like to point out Clemency is so strong in dungeons and progression that it makes PLD a borderline healer or "blue healer"...
I still want 40% Sentinel back. I think bringing back in some asymmetrical benefit is nice. Kind of like WAR gets damage reflect on Vengeance and no one else. A small but cool little thing that makes it special without feeling the need to make the others equal, instead making them awesome somewhere else.
It's only for dungeon. Let's be honest when you're pulling 3 rooms, doing reprisal on 1 target feels very... impactless... This is just to give another mean of reducing monster damage in dungeon. This should have nearly 0 impact in savage. Could be used on E1S adds... and.... yeah that's about it.
War damage reflect is trivial at best. It was barely worth a gcd over a 10min fight.
So technically yes those kind of asymmetrical trait could be brought back / introduced since they virtually have 0 effect on the outcome of an encounter (unless you somehow wipe at 0.0000001%)
However I'm firmly against major CD to be different such as Sentinel. Sentinel 40% if it means having different CD. It was actually a weakness to paladin because there was no TB requiring the extra 10%, which means that PLD were paying a whole minute for something that had no impact. Making them inferior in encounter with several TB. (However I wouldn't mind PLD with 40% sentinel with no extra CD)
I think I like the AoE more than the duration buff. Previously reprisal was super-niche. Use it on the boss before a big hit or a big teamwide hit. It was near useless outside some specific bosses. Now no matter what type of content you are doing it has a use.
the new duration of reprisal will make it more usefull on multi-hit aoe busters like titan tumult, the laser + tank buster on ES1 if the duration is enough to cover both attacks (will need test) and black smokers on tanks on ES3 so it will affect savage in some degree.
Tbh i already thought PLD was beefy enough; a healing spell that can target anyone and heals you no matter who you use it on, a nice selection of defense buffs, invincibility, good damage, i could go on. Point is, I've played a *little* bit of every tank, and no one really gets the job done quite as well as PLD in my experience.
Still though, im not complaining, a little buff to the main is always a nice treat.
According to Reddit discord they say sentinel and vengeance but the translation could mean using 2 examples to refer all of them, balance discord translation point to all 4 and my logic tells me it have to be all 4 since it doesn't make sense buff sentinel and vengeance while WAR is already pretty strong on the defensive department and leaves shadow wall and specially nebula behind when GNB is the weakest tank on that side.
I hope these changes mean that they are going to turn up incoming damage from raids to another level. If not these changes are overkill and further make the role feel static and not very exciting.
Nah dude...Paladin's defenses were hit pretty hard with 5.0. What are these defense buffs you're referring to bro? Our total number of personal mitigation tools is actually low than that of the other Tanks.
Block's strength (our main source of mitigation that many of our CDs revolve around) was reduced by 1/3 in 5.0. Clemency is scaling a lot worse now, Hallowed Ground is an invincibility, sure, but one with a 7 minute cooldown. Even our party wide SD shield AOE, Divine Veil, doesn't affect us (which I still can't believe). I've been saying that PoA's overall utility really needs a buff because as of right now the move is just far too situational, and should pretty much never be used as a tool for personal mitigation.
PLD really needed this slight buff to Sentinel.
I always thought PLD had a decent few, maybe it really isn't that many in the grand scheme, but i never feel too much pressure to use them, and when i do i usually only need to use either rampart or sentinel to get the job done, even with big pulls.
Either way, i always felt PLD was very well balanced; any problems i've had with it come down to my own incompetence or lack of knowledge. ShB content might be harder on PLDs or something, but from a more casual, occasional ex runners perspective i've never once felt PLD was under-powered. I mean if it really was nerfed then nice it's getting better; i never said i was opposed to this.
As an AST player too i can also say a class doesn't need to be the best of the best to be fun either, nor does that mean it's 'bad'.
If we are talking Dungeon trash pulls then PLD mitigation is the strongest by far.
- Hallowed Ground is, and always will be, the king of trash pulling (there's only 1-2 dangerous pulls per dungeon anyway.)
- You can stun every single trash mob for 6-10 seconds using Shield Bash spam (if you don't have a White Mage casting Holy)
- Passage of Arms is actually really strong near the end of the trash pull when you've run out of everything else but the healer still can't keep up
- Being able to Instant Cast Clemency during your Holy Circle spam for half your health allows you manage any pull, even if the healer decided to lag / not hit sprint / or messed up too much
Now as far as Savage content goes, Pld has the least amount of self-mitigation for sure, if you are using Passage of Arms for party mitigation instead of self mitigation. However, I never ran out of defensive cooldowns during this tier of raiding anyway. Sentinel + Sheltron or Rampart + Sheltron was always available.