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  1. #51
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Duelle View Post
    I see it more as a result of the transition from XI's outlook on PLD to the approach XIV has taken. Someone in the other forums put it best when they said that even as far back as FFIV a paladin's magic was mostly lackluster but not game-breaking (don't remember the exact quote, but went along the lines of "Cecil having white magic was not for heals because his heals were LOL, but because it saved the party one turn by having him cast Protect and saving Rosa that turn).

    XIV's PLD follows this idea in that your bread and butter for aggro is sword skills and stuff like Flash. CNJ skills are utility that don't break the job when not in use.
    Cecil heals in IV was not OP but they healed enough that you could solo the game with him... and yes cnj skills are useless.
    (0)

  2. #52
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
    Posts
    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    I think I should be happy about PLD got raise even w/o the instant cast skill support from THM/BLM, compare to PGL and WAR have to use an item or 2 from GC to raise ppl, that ll make PLD with 2-3 raise, PGL/WAR with 1-2 and WHM with 3-4 (I dont remember if WHM got instant cast skill support)

    And Cure skill, I am fine with the around 250 amount, CNJ cure 1 for 800+ plus with the around 250 from PLD is around 1k healing already, cure should stay as supplement for PLD
    (0)

  3. #53
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    well the PLD in arr is about the "stalwart defender" mentality of paladin (ie the sultansworn) more so the the typical healing heavy pld that is the wow style pld. Still I personally see Cure as is being a good PLD centric skill (as someone else pointed out the 250+the incoming whm cure gets over 1k heal combined.). Stoneskin is kinda a waste of a gcd as a whm when it comes to casting it on a tank since imo it is literally just a preventive spell, so the pld could instead cast it on himself when he know a big hit is coming combined with a few def. cds.

    Think the issue ultimately comes back to the pld vs war deal though. Warrior is incredibly well fleshed out in its role as a vitality tank (after the revisions it literally has a use for every single ability it can get access to) and PLD feels like it just does the bare minimum to fulfill its mitigation tank role. (ie you just drop one of 6-8 def cds when something big is incoming etc, and you can ignore half of the cross-class abilities outside of solo play)

    admittedly it has occurred to me that this is by design though, since this also means pld is the more user friendly tank and war requires more attention and coordination. (not to be blatantly confused with easier, just means its mechanics are alot more straightforward)

    guess my point is that while the "truth" of it is pld is just as good as war (potentially even better if player skill is an issue), it just leaves this feeling of needing more. Problem is that for all my trying, i can't think of something that wouldn't hinder its accessibility.

    Personally id like to see some of the shield come into play more often, such as by making bulwark shorter cd , i.e 45 sec cd and blocks for 30% instead of 60% for a shorter time or deflects half of the incoming magical damage, and has a shorter duration so it is a "ability" counter active mitigation.
    (1)
    Last edited by Gumbercules; 08-23-2013 at 09:28 PM.

  4. #54
    Player
    HiranaiVashai's Avatar
    Join Date
    Jan 2012
    Location
    TREES_AND_GRASS
    Posts
    32
    Character
    Y'hiranai Vashai
    World
    Goblin
    Main Class
    Bard Lv 100
    Keep in mind that Job Crystals do change (I bet very few people noticed) stats, actions and traits to a limited degree. e.g. Archer (my main) gets quick nock and wide volley. They both do nothing special on ARC that has anything to do with each other, only that quick nock gets a damage enhancement trait. BRD however, adds to those actions. Quick nock will gain a 15% chance to trigger the next wide volley to cost no TP, Wide Volley gains a 15% chance that the next Rain of Death will cost no TP, Rain of death has a 15% change to trigger the next quick nock not to cost TP.

    Though this is an example about a job modifying it's base class' abilities, I don't think it's out of the question PLD could do the same with it's actions/traits and maybe even it's cross class skills. The Job stones will also modify stats, as I've said, to allow actions important to the role to become more useful. Maybe those who want to go pure PLD might benefit more in investing some extra points in MND rather then VIT to boost their healing potency. It's easier to fill 3000 HP with cures of 350, then to fill 4500 HP with cures of 200.
    (0)
    Last edited by HiranaiVashai; 08-23-2013 at 09:20 PM. Reason: Added rest of post

  5. #55
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by niwaar View Post
    Personally, I dislike the fact they flat got rid of Shell as its own spell. Yes it was merged because its simpler, but there was always something that made you feel good in XI when you saw the Pro & Shell animation ticking one by one across your party.
    So you want an additional spell to cast for the sake of having an additional spell to cast...
    That being said, I would rather see traits that effect your subjob abilities. Most jobs have a select few abilities that they gain access to via their cross-class. Paladin is not the only one who is stuck with less than stellar spells and some Jobs/Classes could use traits that change/buff/etc to make these abilities more fun and useful. Traiting Pro/Shell would be a step in the right direction.
    Except you run the risk of creating a balance clusterf*ck if you make traits accessible to more than just the job they originate from.

    Yet I would like to see traits that enhance abilities specifically for their use on other Jobs. Having a trait that changes Cure to cost more, produce more threat (1:1), change its potency to be effected by attack power (like the change to Second Wind), change the cast time to be faster to allow for movement and change the recast time. The spell can be the same but function in a manner that allows it to be an intricate part of the Paladin kit.
    As I mentioned, PLD is designed around a modern MMO tank with utility on the side, where utility going unused does not break the job in any way, as the foundation it is built on is very solid.

    We don't need cure as a mainstay for hate when we have the needed hate tools to do our job as tanks. We're not D&D paladins or WoW paladins; our faith does not manifest through awesome divine power with which to smite our foes. We don't summon giant glowy hammers out of the aether to hit people on the head with. We're par the course of Final Fantasy paladins, as they are knights with weak white magic. We currently fit that bill to the dot.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #56
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I don't think SE is going to completely redesign a job while ignoring its traditional lore just because you have monk envy.
    (1)

  7. #57
    Player
    Felix7007's Avatar
    Join Date
    Apr 2012
    Posts
    150
    Character
    Felix Anderson
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    No, I don't want second wind as my only source for curing and you cant use it on a target.
    (0)

  8. #58
    Player
    DarthKraze's Avatar
    Join Date
    Aug 2013
    Posts
    8
    Character
    Darth Kraze
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    I love me some cojurer skills!
    (0)

    http://SithRage.com/

  9. #59
    Player
    KamikazeMan's Avatar
    Join Date
    Jul 2011
    Posts
    870
    Character
    Lodovico Rivers
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    They should at least boost Paladin's MND and give it a healing spell.
    (0)

  10. #60
    Player Eldarion18's Avatar
    Join Date
    Oct 2011
    Location
    Empyreal Paradox
    Posts
    103
    Character
    Shawn Cody
    World
    Tonberry
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Dreamer View Post
    I don't think SE is going to completely redesign a job while ignoring its traditional lore just because you have monk envy.
    Well actually no, changing the support class from Conjurer to Pugilist has nothing to do with redesigning Paladin. Like I said, they changed Bard's support classes from LNC/CNJ to LNC/PGL going from P3 Beta to p4 Beta. So yeah...
    (0)

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