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  1. #81
    Player
    Vire's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    86
    Character
    Vire Darksteel
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    With WHM and SCH already having in-combat raises (as I mentioned, in a modern MMO in-combat rez border ridiculously close to OP without the proper limitations), we don't need another class having it. Much less dumping it on the tank, who will be too busy avoiding stuff while dealing with the boss while keeping them positioned. Same reason why having the tank off-heal doesn't work.
    Yeah not saying that was the answer just throwing some bad ideas out there. I just know they most likely won't make pld cures very good for the reason I mentioned.
    (0)

  2. #82
    Player
    ZenBear's Avatar
    Join Date
    Aug 2013
    Posts
    71
    Character
    Hector Heinrick
    World
    Balmung
    Main Class
    Paladin Lv 90

    Only change I want to see...

    I would like Cure to be an instant cast for Paladins. Being in melee combat means you're very likely to get interrupted during any channeled cast, so why would a melee character ever use one?

    The main problem I see with this, however, is having any trait for a PLD that buffs an ability from a different class is that not everyone will have this ability on their bar. Such a trait would require PLDs to take Cure as one of their cross-class abilities to work at max effectiveness, and limiting customization is never a good thing.

    Still, when I think of Paladins in a thematic context, I see them as the front-line defenders brawling with sword and shield, only casting spells when in dire need to save someone from the brink of death. In the desperate moments you can't take 2.5 seconds to charge up the spell, you need it NOW. So small, instant Cures make sense, IMO.

    Trading CNJ for PUG abilities is not the answer. Doing so would step on the toes of Warriors, reduce diversity between the tanking classes, and sacrifice the thematic integrity of the Paladin.

    Also, I haven't read this entire thread so forgive me if I rehashing old ground here; has anyone figured the effect Shield Oath has on Cure threat generation? Our Cures are small, but with the multiplier I wonder how we stack up in enmity.
    (0)
    Last edited by ZenBear; 08-24-2013 at 09:24 AM.
    He who rides a tiger cannot dismount. - James H. Howard

  3. #83
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    the problem i see with that is paladin is already a pretty beastly tank even without any cooldown skills from subclasses
    It is kind of sad that conjurer basically gives paladin absolutely nothing but really once the majority of people actually get to around the 40+ mark and see how incredible a paladin's tanking is i doubt anyone will miss it outside of being irked at the very little customizing
    the real problem with paladin is just gladiator being very lackluster compared to marauder

    sure warrior has a ton of hp and does decent damage but paladins just plain don't take damage and generate plenty of aoe threat. Not really the tanks job to be killing stuff anyways
    (1)
    Last edited by Nihility; 08-24-2013 at 12:11 PM.

  4. #84
    Player
    Mattia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    164
    Character
    Mattia Liano
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Why not put stat allo points in MND then...?

    <_<
    (0)

  5. #85
    Player
    ZenBear's Avatar
    Join Date
    Aug 2013
    Posts
    71
    Character
    Hector Heinrick
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nihility View Post
    paladins just plain don't tank damage
    I think you mean "take"?

    Quote Originally Posted by Mattia View Post
    Why not put stat allo points in MND then...?

    <_<
    I intend to because, correct me if I'm wrong, last I heard Rage of Halure gains dmg from MND.
    (0)
    He who rides a tiger cannot dismount. - James H. Howard

  6. #86
    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 SwordCoheir View Post
    As a compromise to the 5 job specific abilities limit they can combine Sword/Shield oath into one ability as a rotating stance such as Sword > Shield > Off.
    That would make things very "clunky", for lack of a better word..
    (0)
    * 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)

  7. #87
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by ZenBear View Post
    last I heard Rage of Halure gains dmg from MND.
    Not likely unless your thinking about the stat bonus modifiers from 1.0 which don't exist in ARR. I think SE made it perfectly clear they don't intend on GLD/PLD using Mind anymore because they even took what we had off our AF.

    Quote Originally Posted by Duelle View Post
    That would make things very "clunky", for lack of a better word..
    Not really, unless you like to rotate between them mid-combat. I know some might try too to increase DPS and defensive capabilities this way, similiar to how people swap between attack and -PDT/MDT gear in FFXI, but being it uses the GCD they would still take a fair hit to both if they're rotating regularly.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  8. #88
    Player
    TheNeoReaper's Avatar
    Join Date
    Aug 2013
    Location
    Keokuk, Iowa
    Posts
    35
    Character
    Fayt Leingod
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Do you even know what a paladin is?
    (0)

  9. #89
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 90
    Some people seem to want a WoW paladin with full heals and stuff, making him undefeatable and non-dependant. Of course I'm not refering to the OP with this. I didn't see the end game PLD, but... did someone have a problem while tanking with the current PLD? Why wouldn't you want to rely on your party healer?!
    (0)

  10. #90
    Player
    koutetsu's Avatar
    Join Date
    Aug 2013
    Posts
    25
    Character
    Kyrogen Aldalos
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Xikeroth View Post
    Seriously for RDM I think they will have to create an entirely new class specific for hybrid jobs... None of the current jobs even fit as far as a real RDM goes.

    Cure is already better for Gladiator/Paladin than it is for the majority of DoW classes.
    RDM should start as a Fencer class. Fencer could have Rapier and Bilbos for weapons (like how Gladiator has Spathas, Daggers, shortswords...etc).

    More on topic: I think it would have been nice if they did for PLD cure what they did for Scholar; one of their healing abilities heals for a bit, then also applies a damage absorption buff.
    (0)

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