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  1. #1
    Player
    Tanaya's Avatar
    Join Date
    Mar 2011
    Posts
    214
    Character
    Tanaya Makers
    World
    Siren
    Main Class
    Conjurer Lv 80

    Paladin - A little too simple?

    Starting off I will say as an endgame paladin, I currently like this job, and for the most part we're pretty balanced. My only balance concern is how much we rely on Flash for Add Tanking and how late we get Circle of Scorn.

    Paladin is my first (and currently only) job to 50, and I'm currently in the process of getting Warrior to 50. That said I didn't come here to compare WAR with PLD because that just defeats the purpose of this thread. I don't want Paladin to be more like Warrior, because there's no point in having two tanks working the same way.

    But I will say Warrior as a whole has more complex mechanics that takes time to figure out, while Paladin is more of a "what you see, is what you get" type of job. We have the most basic rotation in the entire game, only given slight more complexity once you get Spirits Within and Circle of Scorn. Our defensive cooldowns do their job and I like them, and I always attempt to use the best cooldown for the situation, but they're very simple. When off-tanking, we have Fast Blade > Riot Blade to avoid grabbing too much threat off the MT, and when enmity is solidified, we can switch to our Halone combo.

    Which leads me to Sword Oath. Call me naive, but I was hoping for a stronger balance between this and Shield Oath. To be frank, Sword Oath does too little to compete with Shield Oath as a MT, and perhaps this was by design (it's hard to beat 20% damage reduction). When I initially saw these these abilities, I was hoping we'd have to stance dance and use them at the appropriate times, but Sword Oath is too plain as a DPS stance, while Shield Oath is, in a similar manner, too plain as a tank stance.

    As a whole, I feel Paladin doesn't have much complexity and is too straightforward as a job. You stack VIT, you get as much defense as possible, and you mitigate as much as possible. No curveballs, no buts, or anything of that sort. Though, I will give credit where it's due. Stun being on GCD allows for interesting application, and Add tanking as a Paladin is challenging in comparison to Warrior.

    I'm not here to scream the sky is falling and SE needs to do something. I'm just here to ask if other Paladins feel similarly.
    (2)
    Last edited by Tanaya; 09-20-2013 at 10:20 PM.

  2. #2
    Player
    Soulburn32's Avatar
    Join Date
    Aug 2013
    Posts
    341
    Character
    Soul Burn
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    start solo tanking end game bosses if you want more to challenge you
    (1)

  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    PAL needs the Riot Blade combo to get extended to a third that's "got" to be used once every 2-3 Halone combos. Some people have suggested adding some type of self-heal, though, personally, I think they need to rip the 10% Str redux from Halone and put it on the Riot Blade extension, if only to balance out the need for WAR to rotate into Storm's Eye every time. Either that or give an mp cost to Halone so that you have to swap in Riot Blades to maintain resources. The fact that all PAL has to do is spam Halone because it applies debuff *and* is the max enmity/damage rotation makes them both boring and *way* better at WAR for enmity generation (same damage but they get to spam their high enmity combo 100% of the time rather than 50-66% of the time).

    PAL is boring because there isn't any complexity *at all*. You have a single AoE threat ability and a single damage/threat combo. Riot Blade only exists to recover mp after you've bottomed yourself from Flash spam so, unless there's a *lot* of add tanking in a single fight that can't be handled with target swapping, you really just use Halone ad infinitum because Halone does *everything*. On top of that, it's not like *anything* that PALs have has a downside to its use so it's all incredibly straightforward. Hell, even their AoE has no downside since it doesn't impact their ability to use ST attacks (because it costs MP rather than TP) and doesn't break CC.

    I don't want PAL to be the same as WAR, nor should it be, but it most definitely needs to be fixed such that it's not just a single combo spam that does absolutely everything that you could ever want. It needs a reason to use Riot Blade, which it really doesn't have. It needs to have some stuff that actually has a potential downside so that you actually have some choices to make, rather than just having a single option that's the explicit *best* option for any given scenario.
    (2)

  4. #4
    Player
    Jahaudant's Avatar
    Join Date
    Aug 2013
    Posts
    315
    Character
    Jahaudant Rivea
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    PLD is extremely simple and I wish the job was far less passive than it currently is.

    I suggested the following in another thread, and I still believe it would be a great change without causing serious imbalance.

    Bulwark as we know it should be completely changed from a buff skill, to a weapon skill that combos from Riot Blade which would also be tweaked slightly to provide it with some synergy with the new focus of the combo - mitigation. The new Fast Blade > Riot Blade > Bulwark combo would work like this:


    Riot Blade
    Delivers an attack with a potency of 100.
    Combo Action: Fast Blade
    Combo Potency: 230
    Combo Bonus: Restores MP,
    Shield block the next magical or physical attack
    Duration 1 second.
    Bulwark
    Deliver a shield attack with a potency of 100
    Combo Action: Riot Blade
    Combo Potency: 200
    Combo Effect with Riot Blade: Increase block rate by 40%
    Duration 5 seconds.
    This would give PLD more of an active role in that they need to constantly evaluate whether more enmity is required (via Halone combo) or more mitigation is required (via Bulwark combo).

    The idea is that you can time Riot Blade to help mitigate particularly damaging attacks that you know are coming, and that the buff from Bulwark is reduced in potency and duration from it's original and the duration is low enough that you cannot maintain 100% uptime on it even if you spam that combo. Starting a Halone combo will see your Bulwark wear off shortly after Savage Blade, leaving you without the buff for at least 10 seconds. Additionally, even spamming the new Bulwark combo will see your shield block buff drop for 2.5 seconds per cycle but it wears off just around the same time you use Riot Blade. This is to try and move away from the mindless 1 2 3 spam we currently employ, and promote use of good timing, and force tanks to focus more heavily on what they are doing, and what is coming next.
    (2)
    Last edited by Jahaudant; 09-21-2013 at 12:04 AM.

  5. #5
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    You would lose hate if you had another combo to work in. That's not an assumption or a guess, it is a fact.
    (4)

  6. #6
    Player
    Jahaudant's Avatar
    Join Date
    Aug 2013
    Posts
    315
    Character
    Jahaudant Rivea
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Churchill View Post
    You would lose hate if you had another combo to work in. That's not an assumption or a guess, it is a fact.
    Threat management is what this change forces you to consider, but your assertion that doing anything other than Halone for 7.5 seconds would immediately drop you from the top of the enmity table is simply wrong.
    (0)

  7. #7
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    The assertion in the OP was the it would be a necessary combo. Paladin doesn't have that kind of hate margin. Paladin has almost no hate margin just using Rage of Halone.
    (2)

  8. #8
    Player
    MomoOG's Avatar
    Join Date
    Aug 2013
    Posts
    367
    Character
    Vicas Windwalker
    World
    Lamia
    Main Class
    Pugilist Lv 70
    I agree and I'll add what I've suggested before. Remove a bit of mitigation (boring) and add a healing combo that uses cure as a finisher.
    (0)

  9. #9
    Player
    Jahaudant's Avatar
    Join Date
    Aug 2013
    Posts
    315
    Character
    Jahaudant Rivea
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Churchill View Post
    The assertion in the OP was the it would be a necessary combo. Paladin doesn't have that kind of hate margin. Paladin has almost no hate margin just using Rage of Halone.
    I see, you were replying to OP.

    Indeed forcing a PLD to use another combo every 2-3 Halones would seriously harm enmity gain in the early stages of a fight that involves immediate heavy healing - Titan for example. However, after a minute or two in any type of encounters your threat margin is actually really quite large.
    (0)
    Last edited by Jahaudant; 09-21-2013 at 12:26 AM.

  10. #10
    Player
    CyanDvai's Avatar
    Join Date
    Mar 2011
    Posts
    266
    Character
    Cyan Dvai
    World
    Balmung
    Main Class
    Gladiator Lv 60
    I wouldn't mind another combo to use. It does get a little tedious using the Halone combo all the time.
    Halone combo, shield toss, flash, not much to do. I use scorn when I can for a little bit more dps and enmity, but I really wish scorn at least had an enmity state like Halone ro savage blade.

    Only time I find keeping hate is when I have a bunch of people that like to spam AoEs on every pull and not fight marked targets.

    I do like the idea of a decent cure combo to produce enmity, I find cure in XIV for paladin is meaningless compared to paladin cure in XI. As a paladin in XI, cure was part of my rotation for threat.
    (1)

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