Its because the enmity mod for Shield Oath does not make up for the damage loss.
Its because the enmity mod for Shield Oath does not make up for the damage loss.
Delicious Paladin tears.
Anyways, you seem to have ignored some of the biggest differences between the two classes remaining the same. Paladins are cool down based, and are very proactive. And while these changes help Warrior become more proactive, things like Inner Beast still require a target in melee range to use – this is a phenomenal advantage in strategic planning for encounters.
As for damage, here’s another one you simplify to sway the argument in your favour. You cannot compare the two without looking at the biggest difference between the classes, and that’s weapon speed.
And going into the combos, you ignore just how efficient Rage of Halone in. Having your single biggest rebuff, and biggest hit, and biggest enmity boost all in one strike (and at the end of the combo) means once again Paladin wins out on efficiency, and where it counts most – global cool down usage. This may not seem like a big deal, but in tank transition it is huge and prevalent in Coil.
1000kchar fail.
There was also no mention of Stoneskin anywhere in your post. While cross class skills aren't really the point, they can't be ignored. Many encounters have periods of transition or downtime, being able to cast Stoneskin on demand, with a near infinite mana pool, is something that really defines Paladin to me as preventative damage tanking class.
Last edited by TowerDeschain; 11-21-2013 at 02:08 PM.

You have to realize that Paladin's have about 4 abilities that are almost never used, simply because they are way too situational (tempered will) or broken(awareness) or have little purpose next to our other skills (shield swipe/cover). It's not about QQing or anything, it's about some much need tweaks.



I agree with many of the original poster's ideas for PLD tweaks, just based off the fact that a lot of the abilities that he brought up are fairly worthless or are too restrictive to be utilized in most situations.
I would also like to add to the list making Spirits Within not be affected by Shield Oath's damage reduction so that it is more inline with Inner Beast and Provoke needs a boost so it is more "top of the hate list plus some extra" so that you have a little more buffer.
I don't see it happening but better cross class skills for PLD would be awesome as so many aren't really useful in a fight (skull sunder, mercy stroke, fracture, raise), have a cast-time associated with them which doesn't work so great for tanking or melee (cure, stoneskin), or are trounced by the White Mage in the party casting them (protect).

I posted a few suggestions in another thread that I will paste here.
With warriors essentially becoming juggernauts now, I think it's time for the PLD to get some love. I'm going to post some suggestions for 2.1 that I think the PLD needs very badly.
Paladin abilities:
Sword Oath -Decreases enmity generated greatly, while slightly decreasing the time between auto attacks.
Cover - protects all party members within range, duration has been extended to 10 seconds and redirects the enmity of all enemies within range towards the paladin. Damage redirected has been reduced to 50% and now includes magic damage.
Hallowed Ground - Buff is applied immediately after activation, not after the animation has finished.
Gladiator changes:
Shield Swipe - Increases enmity. No longer on GCD.
Awareness -This ability is now a group buff, that nullifies all critical damage from the enemy. Critical heals are no longer cancelled.
Bulwark - Reduced cool down to 120 seconds.
Tempered Will - Removes all debuffs while preventing knockback and draw-in effects.
I think this will give some of the worthless abilities we have much more use in all combat. BTW character limit can go to hell.
Last edited by Rattleh3ad; 11-21-2013 at 02:18 PM.
I keep reading stuff like this and I don't get it.
I macro mercy stroke after each part of my RoH combo with a little bit of a delay (think it's around 0.6) and it works fine, you just spam your RoH combo dance thing on whatever needs tanking and as soon as you see an enemy with low health hit the tab key a few times or click it on the aggro list and boom the enemy is dead, you get a little hp back too.

Everyone b****es "x class is too strong, nerf them, x class is too weak, buff them" Its ridiculous, Every class has their pros and cons, each class has mechanics to utilize each class to its full potential. Just because you cant utilize your call fully doesn't mean it needs to be buffed so you can "fit in" or because another class is better than you, means that they should nerfed.
As someone on another thread say "YAY! Lets make everyone the same"
Really that's what it is coming down to. eventually we will have healers tanking titan and Paladins tossing heals to rival those of a geared WHM.
*shakes his damn head*

This just in, sky falling because paladins won't be the absolute best without trying anymore.
For crap's sake, girls(you're acting like them) other people are allowed to be pretty too, it's not a "well I'm pretty and perfect, so no one else deserves to be" thing.
Yes, WAR is getting a buff. Yes, they will be disproportionately used post patch, for all of a week until people realize that you still have to try harder than a paladin to achieve the same survivability.
You have crazy powerful CDs. we get some decent ones(finally!) that are: weaker sentinel, gone in a flash rampart, and I can't move immortality.
You'll still be good, and guess what, now WAR will be too. you should be happy to have someone else to shoulder your burdens with you, not fighting to be the only one allowed to carry it.

FFS people, PLDs aren't complaining about warrior buffs! Some of our skills need tweaking, because they are broken or have little to no purpose.
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