Wasn't bugged, it just meant shield Oath Paladins generated less enmity than they should have.
Tell me how well this works during turn 4.... when the solider and knight spawn... I would love to hear your success story. (please bring a monk, drg, blm and smn to help with the data).
Are we really talking about how a gear capped Paladin is bored in WP? Trololololo
Go use your free time to write some theorycraft on things to do with all your extra free time now that you don't have to work for threat.
3/10
* 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)
My bet is that a Paladin in swordoath was generating more enmity than one in shieldoath. I would have given the Paladin a passive at lvl 45 reducing enmity by 10% in swo. But that would have required additional programlines and a picture. So they just changed a number.I think one reason could be with duty finder groups. Any non-relic tank knows how much of a bitch it is to keep aggro off a relic + 1 BLM without them having to throttle their dps. It lessens the penalty when there is a gear gap between your tank and DPS. Otherwise, all things equal, yes, with equally geared tank/DPS/healer, a tank had no problems holding threat in 2.0.
Lets take an extreme example.
How about you took WHM & SCH, and:
Triple potency on all heals
Reduce threat generated by 90%
Reduce my costs by 75%
Would you say that's awesome that the healers can now keep everyone alive like they're supposed to? Or would you say that maybe it's a little much and this is starting to get a little too easy?
Lets take an extreme example.
How about you took WHM & SCH, and:
Triple potency on all heals
Reduce threat generated by 90%
Reduce my costs by 75%
Would you say that's awesome that the healers can now keep everyone alive like they're supposed to? Or would you say that maybe it's a little much and this is starting to get a little too easy?
That is a terrible example that isn't at all comparable to the current state of things.
2.0= tanks don't lose threat
2.1= tanks still don't lose threat.
There is no difference.
To take your example of WHM& SCH
It would be these
SCH & WHM: Healing spells have a new graphic.
Your example is one where gameplay is actually changed, but the enmity changes haven't done that in this case.
WAR and PLD still play the same way.
The exception beig WAR which has new tools which DOES change gameplay.
Last edited by Leiron; 12-20-2013 at 07:46 AM.
http://dictionary.reference.com/browse/extreme?s=tThat is a terrible example that isn't at all comparable to the current state of things.
2.0= tanks don't lose threat
2.1= tanks still don't lose threat.
There is no difference.
To take your example of WHM& SCH
It would be these
SCH & WHM: Healing spells have a new graphic.
I would ask you to come back when you get it, but then you'd never be back
errr, wait ... hmmmm ...
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