I think they should just make the raise available for use in battle with weakness for any class that can use it and for whm, Raise trait removes the weakness when raising. Increase the mp usage so it isn't spammed.


I think they should just make the raise available for use in battle with weakness for any class that can use it and for whm, Raise trait removes the weakness when raising. Increase the mp usage so it isn't spammed.


In the Jp version of the game they are called Naito, which is the JP word for Knight. Thus they are more in line with a Knight then a holy warrior that uses magic.

This game although i like it doesn't have the depth that FFXI had. Back in the day everyone was scared to death of undead mobs, and we ran like hell when night was about to fall. When I became a Paladin I had this newfound confidence that I could stand against undead and indeed I could. Just being a Paladin would intimidate them which would give them this sort of paralyze effect, and you did more damage to undead. Mix that with cure doing damage to them, holy, and holy circle, and you were an undead killing machine, and could buff your party members to be so temporarily.
Why oh why SE, have you watered the game down so...

As a Paladin main in XIV (and a pretty big PLD fanatic in XI as well), chiming in my low-quality two cents.
As others have pointed out already, when it comes down to it Paladin has usually never had or is meant to have significant/high-utility magic. Back in XI, sure they had some of the Banish and Holy spells, but they were filler at best and hardly useful other than wasting MP and/or messing around. Their curing potential was a bit better, but in the end it was primarily an extra hate tool via self-curing (until they adjusted how cure enmity works, that is). Then there's Flash, our MP-fueled hate tool. Flash has become one of our signature spells since XI; still retaining its (sort of) blind and enmity boost mechanic.
With how the combat system works in this game, I can't really see a way for them to introduce more efficient/worthwhile curing power for us Paladins at this time. Maybe if there was something akin to the Nurse ability from Final Fantasy Tactics series, a weak short AoE heal that cures ailments as well (even then that'd be difficult to argue for unless it was a cooldown ability).
On the offensive side, however, one idea I've toyed with is bringing back Enlight from XI as a an extra damage boost. To balance it out, it'd drain your MP with each attack, and to compensate the MP drain itself, perhaps down the road a third combo to follow-up after Riot Blade for further damage and MP restoration. Three birds with one stone: implement another "magic" aspect, increase damage output, and add a new combo path to bring Paladin a bit more in line with Warrior's diversity. There would need to be some careful thought and balance for it, though.
At the moment it is a tad disappointing our magical cross classes are rather limited in use, but it's understandable with how combat in this game plays out. At the very least, I do love having Stoneskin access for certain fights, and sometimes I (very rarely) use Cure. Ifrit extreme comes to mind; I like to Stoneskin and sometimes Cure my co-tank when they're currently eating the breath attacks as main tank, just to help ease the load for healers. Otherwise, I like to use Stoneskin as a temporary damage mitigation during some battles like the final Dreadnought in Coil I turn 4. It certainly isn't -significant- reduction but once I establish hate, I like letting the healers stabilize the fight as off-tank handles the mass mobs now hitting them.
I will agree it's a bit silly Paladin can't combat Raise, since really that would probably be its only merit to cross-class it for.
Last edited by Madotsuki; 04-19-2014 at 04:44 PM. Reason: Wall of Text: Character limit

D&D paladins were not so different than regular fighters. they had a strict code of conduct and some minor spell casting.
Japanese people know what paladin means and all it's implications. White knight, holy knight, warrior of a Christian god. Saying they translate it "knight" is like saying the English speaking people translate donkey "ass." We do... butt.
Exactly! a Paladin who doesn't Tithe 10 percent of their earnings to the church isn't a Paladin and should lose all Paladin abilities forever! That's what makes a Paladin a Paladin.

I always find debates like this so amusing. I feel bad for SE because absolutely no one is using the armoury system properly.
Do you all realize that a GLD can use cure, physick, raise, and a slew of other cross class skills to make the class you want? It can even use swiftcast and surecast. Lmao I can totally see a self-healing GLD work out.
I don't really get the whole "comparing one thing to another game" concept either way. No two games have the same concept of what a class should be, not even something as broadly stroked as warrior. The general form of warrior will always be, and always has been, "a class that can use tons of weapons but not magic, most weapons effectively used at least". Already, XIV has broke that "habit" by limiting them to just axe. So a game breaks a normal mold, so what. Many have done it before, many will continue to do it, and many will interpret the same thing in a different way. Same goes for this topic.
Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
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Dreams should be allowed to fly as free as the birds in the sky.
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