Casting Cure out of 4 tries my max without the buff is 250 HP. Now if out of combat HP regen restores more HP why cant PLDs have a higher healing magic potency? My BLM has lesser gear yet can heal for more than my PLD...
Casting Cure out of 4 tries my max without the buff is 250 HP. Now if out of combat HP regen restores more HP why cant PLDs have a higher healing magic potency? My BLM has lesser gear yet can heal for more than my PLD...
I think a battle raise would be much more appreciated than an actual cure, especially for groups w/o a SMN. Currently SMN is the only dps class with a battle raise and there are no tanks that can. However I do feel that it would be unbalanced since people will opt out to x2 PLD for 8 mans so they might have to boost the dps of the WAR while in Defiance or just improve its cd's like Holmgang and Fortify to keep things even cause raising in battle is a huge deal, especially when both healers are down or low on mp.
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Last edited by Marxam; 12-28-2014 at 09:31 AM.
There's three reasons why paladins have worse healing than Black Mages/Summoners. One is lower native MND, but that's the least important of the three. The second is the trait "Magick and Mend II," which increases the damage and healing of everything the THM/ACN does by 30%. The most important one is the Magic Damage on your weapon. It's not listed in the game, but every physical class weapon also has a magic damage stat. As seen on XIVDB, swords have half the magic damage stat of staves. It's pretty easy to confirm that the magic damage stat actually does exist on your weapons - just equip a low level weapon and start casting cure. The difference in the magic damage stat is massive; a Dreadwyrm Blade paladin has about the same magic damage as a conjurer with an item level 38 weapon.
If paladins were ever to get meaningful healing I don't think it would come from the Cure spell at all. For balance it probably shouldn't, either, because Cure has no cooldown and a pretty low MP cost. A paladin's heal should probably scale with STR or VIT and physical damage, and it should have some sort of limiting factor to prevent it from being spammed. That way, it can actually heal a significant amount in one cast without being overpowered.
Fixed it for ya!I think a battle raise would be much more appreciated than an actual cure, especially for groups w/o a SMN. Currently SMN is the only dps class with a battle Raise and there are no tanks that can. However I do feel that it would be unbalanced since people will opt out to x2 PLD for 8 mans so they might have to boost the dps of the WAR while in Defiance or just improve its cd's like Holmgang and Fortify to keep things even cause raising in battle is a huge deal, especially when both healers are down or low on mp.
I'd see something along the lines of Second Wind, but really, to me, self healing is already the Warrior's thing. My vote is on Raise or a mitigating shield on a long CD but instant cast but a lower potenct than the WHM traited Stoneskin.If paladins were ever to get meaningful healing I don't think it would come from the Cure spell at all. For balance it probably shouldn't, either, because Cure has no cooldown and a pretty low MP cost. A paladin's heal should probably scale with STR or VIT and physical damage, and it should have some sort of limiting factor to prevent it from being spammed. That way, it can actually heal a significant amount in one cast without being overpowered.
Last edited by Ceodore; 12-29-2014 at 05:06 AM.
IDK what you're getting at, all tanks mitigate damage in one way or another, it's kind of the idea behind being a tank. Assuming you're saying a Warrior mitigates damage too, you must realize that they really pale in comparison in this aspect to the Paladin, just as the Paladin's self healing in Bloodlust is miserable compared to the Warrior. Also, the warriors really NEED self healing more, especially to make up for the lack of a shield, and the lackluster on Defiance. Mainly, I'd just like to see something new given to the tanks that neither of them have. The argument could be made that the whm, sch, and smn already raise, so that's their thing, but the point of that suggestion is that neither TANK can raise in combat. Plus, it would be a simple implementation, and if there's anything that SE likes, it's something that can be simply introduced. Make the WHM raise trait just part of its skill and give them a different trait there instead.
-Blood Oath- Perhaps? But I think that is what we are getting DRK for. PLD = Turtle, WAR = Crazy ballz, and DRK = Blood (HP) Sukker.I'd pretty much go with another Oath that increases Cure's potency depending on how much STR you have but considerably increases the MP cost of Cure and disables normal MP regen. If you think about it, they have Riot Blade to get some MP back but majority is spent only on Flash.
Balance-wise, it will not be OP as Paladins aren't blessed with the MP pool to consistently heal themselves.
Maybe
if drk's tank stance is a permanent bloodbath, then it's skillset would have to be pretty terrible in comparision to war to not be literally the best tank
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