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  1. #21
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Lay Hands: Level 60
    Cool Down: 6m
    Cast Time: 1s
    Range: 3y
    MP Cost: 1300 (Consumes all MP)
    Description: Through the Paladin's strength and primal connection to White Magic, they are able to channel incredible life-giving power for a very short period of time. Raises a party member from KO status and restores them to the battle with 1/3 HP, 100% MP, and 100% TP.
    (0)

  2. #22
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    It would have 1, extremely situational use.

    If they want to add it, sure, cool, whatever.

    I'd like more focus on white magic for PLD, or at least more focus on aiding your allies (ex: Cover, Stoneskin, etc.), but I don't think giving PLD an in-combat Raise is going to make any real difference.
    (0)

  3. #23
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    For whatever reason here we (Westerners) associate PLD with divine magic and SE has recognized that and given us CNJ as a cross class. But I don't think it's meant to be something defining the job to any extent. its just a protect/stoneskin for solo content or when SCH only groups.

    Where in the lore is PLD affluent in WHM? From what I remember of the job quests Paladins are an Order of Knights called the Sultansworn with old, longstanding traditions. They're not necessarily pious are they? The lvl 30 quest has us fight the undead, so there's that at least.

    In all though I'm pretty skeptical of SE implementing additional magic use for PLD, enough MP goes into stance dancing and flash. MNK would be such an awesome crossclass instead but that'd probably be OP. Hell bard or dragoon i'd take that too.

    Since the new jobs don't have a base class, I'm guessing SE won't play musical chairs with cross class skills like they did when Arcanist dropped, pity.
    (1)

  4. #24
    Player
    VargasVermillion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    851
    Character
    Val Vermillion
    World
    Tonberry
    Main Class
    Paladin Lv 80
    Well PLD is just called knight for jp, and it is just knight really. Paladin is just there to make it sound fancy. More magic or not PLD still needs something to separate it from the other tanks as atm it just has the bare essentials to count as a tank and no mechanic of it's own, which is something almost all the classes have.
    Stance dancing tank would be the most obvious choice but it would need at least an ability that swaps oaths instantly among other oath exclusive effects or abilities based on what stance you are in or circumstance.
    (0)

  5. #25
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Xenosan View Post
    For whatever reason here we (Westerners) associate PLD with divine magic and SE has recognized that and given us CNJ as a cross class. But I don't think it's meant to be something defining the job to any extent. its just a protect/stoneskin for solo content or when SCH only groups.

    Where in the lore is PLD affluent in WHM? From what I remember of the job quests Paladins are an Order of Knights called the Sultansworn with old, longstanding traditions. They're not necessarily pious are they? The lvl 30 quest has us fight the undead, so there's that at least. ...
    | | |
    V V V
    Quote Originally Posted by Steady View Post
    There is a pretty good history of Paladins raising and curing in other Final fantasy games, particularly it's predecessor in FFXI.

    You are right... the only CNJ spell PLd should be making use of IS stoneskin.. but if your seriously only using it on yourself, your missing the point.

    You HAVE two other spells. They aren't particularly effective. The suggestion is to make the spell you have access too effective. And your argueing, "Nope... keep it gimp, so I can do less".

    LOL... what.. 1-2-3 combo is all the challenge you want?

    Examples of Paladins Raising and Curing and other White Magey stuff -

    Final Fantasy 1 *(Knight) - Cure, Protect, Blink, Cura
    Final Fantasy III (Knight/Dark Knight) - Cure, Cura
    Final Fantasy IV (Cecil)- Cure, Protect, Cura, Shell, Esuna, Raise
    Final Fantasty IX (Beatrix)- Cure, Cura, Life, Full Life, Esuna, Reflect, Holy
    Final Fantasy XI (Paladin) - Cure 1-4, Protect/Shell, Raise, Holy

    I could go on with the random other games... but Cure and Raise go with Paladin... the fact that they ain't being utilized well in the game is something that should be corrected.
    Paladin's have been associated with healing/holy magic throughout the series...
    (3)
    Last edited by HeavensSword; 04-15-2015 at 07:15 AM.

  6. #26
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    I'm pretty sure it would be fine if Raise was in-combat by default with the Conjurer trait adding something else to it instead. CNJ raise auto protects or something?

    However I'd be much more comfortable with Paladins having a useful raise spell if we had some other stuff to spend MP on as well. We have essentially infinite MP compared to every other job that can rez.
    (1)

  7. #27
    Player
    Verdan's Avatar
    Join Date
    Sep 2013
    Posts
    503
    Character
    Verdan Lankost
    World
    Goblin
    Main Class
    Carpenter Lv 70
    The easiest small fix is probably to give esuna to paladins, and give paladins a trait that lets them raise in combat with a shorter cast and bigger mana cost. Letting raise cast in combat by default means that almost everyone at low level will be able to in-combat raise, which would throw that balance off. making cure pack a bigger punch would either involve another oath or a change to your healing magic potency calculation, and I donno how either of those would work out. And giving you guys an in combat raise as a skill just seems like a waste of a skill when there's easier ways to do it.
    (1)

  8. #28
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    it's very unlikely for paladins to get esuna as they have tempered will. since it's already stated that they will get a new combo, and that jobs get new skills every 5 levels, it's safe to assume that what's being addressed for heavensward is an offensive alt to halone combo. that we might get a more potent healing/raising spell within the next expansion after hw. the current mitigation skills we have feels already complete with the exception of a superman button that makes us resistant to all negative effects for the next 10 sec.
    (0)

  9. #29
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Divine oath.

    Swaps current physical weapon damage to magic damage and current STR and MND.
    Grants enhanced raise trait.

    Another oath so there is one for each aspect of the paladin, sword oath for damage, shield oath for defense, divine oath for magic.
    (0)

  10. #30
    Player
    HeavensSword's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    338
    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Cabalabob View Post
    Divine oath.

    Swaps current physical weapon damage to magic damage and current STR and MND.
    Grants enhanced raise trait.

    Another oath so there is one for each aspect of the paladin, sword oath for damage, shield oath for defense, divine oath for magic.
    If they go that route, i'd like Oaths to be off the Global cooldown and not interrupt combos.
    (0)

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