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  1. #41
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by Sentenza View Post
    Point taken, I'd like to add that PLD would be the better OT in that fight since they have the actual procs for the adds and sheltron actually works on it.
    This is 100% accurate. With my dark knight he mts P1 and P2, then in P3 i end up taking the first lazer, he takes the second, I hallowed the third. lets us pop all our reducing cds to make the healing a joke for our normal group(healers can go on pure offense) or with pug healers (can never trust pugs!).
    (0)

  2. #42
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by Jandor View Post
    Snip
    If it does interupt (and I could be wrong) id rather it not--unless I hit it at the last second. AOEs on the ground are dummy proof to avoid, and the monster is not auto attacking during that time. Sure people have to move two steps, but it also means you can give your healer a chance to dps. All three healers (esp whms lately) can put up some really good numbers in party runs without endangering the tanks health at all---

    Take less damage
    Party deals more damage (after a brief reposition)?


    oGCD alone would be fine--with some balance number changes.
    (0)

  3. #43
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by R-Kine View Post
    PLD and DRK could totally use a Buff.
    Sure, let's buff PLD DPS to match that of WAR. Hmm, while at it, let's slap a shield on WAR and DRK so they have the same mitigation of PLD. Let's remove pesky wrath and MP management resources and just give immunity CDs to WAR and DRK. I mean EVERYONE wants what the other one has, why not make all three the same? Problem solved!
    (0)

  4. #44
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Too many stupid people making too many stupid change ideas without actually thinking of ALL the repercussions of the changes.
    (0)

  5. #45
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    No, paladins dont need any more damage--I realize your being sarcastic, but addresing other paladins.

    Paladins -do- need a threat increased. Against competitive dps without a ninja, you will be spamming your halone combo, where neither other tank has this issue. I tank with my war and paladin both through rav ex and alexander, and the threat issue on paladin is quite real. I also at times have an issue with SE saying paladin dps should be lower cause they mitigate better---given so much of the content -is- magic damage, basically means when its magic most of those advantages go out the window, while you are left with your rather sub standard aggro and damage.


    Paladins are not in a good spot in the xpac. Clemency is an ok spell--you can use it with some foresight, but I think Equilibrium is much better (Rav Ex interrupts like crazy, which I imagine will be more indicative of savage alex vs normal alex which is a joke).

    Paladins need a threat increase, some aoe increase (the idea that shield swipe be OGCD and a cone was quite great! 120/150 potency, remove pacification, keep added threat--done deal). Clemency in particular is already gated by the immense mana cost, the rather massive casting time and fact you cant block during the cast makes it rather fringe. Lowering the casting time to 1.5 or a gcd ability (similar to an attack, stance change, etc) would make it more ideal. Casting while tanking doesnt work well. Casting while off tanking is so so.
    (0)

  6. #46
    Player
    RadRyder's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    37
    Character
    Shizuru Misurugi
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Here's my wishlist for my two mains (PLD/WAR):

    PLD:
    - Remove Sword/Shield Oath from GCD. This is long overdue
    - Reduce Clemency's cast time to about 2.5 seconds or less
    - Remove TP cost on Shield Swipe, making it a better TP recovery tool

    WAR:
    - Steel Cyclone now applies Storm's Path debuff on all targets hit
    - Decimate now applies Storm's Eye debuff on all targets hit.
    (0)

  7. #47
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    I think my Fell cleaves should be 9000 potency, off the gcd, require no stacks , give me 20% damage mitigation for 60 seconds and heal me for 100% of the damage done, also usable in Defiance while ignoring the damage penalty. Actually cooldown should be 0 anyways, 2.5 and off the gcd would still be too long.

    To be frank I think my Salted Earths should cover the entire dungeon map and maybe tick for 9000 potency and last 60s instead of 21.
    Should probably be able to affect all my allies too (obviously not me) because I don't want to carry these scrubs either.

    Finally I think Hallowed Grounds duration should be 20 minutes long, and the cooldowns too long, I think 1s cooldown is fair though if we're not being conservative it should probably be like 0.5s cooldown.
    (0)

  8. #48
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Hundred View Post
    I think my Fell cleaves should be 9000 potency, off the gcd, require no stacks , give me 20% damage mitigation for 60 seconds and heal me for 100% of the damage done, also usable in Defiance while ignoring the damage penalty. Actually cooldown should be 0 anyways, 2.5 and off the gcd would still be too long.

    To be frank I think my Salted Earths should cover the entire dungeon map and maybe tick for 9000 potency and last 60s instead of 21.
    Should probably be able to affect all my allies too (obviously not me) because I don't want to carry these scrubs either.

    Finally I think Hallowed Grounds duration should be 20 minutes long, and the cooldowns too long, I think 1s cooldown is fair though if we're not being conservative it should probably be like 0.5s cooldown.
    "Madness, as you know, is a lot like gravity. All it takes is a little push."
    (0)

  9. #49
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    (1)

  10. #50
    Player
    R-Kine's Avatar
    Join Date
    May 2015
    Posts
    76
    Character
    Risen Villar
    World
    Balmung
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Phoenicia View Post
    Sure, let's buff PLD DPS to match that of WAR. Hmm, while at it, let's slap a shield on WAR and DRK so they have the same mitigation of PLD. Let's remove pesky wrath and MP management resources and just give immunity CDs to WAR and DRK. I mean EVERYONE wants what the other one has, why not make all three the same? Problem solved!
    Don't take it too hard now.
    (0)

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