As a Dark Knight OT, I would welcome Blood For Blood, Invigorate and Keen Flurry! I think it's a great idea!
As a Dark Knight OT, I would welcome Blood For Blood, Invigorate and Keen Flurry! I think it's a great idea!
Seconded. I found it very... off-putting that Warrior essentially got Lancer as a sub-class in 3.0 by leveling from 52-60. Many of their new abilities are comparable to what a Lancer sub-class would have offered them.
Regarding Conjurer though, Conjurer being a sub-class of Paladin is strictly because of tradition. Paladins have, since the start of the series, combined the martial prowess of a soldier or fighter with the magical prowess of a White Mage. To be completely straight forward, Paladin's problem with Conjurer isn't the Conjurer class, but what is offered to Paladins. It strikes me as rather odd that Paladin doesn't have access to Aero, Repose, and maybe Esuna in place of Cure and Raise, since those spells would offer a Paladin a secondary DoT, crowd control, and a dispel option.
Regarding Marauder: The best fix right now for tanks in general is to buff the cross-classes. That's pretty much the sum of it. All of the tank cross-classes are garbage and all the cross-classes they take from other jobs are garbage. In general, I believe that cross-class abilities shouldn't have traits attached to them and instead just be powerful as-is. There are other places to make the Jobs powerful, having these abilities be worse than the class you're borrowing from them doesn't imply mastery, it implies "hand-me-downs." It seems rather archaic to make the Jobs as a whole suffer by not giving the players the power to make use of our entire kit, including all the cross-class options available to us.
Agree with Repose and Esuna, not so sure about Aero but it could be worth casting when you're running out of an AoE.To be completely straight forward, Paladin's problem with Conjurer isn't the Conjurer class, but what is offered to Paladins. It strikes me as rather odd that Paladin doesn't have access to Aero, Repose, and maybe Esuna in place of Cure and Raise, since those spells would offer a Paladin a secondary DoT, crowd control, and a dispel option.
It really was just a "well, it's better than what they have now" choice. Also, it has struck me as odd since 3.0 came out that Paladin has no magical damage in their kit, while it's not something the Job is known for, it is a powerful option for enemies who are immune (or greatly resistant) to physical damage.
I can agree with that. Granted magic damage is mostly drk's thing, but I think paladin could use something along those lines. I dunno, something along the lines of smiting/punishing the wicked/etc.It really was just a "well, it's better than what they have now" choice. Also, it has struck me as odd since 3.0 came out that Paladin has no magical damage in their kit, while it's not something the Job is known for, it is a powerful option for enemies who are immune (or greatly resistant) to physical damage.
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