Results -9 to 0 of 257

Threaded View

  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by eagledorf View Post
    It should be possible to parry and block critical damage.
    I can agree with this.
    Rage of Halone should have its potency increased slightly.

    The potency penalty for keeping the Rage of Halone debuff up as OT is too high and hate generation could also use a boost now that PLD has 3 combos to juggle. Increasing the potency to 300 would make the potency gap 40 compared to Royal Authority (the same potency a WAR loses by replacing Butcher’s Block with Storm’s Path) so it would be worth thinking about the STR debuff. This change wouldn't increase PLD's max DPS at all, it's about how Halone fits in with the new skills.
    I still say this would mess with tanking at lower levels. If we absolutely have to do this, nerf Halone's baseline enmity modifier and increase the potency (leaving it at about the same place from 26-40), then have Shield Oath give bonus enmity to Halone.
    [B]Grit, Sword Oath, and Shield Oath should not cancel combos.

    I think it’s fine that these cost a global cooldown and MP, but having them cancel combos is disadvantageous if you suddenly need to swap in when the MT dies or otherwise suddenly need to tank.
    Considering the course of action when this happens is Swap => Provoke => Shield Lob/Tomahawk/Unmend, this isn't as big a problem as one would think.
    Quote Originally Posted by LeeraSorlan View Post
    A better change tho imo is reduce the general cast to 1 or 1.5 seconds. Anything over 2 seconds honestly renders it useless and the high MP cost already means you wont be spamming 1s heals all over.
    Except making it easier to use on yourself takes PLD survivability to levels it should not be. You're making a clear choice to use it, and it has to have an opportunity cost. The ability was clearly added for use while not being the MT or for raid-damage situations.
    (0)
    Last edited by Duelle; 09-07-2015 at 07:32 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)