Or why not keep clemency as is but make it uninterruptible?
Or why not keep clemency as is but make it uninterruptible?
I consider damage dealers to be responsible for killing mobs using their tools effectively. Tanks and healers don't step on their toes, but it is same kind of logic as paladins stepping on healers' toes. How does healing paladin prevents healers from keeping party members alive? It doesn't. Unless you are worried about parsing heals. In which case it could be considered stepping on healer's toes... but I can't see how that matters. It is not like paladin has a party wide healing debuff or anything.
Smallest buff to make clemency OP? Tough question. I'd say give it one second cast time and heal the whole group.
For your last question... Have you ever had a tank with poor enmity management skill? I have tanked too many things for my taste.Paladin isn't the only class with healing abilities, do you get offended when classes use self-healing abilities? I don't think so. Your point of view about paladin doing something healers should do seems like a tank getting angry that party members use enmity reduction abilities, because it is tank's job to keep enmity high enough without needing help.
That would be a good start, but I doubt it would make the skill significantly more appealing.
It takes me 8 globals to regain enough MP from nothing to be able to recast Clemency.Could you elaborate on this? I'm not sure of the point you're trying to make. What would you consider stepping on healer's toes?
You can't really compare these bars the same way. A PLD takes substantially fewer penalties than a healer when out of mana. It's also much easier to recover from no MP on a PLD.
The question isn't what clemency 'could' do, its what clemency 'should' do. Why should this responsibility be taken away from healers when a PLD is in the group?
Are you stupid? Clemency casts 2121 MP for me to cast, which is more than *anything* my WHM, SCH, and AST can cast outside resurrections. 700 MP almost more than friggin HOLY. Just shut up man.
Clemency conflicts with healers because it has a cast time. If you overheal because of Clemency, someone wasted a GCD where they could have been doing damage. It's not like DPS where every bit of damage helps towards enrage, people have limited HP and 2 people trying to heal the same person will waste resources (GCD on PLD, GCD+mana on healers). It's fine in cases where you precast it to land right after a huge amount of damage like a tankbuster, but trying to heal after an autoattack or trying to heal a DPS that got hit by an aoe is just a waste in most cases.How does healing paladin prevents healers from keeping party members alive? It doesn't. Unless you are worried about parsing heals. In which case it could be considered stepping on healer's toes... but I can't see how that matters. It is not like paladin has a party wide healing debuff or anything.
Clemency conflicts with healers because when they see me casting it, they expect it to actually go off, and when it doesn't, they need to scramble.
Okay I have thought about clemency "not stepping on healer's toes" that would go well with defensive tank.
One second cast time. Paladin and the target share 50% of healing for 10 seconds. It could also provide a small shield.
Now if you would see somebody dying you would pop it up and any heal that would heal you would also heal the target for 50% and any heal that would heal the target would heal also you for 50%. Basically the healer wouldn't risk to wipe the tank while saving somebody else.
I generally am casting on myself more than anyone else. >.>
I can't be the only one that's tried to time it to go off after a tank buster, can I?
They could make Clemency an oGCD with a cast time (uninterruptable?) and resource like Empyreal Arrow.
Restore target's HP. Cure Potency: 1200
Additional Effect: Restores to self 50% of HP restored to target if target is a party member.
Cast [Time]: 1.5s
Recast: 5 - 10s
MP Cost: 2121
I will love them to make it HoT or OCD insta cast with like 30 seconds recast but mp x1.5-2 more as already cost, so now you need to take your mp more in consideration for heal yourself after tankbusters.
I know my english its bad, don't bully me T_T.
The mana cost is already asininely obstructive to its use and there's morons in here asking to double it?
What?
You do realize that it already costs over a *third* of my MP... Or are y'all sticking points in piety for grins?
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