

Actually, not that much.
Considering that our weapon delay and our GCD are close to each other, Sword Oath is basically adding 50 potency to each of our GCD.
So, Fast Blade+SwO is 200 potency, RoH+SwO is 310 potency, RA+SwO is 390 potency, and so on...And we only have three damaging skills oGCD.
In fact, giving 10% damage boost to SwO would actually reduce our DPS BUT will apply all enmity bonus to those 10% boost, something that doesn't apply to our additionnal auto-attack.


I used to love PLD, but I'm concerned now that I'm accustomed to the flexibility of WAR that I might find PLD a little dull. Depends on how the new encounters work and how they deal with clemency. If they can make cover, clemency, and pacification a useful deterrent and mitigation then I would gladly switch back to PLD. Guess we'll have to see.


I agree with this but I feel the game design itself doesn't cater for it. Everything in the game is built around dps checks and as a result mitigation is for the most part just not required. Which is part of the problem with paladins at present. the only thing that's important is dps.
other issues with mitigation are it's inconsistency. healers will never toss a heal on you under the assumption you will parry / block a chunk of that damage. they will always heal expecting the full hit. which in turn leads to why parry is such a joke.
then cooldowns are mostly not required, there aren't many occasions where I would have survived an burst if only I had popped rampart instead of using it earlier. and things like hallowed ground still need to be fixed, suffering from a pretty bad delay from when you hit it to when it takes effect. mitigation on the whole just doesn't feel necessary
so having a high mitigation low dps tank wouldn't really work because of the games heavily reliance on dps checks.
only move I have been wondering about lately is "Spirits Within"... mostly only when I see a Gladiator/Paladin NPC use their variant of the move called "Spirits Without" cause it has a AoE & charge bar, its a small one but a AoE none the less (thou the charge bar is more for us to dodge just like a WAR NPC's Overpower)
First off i like PLD and i do very well in raids. My dps is better then alot of tanks (i def produce higher dps as drk) and getting this boost might just make me and players like me a monster. I also believe we should be the lowest DPS out of the 3 tanks while having the best burst mitigation. We do have very little aoe and in longer fights without jumps tp issues. Now just because i believe we should have the lowest dps out of the tanks doesnt mean we cant give more raidwide dps. Adding something to shieldswipe or making it aoe can resolve one or 2 of those issues without having to increase potency. Maybe adding some extra defence to bulwark or make it a tp regen can make us even more tanky and the skill more useful. U can also or instead make savage blade or fast blade the skill that costs 60 to improve this. Devine viel is a great move used right but clemency should be faster so it doesnt get interupted as much (u dont need to make it uninteruptable if u make it easier to time)
Been playing pld since i started. Still my only 60 and highest ilvl of 203. Still love the job.
What i want changed for PLD is HG actually being and "instant" cawt instead of it being delayed by 1 sec. I have to spam the icon just so it can pop and even then it might not go off in time before i die.
Definitely a damage boost by like possible 5% and some AOE with bulwark doing some TP regen. WAR gets a TP regen with Equilibrium when in Deliverance, so why not with Bulwark.
Being 60 PLD/DRK/WAR;
Seeing that they specifically mentioned Paladin's Oath - I hope this means they finally recognize that the loss of GCD & combo interruption was significantly detrimental to overall damage capabilities.
Additionally; Paladin has a single offensive cooldown & it is fairly powerful but the long cooldown has always made the job about limiting your losses over time - hopefully changes to Sword Oath will help address this.
Clunk;
- Cover has clunk (Distance, Targeting, Physical DMG exclusive, Ignores CDs)
- Clemency has clunk (Cast Time)
- Divine Veil has clunk (Heal requirement, Long recast)
Hopefully they fix or at least somewhat address the deficiencies with those skills.

Also a quote from the Community Rep:
"We will be changing the method for calculating the potency of physical attacks for tank roles in Patch 3.2. We’ll be making it so vitality affects the potency of physical attacks, and as a result the effect of strength on physical attack potency will be reduced."
"From Patch 3.2 onwards, you’ll be safe using only vitality accessories as well as allocating everything to vitality as a tank. For everyone who is currently using strength accessories on their tanks, the damage will be lowered, so please prepare your vitality accessories ahead of time."
HAHAHA I've had many raid groups laugh at me for using all fending accessories on PLD. Everyone will finally leave me alone and finally see how I've always been a better PLD with high HP ^.^
This makes me ecstatic.
Last edited by Aaliyahrose; 02-04-2016 at 09:10 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote





