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  1. #1
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Paladin rotation at 60 is just weird.

    -Three part combo needed to apply DoT.

    -Three part combo needed to maintain threat, but using it reduces DPS contribution of the PLD and doesn't help clear DPS checks.

    -Three part combo needed if you want to deal max DPS, but will lose threat advantage if you use it continually.

    Then on top of that;

    -Only spammable AoE (Flash) does no damage.

    -Divine Veil requires someone to heal you AND its party effect requires everyone to stack together. Utterly impractical in most situations applying a protective barrier would be useful.

    -Shelltron doesn't block magic attacks, including certain physical special attacks you would assume it should (like cyclops swings).

    -Sword Oath boosts auto-attack damage in a game whose meta revolves around moving constantly to dodge AoEs, making it a pretty 'meh' ability even when soloing leveling quests. Doesn't help much at all in those situations the tank needs to help kill orbs and crap to prevent a wipe, as it contributes nothing to a DPS burst.

    -Spirits Within is weaker if the PLD isn't at full health. Why? Why would you place such a mechanic on a tank whose job it is to take constant damage?

    PLD single target DPS might be fine on test dummy NPCs, but the sheer impracticality of all the stars aligning to the degree PLD needs during an actual raid is a whole different matter. Depending on the boss and how much AoE fields I need to dodge, there is a ton of wasted effort trying to do things like apply Savage Blade's DoT.


    *If I was to redo PLD I would have made Royal Authority a finisher that can be instantly triggered at the end of a Rage of Halone combo. It would make a lot more sense and fit easier in the rotations.

    Also Flash would actually deal damage, Divine Veil would not require shield triggering on heal and would apply its buff to all party members regardless of distance. Spirits Within would lose its damage tied to current HP mechanic, and Sword Oath would add a flat % bonus to all skill damage to assist PLD in those times they need to burst. Shelltron would block the next attack completely.

    Finally, Goring Blade would trigger it's DoT without needing to use Riot Blade and Fast Blade.
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    Last edited by therpgfanatic; 02-17-2016 at 03:52 PM.

  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by therpgfanatic View Post
    -Three part combo needed to apply DoT.
    They could, theoretically, take away the 3 part combo bit but they'd need to reduce it's potency as Goring Blade is actually kinda ridiculous.
    -Three part combo needed to maintain threat, but using it reduces DPS contribution of the PLD and doesn't help clear DPS checks.
    DRK is actually the only one who sees a DPS gain from using their damage reduction combo. The main problem, though, is that PLD's damage reduction combo is also their threat combo, thus requiring them to dip more often (unless you have the WAR open and not BB his life away as OT). You could put the STR down on Royal Authority and put something else on RoH I suppose.
    -Three part combo needed if you want to deal max DPS, but will lose threat advantage if you use it continually.
    DRK has a similar problem, though their enmity generation is high enough that they don't need to worry about it. I think changing around the enmity modifiers or doing what I suggested above would solve this fairly easily. PLD's main issue is how often it needs to use RoH compared to DRK to maintain threat, on top of ShO's various hindrances.
    -Only spammable AoE (Flash) does no damage.
    This is often complained about, and I sort of agree but not in the sense that most do. I think Flash should still deal no damage by default, but that there should be some sort of interaction with another CD that allows it to do damage. Having a shield available at all times (on top of Bulwark as a CD) means that if Flash did damage you'd have a tank that shrugs off multiple physical hits via rolls, who can also reduce them via CDs, and also deal moderate damage while doing so. Which I, personally, think would be fine if it was CD-related and not a default thing.
    -Divine Veil requires someone to heal you AND its party effect requires everyone to stack together. Utterly impractical in most situations applying a protective barrier would be useful.
    DV's requirement of a heal does feel like it's just tacked on, though in any situation where DV is applicable you'd be getting healed anyway. It's intended to be used for big boss AOEs and stuff, not just a 10% shield on everybody you can randomly throw up. I think the heal thing can be removed as long as nothing else is changed.
    -Shelltron doesn't block magic attacks, including certain physical special attacks you would assume it should (like cyclops swings).
    -29%+ block on either damage types with a 30s CD seems a bit ridiculous to me. Think Sheltron is pretty undervalued despite being kinda insanely strong - understandable, though, since it can be eaten by AAs and is generally kinda clunky. I think, rather than doing the whole magic damage thing, it should just give you 100% block chance for X seconds.
    -Sword Oath boosts auto-attack damage in a game whose meta revolves around moving constantly to dodge AoEs, making it a pretty 'meh' ability even when soloing leveling quests. Doesn't help much at all in those situations the tank needs to help kill orbs and crap to prevent a wipe, as it contributes nothing to a DPS burst.
    If you have to dodge an AOE and can't auto attack then that's a personal problem or you're not strafing. SwO is really strong and is why, as an OT, PLD is pretty competitive. I think touching SwO isn't really a thing they should do, though there are probably ways they could go about it.
    -Spirits Within is weaker if the PLD isn't at full health. Why? Why would you place such a mechanic on a tank whose job it is to take constant damage?
    This always did strike me as weird, and I think removing the health requirement would give PLD a small boost in ShO DPS. Wouldn't mind if they got rid of that weird requirement tbh.
    *If I was to redo PLD I would have made Royal Authority a finisher that can be instantly triggered at the end of a Rage of Halone combo.

    Finally, Goring Blade would trigger it's DoT without needing to use Riot Blade and Fast Blade.
    So you'd put PLD back to using 1 combo forever? Dunno if that's such a good idea.
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  3. #3
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by SpookyGhost View Post
    Think Sheltron is pretty undervalued despite being kinda insanely strong - understandable, though, since it can be eaten by AAs and is generally kinda clunky. I think, rather than doing the whole magic damage thing, it should just give you 100% block chance for X seconds
    So basically make Sheltron what Bulwark should of been. If their going to do that might as well just fix bulwark and make Sheltron block the next magical hit and allow it to pair with cover, giving chemistry with both war and drk since all of a sudden you've got a OT doing damage and taking tank busters on the side for -30% that can cure itself....giving more reason for the MT to stay in their offensive stance, then re-work awareness to like allow PLD's defensive cool downs that didn't work on cover before to actually work while negating crits....

    Quote Originally Posted by therpgfanatic View Post
    It's more annoying than useful to have three combos which all require three GCDs to gain their benefits.
    No tank gains all their benefits from their combo's at once. Their always giving up something. PLD just can't keep up that DPS due to the fact it's hate is too weak which means they just need to up the hate generation on the RoH combo line or potency on the offensive combos to make up for the lack of PLD being able to use them. That and even if you did this it really wouldn't matter as PLD is still last in party chemistry other than HG through phases, which loses value as a group gains personal knowledge of a fight.
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    Last edited by Seku; 02-17-2016 at 05:44 PM.