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  1. #1
    Player
    aqskerorokero's Avatar
    Join Date
    Nov 2016
    Posts
    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Just for clarification, Pld gets only skills that it deserves, and that war and drk already got.

    To me the situation between 3 tanks now on info is like "rock paper scissors", no tank can be better than one and be better than other one. More fair compare to 3.x
    (0)

  2. #2
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aqskerorokero View Post
    Just for clarification, Pld gets only skills that it deserves, and that war and drk already got.

    To me the situation between 3 tanks now on info is like "rock paper scissors", no tank can be better than one and be better than other one. More fair compare to 3.x
    What exactly is this rock, paper, scissors relationship anyway? Because what I see is two pairs of scissors and a single rock. Dark Knight and Warrior are both offensive tanks, which should be fine. But, both Dark Knight and Warrior lack the two things that Paladin has: utility, and now damage, assuming these values remain mostly the same. (Never thought I'd say that.)

    Both Dark Knight and Warrior currently have one confirmed utility ability each. Warriors have Maim, which is a slashing debuff. Maim is unfortunately not as valued, since only Dark Knight and Paladin benefit from it now, and only if there isn't a Samurai or Ninja in the party, since both Ninjas and Samurai apply slashing resistance debuffs in their main rotations now.

    Dark Knights on the other end, have the Darkest Night as their sole confirmed form of support. The Darkest Night, for all intents and purposes, is an adloquium-type effect. This works considering Dark Knight's flavor, lore, and all that, it functions as a polar opposite of Clemency. However, this is far from an ideal ability, since it can be self-cast and is tied to the Dark Knight's damage output, reducing their strength as support and causing this move to be used on cooldown, as stated.

    This leaves Paladin with a venerable monopoly on support abilities. They have Clemency, which functions as a "Cure II;" Divine Veil and Passage of Arms are both incredible party-wide mitigation abilities; Intervention in many ways is a better Cover, while Cover is nothing to laugh at either; and this is to say nothing of their remaining monopoly on GCD crowd control, which seems to find a home in every expansion.

    Additionally, Paladins possess an iron wall of defensive tools. Passage of Arms functions as a second Sheltron, which is already now a second Rampart; Sentinel is still stronger than both Vengeance and Shadow Wall; Bulwark is stronger for burst damage than the "new" Anticipation, and always was stronger for burst damage than Dark Dance; and do I even have to mention how disgusting Hallowed Ground is when compared to Holmgang and Living Dead?

    So please, inform the crowd, what exactly do Paladins not do that Dark Knights and Warriors do?
    (12)
    Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!

  3. #3
    Player
    eagledorf's Avatar
    Join Date
    Oct 2013
    Posts
    610
    Character
    Jugem Mumei
    World
    Tonberry
    Main Class
    Gladiator Lv 37
    Quote Originally Posted by MiniPrinny View Post
    Sentinel is still stronger than both Vengeance and Shadow Wall [...] and do I even have to mention how disgusting Hallowed Ground is when compared to Holmgang and Living Dead?
    To this point, I always felt the shorter CD on Vengeance made it superior or at least equal to Sentinel, though I agree that Shadow Wall is clearly substantially weaker that either of them. I feel similarly about the three invincibility skills.

    Likewise, DRK really is the odd one out for mitigation in general. They lack the burst self-healing that WAR and PLD have as well. I've felt that DRK was poorly designed since 3.0 and PLD's woes in raids had largely to do with SE making them hit very weak and including a lot of magic to accommodate their flawed new tank. For example, the tank damage in A4S actually hit basically the same as T13 normal and was all magic. In dungeons and in DPS, PLD suffered it's own obvious design flaws, but that's another story.
    (5)
    Last edited by eagledorf; 06-04-2017 at 08:46 AM.
    http://bit.do/PLD_A4S

  4. #4
    Player
    Mahono's Avatar
    Join Date
    May 2016
    Posts
    18
    Character
    Mahono Miyagi
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by aqskerorokero View Post
    Just for clarification, Pld gets only skills that it deserves, and that war and drk already got.

    To me the situation between 3 tanks now on info is like "rock paper scissors", no tank can be better than one and be better than other one. More fair compare to 3.x
    The issue is not what PLD got, "When something is not broken there is no need to fix it" DRK and WAR shouldve been left untouched if this is what they had in mind. Imo PLD got improved, kudos to that but there was no need to bring down the other 2 tanks while buffing PLD
    (3)

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