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  1. #1
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,807
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I've never understood why Paladin has an invuln that doesn't touch their health but the others do (or at least Warrior is rooted in place) Paladin's Hallowed Ground sacrifices nothing -- not movement, not health, nothing. Why can't they all be that way?
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  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Stormfur View Post
    I've never understood why Paladin has an invuln that doesn't touch their health but the others do (or at least Warrior is rooted in place) Paladin's Hallowed Ground sacrifices nothing -- not movement, not health, nothing. Why can't they all be that way?
    Cooldown and flavor, also warrior needing to take care of their own health is like 'just keep killing stuff' lol. It's more like DRK got the bad stick, and then GNB a little bit. But warrior's shorter cooldown, absolutely excellent self heals that don't much sacrifice damage, and equal to paladin duration. Paladin's is the easiest but it's not simply the best one. Warrior's is pretty strong too. GNB is goofy but use-able... DRK is "hope your healer is ready, and you're not going to get to use that in solo play".

    I don't really want them all to be the same, and I also don't think people should over idolize Paladin's because there are ways that Warrior's is just as good if not better (Paladin's is just the easiest to see "it just works" -Todd Howard). Certainly DRK could have some better ease of use though lol.

    Also an aside, warrior's no longer roots them. Nearly half the cooldown, same duration, no root, doesn't save their health like Paladin's but warrior also doesn't have gaining health concerns either. With a healer paying attention (if the healer is gungho on healing, it would be wasted effort- making this skill a little bit more technical), or a Warrior using their skills well, warrior anit-buster is better than Paladin's. Paladin as generally their theme is just more stable / easier to work through, press defense button- the defense just happens. They're the rock while warrior might yoyo a bit more.
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    Last edited by Shougun; 02-18-2022 at 04:38 AM.

  3. #3
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Stormfur View Post
    I've never understood why Paladin has an invuln that doesn't touch their health but the others do (or at least Warrior is rooted in place) Paladin's Hallowed Ground sacrifices nothing -- not movement, not health, nothing. Why can't they all be that way?
    I think it used to be to elicit in your mind the aesthetic of paladins being impenetrable fortresses so they gave them a skill to emulate that, just like living dead is supposed to conjure the idea that you're too angry to die (for awhile).

    For warrior, I'm guessing it was to do that weird thing in duels where two fighters are chained/tied to another but they removed this in EW so you're more like a gladiator who's not letting their prey escape. Except the prey is not looking to escape and wants them kill/eat you. And keeping them in place from a distance for 10 secs seems redundant when you're to close in anyways...
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    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  4. #4
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Stormfur View Post
    I've never understood why Paladin has an invuln that doesn't touch their health but the others do (or at least Warrior is rooted in place) Paladin's Hallowed Ground sacrifices nothing -- not movement, not health, nothing. Why can't they all be that way?
    It's just another thing to make them all different. Each has their strengths and weaknesses. Everyone still needs a good amount of healing if they're going to continue the fight or they will just die after the effect is up.

    I look at this and I'm reminded of healers that die along with DPS when the second area-wide hits or when one is afflicted with Doom. I think back to SoS: EX where everyone had to be healed up and there was still one poor tank left below 100%. Considering how these mechanics are still peppered into fights, I don't see them making any kind of change to LD. It can all be remedied, if one would simply adjust.
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