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  1. #34
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Shougun View Post
    Depending on who we're comparing to I don't think I would agree, for example Warrior's skills slide right into place without much impact to damage meanwhile Paladin's do not and are situational tools that generally shouldn't be used except in those specific situations. In this way Warrior's ability to have the same duration at nearly half the cooldown while also relatively easily returning half or more of their HP makes it for no reason, imo, that Paladin's should be inferior, if any reason to that I think you might argue Paladin could justify a minor buff because of that. In most situations of skill or light planning- Warrior's is better. Of course Paladin does have a lot of other raid / situational tools, so I'm not sure I'd actually want to argue a buff, and Paladin's is still easier to use / work with, but if we just narrowed the window specifically on ability to get life back, cost of that, and anti-buster, between Warrior and Paladin I'd argue Paladin is the one that needs buffed not Warrior.

    Compared to anything Dark Knight's anti-buster... sure it feels Dark Knight needs all the loves and no one else does.. lol, but to make Paladin's ability inferior- by the amount you suggested.. I feel is still pretty extreme. DRK's TBN doesn't hurt their DPS that much and is pretty powerful and versatile. If you said equal to Paladin's cooldown and dropped them to 1 health but then they could regain half health easily (on their own, while also being invlun), maybe that's closer to fair- but to say two minutes faster cooldown and the job can full heal off their anti-buster.. I don't think that's fair at all. If Paladin uses their move at full health sure they stay at full health but if they use it at quarter health they don't get it back just because they're under guard. Vampiric Hallowed Ground at 2 minutes shorter cooldown is significantly better than Hallowed Ground in many situations and is always better in any situation that the vampiric effect can function (since HG doesn't heal at all, and Paladin would generally have to go out of their way to heal in any meaningful way). Meanwhile the main beast is warrior hiding in the background laughing as we're trying to outpace Paladin as the measuring rod. Imo..
    I think that’s the way I’d argue it- similar to you. There is probably a better way to balance the ideas, be it recast time or maybe if the buff has some kind of party wide buff.

    As is Paladin has a lot of utility that warrior doesn’t, so it’s fine if it’s invuln is slightly less. Like, when we do treasure maps, we never even think to bring a healer because Paladin + any other tank suffices. We probably could get by with 2 of any tank, but Paladin being able to cure bomb our dps when they goof up is a big plus for my casual group..and there really isn’t enough goofing to justify needing a dedicated healer.

    And again I think comparing the whole kit is fair; Paladin has a lot of options to defend other members, which could also defend itself..so I think it’s ok if their invuln has that longer cooldown. Or perhaps other jobs invuln triggers some other kind of useful buff like a haste.

    Of course tweaks can be made to make it better.
    (1)
    Last edited by kaynide; 02-18-2022 at 06:05 PM.