Too many of the rework suggestions here would just make PLD an oGCD spamfest, we've already got DRK and GNB to fulfil that during burst phases, I'd rather focus on smaller tweaks to the damage rotation to fit it in line with the 2 minute burst rather than completely changing it into an entirely new job. Although if I had my way I'd rather we not have the 2 minute burst and move back to the varied burst windows of previous expansions, at least then we wouldn't need any major changes to the job.
But if we're going to theorycraft changes, I may as well take a stab at what I wouldn't mind playing (or tolerating). The main things I'd personally want to see reworked on PLD is its mitigation kit rather than their damage kit, we lack a personal cooldown like Thrill of Battle, Dark Mind, and Camouflage, and blocks (and in turn Holy Sheltron) don't mitigate DoTs or are useless while stunned. As for the damage kit, as much as I'd like to keep it, FoF doesn't work with the 2 minute window. The way PLD is designed pretty much tells the player "use physical phase first" as the magic phase ends on a DoT that can't stack with Goring Blade, is as strong as a buffed Goring Blade, and since you want to start FoF just before Goring, this ends up delaying FoF in a magic first opener by a good 40 seconds unless used pre-pull. The solution I came to was to just scrap it in favour of buffing all physical attacks by about 15% and making sure Goring Blade had a DoT similar in power to Blade of Valor by default.
Fight or Flight - Removed
Fast Blade - Increased potency to 220
Riot Blade - Increased potency to 340
Royal Authority - Increased potency to 480
Atonement - Increased potency to 500
Goring Blade - Increased potency to 310, DoT potency increased to 90 (current FoF Goring DoT is around 82, this would be a slight buff)
Blade of Valor - DoT potency increased to 90 to be on par with my Goring Blade
Intervene - Increased potency to 200
Circle of Scorn - Increased potency to 120, DoT potency increased to 40
Expiacion - Increased potency to 500
Skill Speed and Spell Speed - Merged into a singular Agility attribute
Sheltron and Holy Sheltron - Now forces blocks while stunned
The biggest change I'd want is, and something that's far less likely for Square to do, would be to overhaul a lot of the defensive abilities. But since we're theorycrafting and having a bit of fun, I'll bring out my wishlist of changes.
Holy Sheltron: 90s Recast, 50 Oath Gauge
-Blocks all incoming damage and increases block damage reduction to 30%, 20s
*Becomes a new action, Aegis Boon, upon activation
This new version of Holy Sheltron is our unique cooldown in similar vein to Thrill or Camouflage, albeit more powerful as it comes with a gauge cost
Aegis Boon:
-Restores health equivalent to 70% of the damage mitigated by Holy Sheltron
*Can't be placed on the hotbar*
*Only a single use with every cast of Holy Sheltron*
*Automatically used upon Holy Sheltron expiring if not used before*
A new (read: old from 1.0) healing action that I thought would be kinda neat, it rewards good use of my version of Holy Sheltron
A quick example of the health restored would be like this; a boss uses a tankbuster that deals 100k damage, Holy Sheltron reduces that to 70k (30k is mitigated), 70% of that 30k is 21k, so Aegis Boon would be a 21k heal. Think of it like a personal Macrocosmos, but for damage reduced rather than damage taken.
Intervention: 1s Recast, 50 Oath Gauge
-Reduces incoming damage by 20%, 8s
-Further reduces incoming damage by 15%, 4s
-Applies 250 potency HoT, 12s
Intervention now serves as both our co-tank mitigation and personal mitigation rather than having it split between Sheltron and Intervention, my version won't be boosted with Rampart or Sentinel.
Divine Veil: 90s Recast
-Create a barrier on yourself and all nearby allies equal to 10% of your maximum HP
-Applies a 150 potency HoT upon barrier breaking, 12s
Divine Veil no longer requires the heal to activate, at this point it mostly feels like busywork as our basic rotation will activate it most of the time anyway. The HoT may be a bit overkill though, but I think it's better than having healing be applied before damage goes out like it currently does
Cover: 120s Recast, 50 Oath Gauge
-Redirects incoming damage intended for targeted ally to yourself, also blocks all incoming damage, 12s
-Applies a 250 potency HoT, 12s
Cover at the moment is extremely niche and not worth the cost most of the time compared to Intervention, at least here it would still provide the defensive boons that other Oath abilities have.
Hallowed Ground: 360s Recast
-Become impervious to most incoming damage, 10s
Hallowed Ground's current cooldown is just too long in comparison to other tank cooldowns, ideally I'd rather have all the invulns brought closer together in their recast timers, with only 30-40 seconds between them rather than the 60s between them now.
Thoughts? Damage section is a little conservative on buffs, but I mostly wanted to keep changes there fairly realistic, the most drastic thing there was the removal of FoF.


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