I posted this in a different thread in the tank forum:
I like how paladin plays. I don't think it needs a complete overhaul, it just has some issues that need to be addressed.
1. Allow Skill Speed and Spell Speed to affect paladin's physical and magic abilities (or combine both stats, but that might be more of an expansion change).
2. Allow blocks to affect DoTs and work while stunned if Sheltron was used.
3. Adjust the length of the rotation. Right now you either get enough Skill Speed so you can drop an Atonement every minute, or you completely ignore it and drop two Goring Blade combos every three minutes. Giving Resquiscat a sixth charge would help with the no Skill Speed build, but having any Skill Speed would still have its issues.
4. Give paladins another defensive ability. I want to avoid button bloat, however, as paladins are already pretty button heavy. The Clemency example below could work.
5. Remove the heal requirement from Divine Veil.
6. Add a new job gauge that keeps track of Requiscat charges. This just a cosmetic change, it wouldn't affect anything but would make it easier to see how many charges you got left since you won't have to look for a tiny buff icon.
I would also prefer if they don't touch Clemency. It's one of the abilities that has draws me to Paladin as I love having an on demand heal that can be used on others. I've saved quite a number of encounters with it after the healers and ressers all died. If they added a trait that gave paladins a free OCD Clemency every minute, that would be fine, but I still want the skill available when that trait is on cooldown.
Random example: Expiacion grants a stack of Clarity. At 2 stacks Clemency has no cast time, costs no MP, and is off the global cooldown. Max 2 stacks.




I think they should just combine both stats. This is an issue on all jobs that have a combination of spells and weaponskills. It can just be Skill Speed for both because a Spell is a form of Skill. It could also be called Attack Speed.
I don't think either of these are particularly necessary. Under normal circumstances, you usually don't get stunned unless you fail a mechanic. It would be useful against the dots in Abyssos, but you manage and if you Reprisal the dots they feel so much weaker.2. Allow blocks to affect DoTs and work while stunned if Sheltron was used.
I don't use any Skill Speed and don't have any practical issues. Everything is up perfectly when I need it, but I still do the core rotation as it was done in previous expansions, not these variations people are doing to work with the 2 minute burst or to optimize it on a fight basis. Just keep it simple for myself unless I really need to change it.3. Adjust the length of the rotation. Giving Resquiscat a sixth charge would help with the no Skill Speed build, but having any Skill Speed would still have its issues.
I noticed the lack of a GCD in Requiscat compared to Fight or Flight, but if you think about it, it's always been like that since Stormblood.
I actually feel that Paladins have more party defensives than anyone else. At the end of P7S I need a lot for all the sparks and I get to cycle through Reprisal, Divine and Passage and my co-tanks only have 2 of those.4. Give paladins another defensive ability. I want to avoid button bloat, however, as paladins are already pretty button heavy. The Clemency example below could work.
I don't think this is necessary at level 90 but if we care about lower levels we do need a solution for that. It might actually be better to add heals to Holy Spirit at level 70.5. Remove the heal requirement from Divine Veil.
I love that we have Clemency too, but there is absolutely no reason to make it an ability now that Holy Spirits heal us. We have an on-demand heal in Holy Sheltron.I would also prefer if they don't touch Clemency. It's one of the abilities that has draws me to Paladin as I love having an on demand heal that can be used on others. If they added a trait that gave paladins a free OCD Clemency every minute, that would be fine
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Probably a hot take but personally, I just wish they remove the Atonement phase, or at least let it replace Royal Authority when active so it frees one key. Also, bring down Intervene to around lv 58-65, it has no business being lv 74.
Don't ruin it
PLD is my first tank (in any game), and the thing I want most is to have tank stance ON by default.
I'm really tired of half completing dungeons before I notice it's turned itself off again and other players have been complaining about it.
(Actually, this applies to all tanks in this game, and I don't think I'll level another one because of it.




On the contrary, PLD is the only tank class I actually enjoy playing. See, it's all a matter of personal opinion. I find it very fun, and it gets particularly exciting in PF's when the healers and rezzers go down. For me, the class is awesome as it is and could definitely be "ruined" with changes.




Just as an FYI, tank stance is turned off whenever you need to Level Sync for content. It doesn't turn itself off randomly...it'll be when you first enter a lower-level dungeon or click the Level Sync for a FATE that it turns off.PLD is my first tank (in any game), and the thing I want most is to have tank stance ON by default.
I'm really tired of half completing dungeons before I notice it's turned itself off again and other players have been complaining about it.
(Actually, this applies to all tanks in this game, and I don't think I'll level another one because of it.
I used to end up in the same position of constantly forgetting to turn it on when tanking a dungeon. It's something you just get used to and becomes muscle memory. That it happens consistently and only in a very particular circumstance makes me think it's not worth the "I'll never level another tank ever ever again because of this one predictable thing."
Player
there's a bunch of cases like this with other jobs. Afflatus Rapture and Dark Missionary are probably the most egregious. but yes, its ridiculous that DRK gets their gapcloser at 54, GBN at 56, but WAR gets theirs at 62 and PLD at 74.
a gapcloser is a basic utility skill for melee, it should be there at 50 at the latest. but SE don't give a damn about synced content apparently.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




