

There was this too«Gladiator»
Riot Blade
Physical attacks will deal more damage.
Goring Blade
Recast time will be reduced from 80 to 60 seconds.
Physical attacks will deal more damage.
«Paladin»
Invincible
Effect will be changed from “Renders you impervious to physical attacks” to “Renders you impervious to most attacks.”
really? thats all? No def increase? no shorter recast? no bigger hp pool? nothing? What good is Invincible. when it comes off the mob is still gonna hand you ass right to you! and Imperious to most attack? well if it also block magic now then fine. But still thats every 15 min. and still useless against any boss.
Still no aoe damage skills which PLD needs a lot.When changing from Gladiator to Paladin, instead of HP being reduced, INT will now be reduced.


i do like how drg gets boost in accuracy, before it was bullshit how our ws had low acc, that just adds more fuel to the fire that the party doesn't need a drg when war and blm are prime. drg is looked at as an underdog and missing ws doesn't help drg cause. its nice to see drg to maybe make a comeback!
not god enough. looks like pld is dead. War can still tank better simply beacuse its higher hp. Armor and Def dont mean crap against endgame mobs cause of Dlvl.



I will wait and actually listen to the opinions of In-Game Paladins post patch, and watch their performance personally before commenting on the level of butthurt I see here.
I'm of the opinion that AoE Damage is irrelevant compared to AoE hate management for Paladin. So long as they solidify it better and have higher overall damage reduction, then they're good. When Murader's lose hate, especially on group activities, it can cause a bit of death and loss. PLDs should ideally have better hate control.
It's that later part that casts me into doubt. I'm in agreement that PLD should have lower timers to help on all fronts. But I'll wait and see what these adjustments do.
Really it's probably not even a real boost to damage considering other DD's got a boost as well, it will probably be just enough to make hate manageable over other DD's who got a boost. I just hope I'm seriously wrong and the boost to PLD is very significant vs. the boost other jobs got.
Aye, really the parry boost on Rampage will probably do more for WAR's damage mitigation than the defense/attack, so it doesn't really give us a leg up over WAR anymore than we already do.
Last edited by SwordCoheir; 05-24-2012 at 06:59 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
I play pld the more frequent block was a great walk in the right direction. But The long recast for all the Blocking combos are whats hurting now. As for hate gain give padadin it own aoe provoke so itll have both Flash and that its own aoe to help with large groups. But War having TOWERING hp over pld is what makes War better. like fighting CC warrior can survive its aoe ws were as a pld with most likly be one shotted. Oh tell Pld to wear pld gear War can wear the same exact thing and survive even better.


The lack of AoE damage is the reason Paladins won't be taken for speed runs.I will wait and actually listen to the opinions of In-Game Paladins post patch, and watch their performance personally before commenting on the level of butthurt I see here.
I'm of the opinion that AoE Damage is irrelevant compared to AoE hate management for Paladin. So long as they solidify it better and have higher overall damage reduction, then they're good. When Murader's lose hate, especially on group activities, it can cause a bit of death and loss. PLDs should ideally have better hate control.
It's that later part that casts me into doubt. I'm in agreement that PLD should have lower timers to help on all fronts. But I'll wait and see what these adjustments do.
What if they added a chance at DEF down with Flash lol, since it's an AOE rather then giving PLD an damage AOE this would allow them to help other DD's fight the group of mobs in the area by reducing their defense. Or maybe have Flash grant greater enmity based on the amount of mobs inflicted by it, so if it's 5 mobs it'll be twice as potent and if it's 10 mobs it'll be three times as potent.
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