What you guys fail to realize is that soloing is a completely pointless test. In solo mode, PLD can Protect and Stoneskin itself. So that gives that to PLD over WAR, but in a pty situation, WAR will have that too. Next.

What you guys fail to realize is that soloing is a completely pointless test. In solo mode, PLD can Protect and Stoneskin itself. So that gives that to PLD over WAR, but in a pty situation, WAR will have that too. Next.



- at the expense of another party member. The Solo trial makes a good point that you chose to overlook.
The fact that PLD can self-apply should not be overlooked simply because a warrior can delegate damage mitigation to someone else in the same fashion PLD can delegate damage dealing to someone else.
What people are forgetting here is that there is a party structure shift that could be build around this.
A Warrior Set up defers to 2 WHMs and relies upon the Warrior to make up the damage differential.
A Paladin setup defers to a second hybrid or damage class rather than a second WHM.
If SE can make this exchange more common and easily functional for all circumstances then there won't be an argument - and both the fundamentals and the functions are both there, as evidenced by PLDs INNATE damage reduction.
A couple things that could assist in this is a much lower interrupt rate for GLD, and either a higher means of MP regeneration, or a larger base MP pool for them.



It's overlooked because off-healing as part of a tank's job is a very bad idea. Between sub-targetting sucking horribly on keyboard+mouse and lack of mouseover macros, you as the tank cannot afford the distraction of looking at health bars and tossing heals.
That second WHM should be non-negotiable. I just hope encounters can justify having more than one tank and more than one healer in a group as time goes by, otherwise there will be problems because of this attempt at distinction.A Warrior Set up defers to 2 WHMs and relies upon the Warrior to make up the damage differential.
A Paladin setup defers to a second hybrid or damage class rather than a second WHM.
Not to mention, the second setence has situational written all over it, which we don't need. PLD and WAR, as well as WHM and whatever other healer they put into the game, have to be interchangable. Otherwise we give way for preferred jobs and leaving people out in the cold.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I strongly disagree here. Off-healing not only takes a bit of the load off the WHM, but it's great for hate building as well. While not all fights allow you to do it properly, fights like Ifrit, where you have melee in proximity of your casting range, are easy to target with the Function keys, and Holy Succor will usually cure all they need while still giving you a decent push in enmity.
You view it as a cumbersome distraction, but I really don't feel it's like this at all. Sub-targeting isn't really an issue if you use function keys, and even if you don't, it isn't all that hard to tab through to your target depending on your positioning. Plus it isn't going to cost you much enmity at all, assuming you're curing someone who needs it where you would gain moderate enmity AND cure yourself for half that amount.



I view it as a distraction because you're supposed to focus on your own survival while tanking. It's a world of difference between being a DPS off-healing (which I've done as a Ret paladin in WoW and a melee RDM in FFXI) where you don't have to worry about what the boss might do in your face while you're tossing heals in between breaks of your damage rotation. It'd be another thing if it were like cures cast to recapture hate while a mob is trodding towards a party member (which I've also done in FFXI when tanking as a PLD), but off-healing as the tank's jobs is not going to be good news. All it does is create unnecessary stress on a job whose role is already stressful enough. It's like expecting a healer to also do close to top DPS.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I fail to see how it really adds stress. You, as the tank, shouldn't be relied on for cures, but it should be an augmenting force to your tanking skills and the survival of your party.
We know the movesets of just about everything we fight these days, and in all tanks should know their limits on taking damage. If I'm in critical health, I'm not going to be curing someone else because the next move Ifrit does could probably kill me. But if I'm sitting at high yellow or white HP, where there is no risk of any of his moves from his entire moveset killing me, then I'm free to throw out cures or buffs depending on the situation.
Honestly, it's literally no different from curing yourself, except for hitting a function key to target someone else. You wouldn't say being responsible for your own HP is too stressful, so how would adding one keystroke add so much stress that it would be undesirable for restoring an allies HP (in addition to your own, in addition to enmity)?
EDIT: You say that it's a distraction because you should be focusing on your own survival.
This is false. Tanking it about the survival of your entire group. It doesn't matter how well you stay alive on your own. If the rest of your team is dead for any given reason, then you've failed and you likely aren't going to finish the fight you're in.



That's not the impression I'm getting, especially when I'm seeing people suggest that having a PLD in group allows the group to bypass inviting a second healer. That's largely where my concern comes from. If I'm on PLD, I'm there to tank, not to do part of the healer's job.
You'll probably tell me I suck and that I have no skill for this but whatever. I don't use F-keys. I used sub-targetting in FFXI while using a controller. In WoW I relied on mouse-over macros to do my off-healing/dispelling. So yes, as an individual it is quite troublesome and largely distracting.Honestly, it's literally no different from curing yourself, except for hitting a function key to target someone else. You wouldn't say being responsible for your own HP is too stressful, so how would adding one keystroke add so much stress that it would be undesirable for restoring an allies HP (in addition to your own, in addition to enmity)?
Again, the difference is that in the two previous games I was also DPS, which meant that I didn't have to watch out for much aside from environmental hazards and the few abilities my paladin could actually help interrupt/avoid. I could easily dance around Sindragosa and toss instant-cast Flash of Lights on low health party members, or heal any stray raid members hit by Kologarn's eye-beams (while kiting said eye-beams, too). I've even saved healers with low health more times than I can count. I also keep in mind I was able to do that because the responsibility of tanking and all that came with it was not on me.
The tank is there to take hits and hold the mob's attention. If the tank dies, the group dies. If the tank's death is facilitated by things like expected off-healing (because the group decided to forego bringing a second healer, expecting the PLD to help pick up that slack), it's a pretty bad place to be in.You say that it's a distraction because you should be focusing on your own survival.
This is false. Tanking it about the survival of your entire group. It doesn't matter how well you stay alive on your own. If the rest of your team is dead for any given reason, then you've failed and you likely aren't going to finish the fight you're in.
Last edited by Duelle; 05-26-2012 at 08:29 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)



Just to add into this statement. Are people not aware that you can select a target from your party list? Why would you TAB or Funtion to someone, when you could just click on their name. (I realize that this isn't possible with a gamepad)
If you've been following the changes to War and Pld, you will notice that this isn't the case.
SE is actually doing a decent job on not Nerfing War. Losing a bit of damage for SC and gaining
a Parry buff, to stack with other moves, was a great way to balance War as a tank. Unfortunately you have to do more than SC combo now to get the full potential out of it. You'll have to press 5 buttons instead of 3. But you could also make a Macro for it I guess if 5 buttons is too much.
As far as the Thread Title goes. From testing on PLD before and after patch. The best setup is to just stack
as much Vit and Mnd as you can, up to Cap (300ish)
Get some good Acc Rings.
Cause PLD enmity generation is in it's combo's, not enmity gear. (not saying extra ENM+ gear is useless, it just doesn't give you the best bang for the buck on PLD)
Rampart
Fast Blade -->Flat Blade (10 second combo)
Outmaneuver
Sentinel
War Drum
Divine Veil (cause you may need heals by this point anyways)
You get that off at the start of a battle, and just go through your rotation of buffs and
FB combo
Takes a few seconds longer to build hate compared to SC combo. But it's way
tougher to break.
Last edited by Judge_Xero; 05-28-2012 at 11:28 PM.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

To expand this a little more, with a gamepad you can use the d-pad up/down to scroll nothing but party members. No member is more than 4 presses away so it still really isn't hard to target party members.
Imo the hardest part of off healing on PLD is WHMs that spam cures so fast my Succors are only landing for ~200 so the healing enmity is nerfed, the HP returned to myself is nerfed and it's a huge waste of MP.
XIV Pad: http://xivpads.com/?Elasandria-Servion-Hyperion
Linkshell: http://sd-is.guildwork.com
Rig: https://www.dropbox.com/sc/jv56yukhpi7413q/gQTzd-DS9y
FX-8150 @4.1GHz; 8Gigs ripjaws @1600; OCZ Vertex 3 128GB SSD; WDC 1TB HDD;
XFX Radeon HD 7970;
|
|
![]() |
![]() |
![]() |
|
|