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  1. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Onisake View Post
    PLD, on the other hand, must gear STR/MND for damage. but must also look at trying to fit VIT/HP/Defense and in some cases DEX for shield blocks. enmity is not needed as much due to the modifiers from MND on abilities. but PLD sorely lacks acc and must try to balance far more stats to stay viable. all of the really good PLD I've seen have capped stats and very effecient use of abilities and go for damage over defense.

    I personally think PLDs primary stats should be VIT and PIE, not STR/MND. WAR i believe is fine as STR/VIT but PLD takes a serious hit when it gets no damage from a defensive stat like WAR does. if SE wants PLD to be the defacto tank than either the formulas need to change or PLD needs a major boost to its abilities. I personally think it's easier to switch it to VIT/PIE. However this may become extremely problematic in PvP, as this would make PLD monstrous. PLD could switch to STR/PIE and make it more of a magical tank and WAR a more physical tank. but then DRG would need to switch to STR/??? so there is no overlap.
    If we established that damage = enmity (because tank DPS does matter), why would we want to shift focus away from damage and gimp PLD damage even more? I can offer a better solution:

    Change STR so that aside from boosting sword attack also boosts Shield Block chance. Change MND so that it slightly increases damage mitigation (maybe about 50% of what VIT would do for damage mitigation). PLD gearing can then shift to working with STR and MND, and sword's low base damage would keep things in check. WAR would still have the edge in terms of raw HP, but PLD would have mitigation built into their primary stats just like WAR does.
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    Last edited by Duelle; 08-03-2012 at 10:48 AM. Reason: reworded for clarity
    * 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)