
I agreed with you post for the most part, but I think many others took it the wrong way. I say mostly because from what I've seen, which is not end all be all, it is not limited to the Paladin but the game as a whole. It's very a very straightforward game.Which is why I said Paladin is a simple job. You need threat? Halone combo. You need AoE threat? Flash. Need to take less damage? Defense cooldown.
Yes, Paladin has a very simple design. The root of the cause however is not Rage of Halone. You'd have to completely redesign how Paladin works to give it complexity.
I'd say that's because this game is still relatively new. Seeing how Coil works, I'd expect some heavier complexity in the game as more content rolls out.
Admittedly they got rid of a lot of complexity from 1.0 (for the uninformed, you could cross-class every skill on your base class unlike now), but I feel there's enough to keep the game going.

OMG thank you for actually understanding my point. Although I believe my thread got taken over by some people arguing about WAR vs PLD or something like that.I think we are missing the OP's point. RoH is "overpowered" because of the complete package. It is the highest DPS combo for Paladins, best threat combo, and brings extra utility. It really isn't so much that it is overpowered, so much as it is the more simple design of the game in terms of rotations and ability usage.


Well, here's a random thought. If Warriors are getting buffed to have a "similar" level of survivability as Paladins, but retain their superior AoE hate generation, then this may be a chance to buff Paladin's aoe hate while adding some complexity.
Simply put, make Flash a combo-able action with Riot Blade. And when Flash is used in this manner, ie. Fast Blade - Riot Blade - Flash, it deals DAMAGE as well as generating hate. Perhaps as much damage as Overpower from on equally geared Warrior.
Of course Flash will still be perfectly useable outside of this combo, and will generate the exact same amount of hate as it does now. But this gives us an option for the "mass aoe pull with no manasong" situation...
Case 1: Big pull, with a bard, who is playing manasong. FLASHFLASHFLASHFLASHFLASH MWAHAHAHAHAHAHA!
Case 2: Big pull, no bard, or no manasong. Flash until low on MP, Fast-Riot-Flash for ~1.5-2x Flash Enmity. So you can Flash every GCD while you have mana, and when you are low, you can use Fast-Riot-Flash to get maybe 2 Flashes worth of hate in 3 GCDs, up from the current 1 Flash per 3 GCDs when mana starved.
So, there we go... Added some complexity, made a new useful combo, increased aoe hate and maybe aoe dps... all without nerfing RoH. =)
Last edited by Kenji1134; 10-29-2013 at 12:39 AM.
I disagree 100% with this, and I actually think that RoH's massive back load in damage/threat/debuff actually increases the skill cap to optimal usage. The 7.5 second wind up and planning that wind up in advance is infinitely more work than I've had to do tanking in any recent MMO that I can think of.
The back loaded RoH hit may be everything at once, but that's a double edged sword, because it's everything at once. It takes 7.5 seconds to use, and it only hit's one target. Sure when you're beating on a single target, not on interrupt duty, not worried about mana usage it's basically 1 2 3 1 2 3. But, yeah, spank and tank.
Have you stopped to figure out what abilities you can use between the combo and not break the chain? Have you figured out how long you have to use the next ability in the chain and have it not break? When it's worth it to use RoH without the combo bonus?
Last edited by CianaIezuborn; 10-29-2013 at 12:59 AM.

Before the last update i found it very useful to use it twice on big mobs before going into my combo because of how slow and weak the first hit of the combo is. Most dps will go all out the moment shield lob touches a mob, so it does have some non-combo use.
Last edited by Fyreus; 10-30-2013 at 03:28 AM.


Hmm, somehow I recall TP regen, at 50, on Paladin, being 60/gcd.
Making it so 1 Fast-Savage-RoH combo puts me back a total of 10 TP.

No. Go away.

It's not that Rage of Halone is significantly overpowered or over budget, but that Butcher's Block is significantly underpowered/underbudget.
As the end of a 3 skill chain combo it has no real secondary effect other than the class mechanic (wrath) and the very minor potency increase (20 difference from Rage). If you look at pretty much any other job, their "end of combo" skills all have some significant bonus. (with the exception of maybe Full Thrust).
Honestly Butcher's Block should have some secondary effect.
As a side note, if Butcher's Block reduced STR by 10% and Rage of Halone did nothing, the 2 jobs would be much closer to being balanced in terms of durability.
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