


I agree, Paladin's basic 1-2-3 is extremely dull. They could do better. Your idea of giving add'l effect to abilities as a mechanic is a great one & would suit the class perfectly. Especially since it's a niche not currently represented among classes.Throwing in my suggestion,
Currently Paladin is a 1-2-3 skill spam job. It's not something bad in a sense (since it allows you to focus on everything else that is happening) but it's not a good thing either (can be monotone to play).
I admire Arcanists Aetherflow mechanics and Monk's stance mechanics. Why not implement the same for Paladin?

They also need to add some sort of enmity component to shield swipe so that it might actually get used. As it stands right now it's effectively a wasted GCD. If pacification was actually worth a darn, maybe I'd use it, but right now, most of the things that could stand to be pacified are immune to it anyway, so yeah. I just have it on my bar and watch it sit there lit up. The TP and global used on it are better served starting another rage of halone combo or finishing one up etc.
I have within me the blood of legends!
Most of the skill changes in the OP are "please make my job skills op and/or easy mode".
The change i would like to see is making smn tri-disaster more worth using, after making blizzard 2 cross class skill its not even worth as a spam skill for aoe dps (after replacing it on crossbar with sprint for twin divebombs i didnt miss it). At least reduce its cast time from 3s to 2.5 s and mp cost by like 10%, so its bind effect may be at least somewhat usefull. The ONLY use i see for this skill now is immobillizing the cyclops in turn 7 in desired position untill someone can petrify it, and only because its duration is longer than bards shadowbind.



OP Updated.
Bloodbath should give a Stack of Wrath instead of your proposed change. This gives it a purpose and helps juggling stacks.



An alright idea, but its too Job-Specific for the current system.
Many WAR's like to revert to MRD for PvP.
Until Job-Specific Traits are implemented, I don't see this as viable.
Though I do like it for when that day comes.
I don't understand this thread. 2.25 is already here; also what makes this thread so mega? Why will the devs listen to you? Why isn't this just in one of the other hundreds of threads? what makes your ideas better than everyone else that people will listen to yours and entitles them to its own thread?
I think black mage has some mobility issues, I wish monk didn't lose greased lightning or its stances so quickly I wish tanks had more tools to grab AoE threat, however at the same time its all part of the nature of the class and the challenge of the game. I believe they said tweaks would be coming in 2.3 but I don't know what is being said here that hasn't been already.
/deadhorse
They changed that 2 hour cool down. And gave call wyvern as a 15 minute ability before aht urgan or whatever came outPet was the reason DRG was bad in FFXI, though. Under ideal circumstances, a dragoon was as good as other DDs. The problem came when your wyvern died and it had a 2 hour cooldown. Your damage was significantly reduced and unfortunately this happened a lot. Add in the fact that they had some pretty bad skill chain weaponskill and it made them very undesirable.

lol these aren't "balance" changes. These are just "things I want my class to be buffed with." Balance includes, more often than not, moving power around a kit. Add "make potency of all attacks 10000" while we're at it.
/thread.
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