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  1. #1
    Player
    Huntington's Avatar
    Join Date
    Feb 2014
    Posts
    532
    Character
    Dante Huntington
    World
    Shiva
    Main Class
    Marauder Lv 70

    Opinions on WAR and PLD

    After a T6 run that failed at .01% the other day, a thought occurred to me.

    WAR is a pretty decent tank now after it's fixes and updates, and a godsend once I became bored with the ol' one two punch that is PLD.

    But Holmgang still sucks terribly. Do we know if anything is going to be done to make it a more usable skill? The two really useful thing it's done for me by now is A) keep me in place on Leviathan EX so that I can DPS a Spume without being moved. And B) Stay in place on Titan EX and safely eat Landslides without getting knocked off by adds(if timed well.)

    Do any other abilities need to be tweaked besides this one? I've entertained thoughts that Holmgang could be a sort of perservering/leeching cooldown because of the chain the WAR throws at the target. During the connection to something, a longer duration, something close to 9 seconds would do, then a small regen effect that drains HP from the target based on how low our HP is(but with an effective cap on how much can be drained so it's not overpowered), and then the original "HP cannot go below 1 in most cases."

    Just something that makes it feel like more of a helpful cooldown instead of a "god I can't believe I have to try and use this right now." Most often, whether through my inexperience or not, Holmgang often hurts me more than it helps when I've used it. I'm not a crap tank by this point from the practice I've gotten, but Holmgang is usually the one cooldown I never use often because of what could happen to me if I pop it.

    PLD I feel could use a little more variety, it only having one straightforward combo feels ineffective. When OT, spamming Riot Blade doesn't have the potential to do much damage, when you aren't doing one Rage of Halone when you can to keep up the Strength Down debuff, and no one is denying that WAR beats PLD in the DPS race. PLD makes up for it in reliable safety and further damage reduction through Block and Parry together, but still feels lacking when Spirits Within and CoS are all else that's left. And since Fracture is seen as useless, it's not a very helpful cross-class trait.

    Awareness is still that ability that I've been told on here, isn't useful because of the math behind an enemy actually landing a crit, and that only when stacking it with something else, does it feel mandated.

    Any thoughts?
    (1)
    Quote Originally Posted by Megido View Post
    haha, this guy

    There are weird people, noobs, and then there are weird noobs. Huntington you are the super rare one-person-a-forum weird noob, made HQ by using low grade materials.

  2. #2
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Huntington View Post
    Holmgang still sucks terribly. Do we know if anything is going to be done to make it a more usable skill? The two really useful thing it's done for me by now is A) keep me in place on Leviathan EX so that I can DPS a Spume without being moved. And B) Stay in place on Titan EX and safely eat Landslides without getting knocked off by adds(if timed well.)
    It kind of sucks that this one skill is trying to do too much all on its own. It would be nice for them to split the invincibility and surefooted functionality on to something else. Maybe in 3.0. Rest of the WAR lineup is pretty solid. Except fracture, with the duration of SE it's often of questionable use @ 50 and just drains TP.

    Quote Originally Posted by Huntington View Post
    PLD I feel could use a little more variety, it only having one straightforward combo feels ineffective. When OT, spamming Riot Blade doesn't have the potential to do much damage, when you aren't doing one Rage of Halone when you can to keep up the Strength Down debuff
    it's not that bad. Riot combo is average 190 potency per strike, halone is average of 203 potency per strike. It's not great but you aren't losing that much. However the riot combo bleeds TP, so that can be a problem.

    Quote Originally Posted by Huntington View Post
    and no one is denying that WAR beats PLD in the DPS race.
    MT or OT? MT, War can be better DPS as a tank, but they give stuff up to do this (100% up time on SP debuff or threat generation). OT, PLD is slightly better DPS when they have a WAR to provide SE for them, otherwise they're a little lower (WAR has to give up SP debuff to do this though). Spirits & CoS may not be terribly exciting, but they're very powerful off GCD abilities with short cooldowns and shouldn't be underestimated.

    Quote Originally Posted by Huntington View Post
    Any thoughts?
    Biggest imbalance is that PLD AoE threat generation and damage is crushed by the WAR. Some people don't have a problem with this, but I don't think it's acceptable after the WAR's mitigation was brought up to par with the PLD.
    (1)
    Last edited by Giantbane; 08-29-2014 at 06:33 AM.

  3. #3
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I think Warrior is pretty good in the fun and functional department since its update (with the exception of Fracture and maybe Holmgang). The one area where I think they could use some real improvement is OT DPS, where Sword Oath kind of smacks them down. They could maybe have Improved Fracture give the warrior an attack power buff every time Fracture ticks, and have it fade upon taking damage. That way their OT DPS goes up but MT DPS stays (roughly) the same.

    Paladin is a ton of fun in 4 man dungeons and is a very effective tank, but it can be a little lacking in the cool abilities department. A lot of its abilities overlap in function and it's got a lot of utility skills that don't have much use in a lot of fights. It also does significantly less damage than warrior while actually tanking, mostly due to the lack of Maim. The biggest problems with paladin in full party content IMO are:

    -Shield Bash: Its TP cost and damage mean this is only used for the stun effect, which is ineffective on the majority of full party content.
    -Shield Swipe: While it's a very slight DPS increase over the entire Halone combo, the pacify effect is grossly overpowered and doesn't function in most fights because of that. This skill is really lackluster for one of the few "reaction" type skills in the game (Haymaker sucks too though).
    -Riot Blade: The MP restoration is nice, but the damage and TP cost make it unattractive. A few more ways to use up MP would be nice too, since Flash doesn't come into play a lot of the time and spamming Stoneskin only happens every so often.
    -Shield Oath: Two of our five job abilities being eaten by stances sucks.
    -Awareness: This skill is just bad. Not getting crit is great, but not as part of an active skill.

    Possible solutions would be:

    -Shield Bash + Shield Swipe: Keep Shield Bash by itself as-is, but add a combo chain that comes off of Shield Swipe for increased damage and TP restoration. If you set it at a very high combo potency (like 400+) and Additional Effect: Restores 100 TP over 15 seconds, the usage would be limited (as to not overlap the TP restoration buff and lose a bunch of TP), but you'd get some really powerful shield bashes while tanking. This also helps to increase paladin MT DPS while keeping OT DPS roughly the same.

    -Riot Blade: This combo should probably have the same potency as Halone. 260 potency on Riot Blade would set it at 205/gcd, which is very slightly above Halone.

    -Shield Oath: This should just be the default state you're in when you equip the Paladin soul crystal, and Sword Oath should remove the bonuses and penalties and give you the Sword Oath buff. Effectively, Sword Oath would read "Increases damage taken and dealt by 25%, and lowers enmity generation. Increases the potency of auto-attacks by 50." Also, it's really striking how much easier it is to use Defiance in battle than Shield/Sword Oath. Defiance toggling doesn't break combo and is off GCD. Shield and Sword Oath use the spell GCD, cost MP, and break combos.

    Shield Oath being eliminated would also open up another job slot for something like a WS that comes off of Riot Blade. Awareness should probably just be a stat on armor that reduces chance to be crit. There's other bad/not amazing abilities that paladin has (like Bulwark), but these are really the biggest problems IMO. Just a better reason to use Shield Swipe than low TP cost would be good enough for me.
    (1)

  4. #4
    Player
    zarndelius's Avatar
    Join Date
    Mar 2014
    Posts
    15
    Character
    Zarnilano Xanilano
    World
    Ultros
    Main Class
    Marauder Lv 70
    I don't think Holmgang is completly worthless, but I don't have a Paladin AND i'm slightly jealous of their "can't hurt me move". Sure holmgang is not as good, but it's saved me a good few times, not to mention the "you or I can't move" thing.
    (0)

  5. #5
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    I think everyone's been complaining about Holmgang since launch. Squenix obviously likes it the way it is because they do nothing about it.
    (1)

  6. #6
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Asides from some of the stuff already mentioned, I think that the two most underused and fairly lacking abilities need to be addressed, Cover and Tempered Will.

    The basic concept of them is okay, but as is their use is far too situational and rarely is useful.

    I've personally been trying to utilize Cover more and I do like it but I find its CD way too long. If the CD for it was like dropped to 90 or maybe even 60 seconds and had a slightly longer range I feel people would use it more especially as an OT providing extra protection for their more easily killed party members.

    As for Tempered Will, again what it does is sort of nice but it could maybe do a little more like maybe also affect paralysis and again its CD is way too long and should be dropped to at least 120 seconds if not less. Right now I only really use TW to remove heavy when I get hit with it while riding my chocobo.
    (0)

  7. #7
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    An annoying thing about Tempered Will's removal component is that it only seems to work on the very specific effects of Bind and Heavy. Disease (like the one in Tam Tara Hard) won't be removed. I also kind of wish it just made you immune to being heavied or bound for the duration, so you could use it to do stuff like move through the Granite Gaoler puddles.

    I really don't think there's a good way to fix Holmgang right now other than just removing the movement penalty from it. Like Hallowed Ground, the startup is a little too long to use it as an "Oh Crap!" button. Unfortunately the effect isn't really strong enough that you can plan around using it either, though. Removing the penalty at least makes it safer to experiment with.
    (1)

  8. #8
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Hallowed Ground, Benediction and Holmgang all suffer from server lag (honestly, everything does). On your screen, the enemy hits you and your HP goes into "uh oh! Time to pop hallowed ground" range. On the server side, your HP has already been there for a second(?) or so. So you pop hallowed ground while alive, but by the time HG reaches the server, the boss hit you again. And you are dead. So even though the text on the screen reads that you used Hallowed Ground (or Benediction or Holmgang) before the damage hits, the server sees it the other way.

    Dead.
    (0)

  9. #9
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by dspguy View Post
    snip.
    A lot of this is caused by the ridiculous fact that the effect is not being applied until after the animation has played. Popping HW or HG and then having to wait 1.5 - 2 seconds for the effect to be applied due to animations playing and server delay sucks and can be the difference between living and dying. As has been stated many times before, they need to have the effect be applied when the ability is activated not after the full animation has played, either that or change up and shorten the animation.
    (0)

  10. #10
    Player
    Warrlordd's Avatar
    Join Date
    Nov 2013
    Posts
    337
    Character
    Genji Xiii
    World
    Hyperion
    Main Class
    Lancer Lv 90
    HG is just not designed to be an 'oh snap im in trouble' button. It's designed to be used as a major strategic relief in damage incoming.

    Also, it's REALLY REALLY ambiguous on the damage it will mitigate. There's a lot that it will just simply not cover.
    (0)
    I don't always pug, but when i do, it's with Pretty Ugly Guys

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