At least you guys are providing a feed back to show that PLD and BRD need some buffs. This is better off than pointless ranting.
At least you guys are providing a feed back to show that PLD and BRD need some buffs. This is better off than pointless ranting.
I'm seeing a severe lack of understanding what PLD brings to team (either that or you folks have played with some horrible PLDs). XD
...that's alright, just means I have a leg up when they think, "Oh it's just a PLD." :3
Tell you what though, I won't turn down a buff. I will say I don't think we need it.
edit: spelling
Last edited by Errors; 10-02-2014 at 03:52 AM.
1. sch
2. whm
3. blm
4. war
5. pld
6. mnk
7. smn
8. drg
9. brd
S. Sch/Whm
A. Blm/War (no order)
B. Pld/Mnk/Smn (no order)
C. Drg/Brd
My reasonings (opinions)
- Sch/whm are both great healers and near impossible to take down if the other team is not coordinated and the healer themselves knows what to do and when to do it. I only put Sch SLIGHTLY above Whm due to Sch's not needing as much help to cure as Whm's.
- Blm/Wars can both wreak havoc on the battle field if left unchecked. Both of these classes can not only dish out some good damage but both have a nasty way of controlling players too.
- Pld/Mnk/Smn are all good classes but i feel they can all be slightly better. I have seen alot of people rank Pld pretty low. I ranked them higher then most would largely due to the fact that most players ignore pld's and war's until last. Well, a fully spec'd STR Pld will kill a mage class if left unchecked. Mnk is here due to their crazy ability to remove buffs and FoW And lastly, Smn's with there crazy AOE DOTs can be very annoying, altho i do not find them to be as threatening. (opinion)
- drg/brd are both lacking. either it stems from players lacking the skills to maximize their damage output or simply not caring and spamming moves at the wrong time. Granted, there are plenty of drg's and brd's out there and on these forums that may disagree with me and could prove me wrong with their high damage count and kill count, but overall I do not see it.
^ a thousand times over.I'm seeing a server lack of understanding what PLD brings to team (either that or you folks have played with some horrible PLDs). XD
...that's alright, just means I have a leg up when they think, "Oh it's just a PLD." :3
Tell you what though, I won't turn down a buff. I will say I don't think we need it.
I love that people underestimate a Pld, even more so when that PLD is spec'd to STR. Shield bash followed by upgraded glory slash and full swing are complete killers when slapped on a mage with full str spec. given the fact that most people ignore the pld, as you've stated, makes it easier to get the jump on a mage while no one is attacking the pld.
They are not. They are just thinking Paladin didnt live to the hype. It is unable to function like FF11 Paladin as a defensive supporting job. The tools that FF11 Paladin has such as Provoke, Rampart, and Flash (FF14 version Flash is merely a tool for PvE, a joke for PvP) are much superior for team PvP like the Frontline. The definse value advantage is gone because of the morale. FF11 Paladin also have access to Cure IV and make it a really effective emergency combat healing (at cost of low mp pool).I'm seeing a server lack of understanding what PLD brings to team (either that or you folks have played with some horrible PLDs). XD
...that's alright, just means I have a leg up when they think, "Oh it's just a PLD." :3
Tell you what though, I won't turn down a buff. I will say I don't think we need it.
Also, because Paladin is not functioning as it suppose to be. They are forced to increase the survival ability of both healers in smaller scale PvP such as wolf den. This is where the entire drama coming from. A tool for arena is too strong for the Frontline. You are unalike to get any buff if you are expecting a dammage increase, it is more likely they will make you function like a defnsive job again.
Last edited by Divinemight; 10-01-2014 at 06:00 AM.
Pld is put below because of the difference between a pld and a war when them burst,
with dps accesories War can realy make a lot of damage i would say he will do 2/3 of what a melee can do, PLD can't do damage like that. in Frontline a good pld would be certainly protect the healer, and try to stun lock focused target, (he don't have 9 sec of stun lock anymore i thing, it got nerfed), i think it's realy slight he may be need a upp in damage, since them nerf the stunlock...
i don't understand why you put monk so high and drg so low?^^.
I don't think it's the damages: i know the drg have higher burst potential than a monk/ but a monk do more damage than a drg when there is not GCD to burn, this make the drg to be the burster of the two melee class
Monk is put higher (and should be) than dragoon purely because of one ilm punch. Dragoon probably does have better burst damage than monk but it doesnt possess an ability as potentially game changing as monk's one ilm punch. Don't get me wrong I love using dragoon myself as well in frontine but it lacks that one signature ability/utility that every other dps/tank seems to have in some shape or form (like the aforementioned monk dispel, or blm sleep, or widespread dot dmg like smn, or pld stun lock) that would make it stand apart from the other dps.i don't understand why you put monk so high and drg so low?^^.
I don't think it's the damages: i know the drg have higher burst potential than a monk/ but a monk do more damage than a drg when there is not GCD to burn, this make the drg to be the burster of the two melee class
Last edited by Dimitrii; 10-05-2014 at 12:43 PM.
There's a lot that paladins can do that make them great as long as they put 30 points into STR and go DPS accessories.
1. Full Swing (+20% damage taken debuff that works for your entire team) + Fight or Flight (damage +30%) + sword oath (auto attacks do 1.5x damage) + tons of off cooldown moves (spirits within, Glory Slash which can remove aetherflow, circle of scorn, full swing mentioned earlier) = Amazing burst potential at the beginning
2. Amazing 1v1 for holding outpost (bulwark -> shield swipe FTW)
3. The best job when you need to overextend for 5 seconds and go in deep to finish 1 guy (hallowed ground)
4. Great support for healers (testudo = 50% damage reduced for 16 seconds, cover = you take all hits and stuns so your casters can free-cast)
5. Group wide hp buff of about 200 hp for having 1 tank, this shouldn't be underestimated as it often means the difference between the group surviving a caster LB1 or not
6. The most underused paladin skill tempered will is MADE for pvp. It will remove bind or heavy instantly and prevents knockbacks. I love using it when a WHM is trying to bait me around the corner to fluid aura me off and then he just wastes it and continues to get smacked.
You can also get the group hp bonus by rolling marauder and having even better burst moves and holmgang, but paladin gives more support for healers and the best panic move (hallowed ground) in pvp.
Last edited by Blubbers; 10-07-2014 at 06:21 AM.
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