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Thread: Paladin PvP

  1. #1
    Player
    Kimchibowl's Avatar
    Join Date
    Feb 2015
    Posts
    5
    Character
    Mikasa Asuna
    World
    Ultros
    Main Class
    Gladiator Lv 70

    Paladin PvP

    Hey Everyone,

    I'm new to FF14, been playing about a week now. I was just wondering if anyone knows of a guide on Paladin PvP gearing, stats, etc? I'm still learning a lot of new things, so any help would be appreciated. The last MMO PvP I played was WoW, so I'm adjusting to how FF14 works.
    (0)

  2. #2
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    - Use strength accessory
    - All attribute points on strength.
    - Try get crit/det pieces as much possible
    - Keep sword oath if nobody attack on you.
    - Use shield oath if players focus on you and maybe some def cooldowns. If you are focused hard use sprint and run back 2 your party.
    - Stunning is effective job for paladin. Try stun players that your team focus on so they can not escape so easily.
    - if somebody is gonna knock you, use tempered will(can remove bind and heavy as well). Hallowed ground can be used for that knocking purpose too.
    - If you wanna knock somebody down, use stun on them at first so it is easier knock them down
    - Do not chase too much one target, if opponent run away, change for another target and try stay in healing range if you wanna get some heals.
    - If you want some little burst, try use all your off global damage abilities with full swing.
    - Sometimes you may only want tunnel casters/healers so they can not cast anything. Save stun and silence for the moment opponent use equanimity or surecast. Knockback can be used as cast interrupt too.
    - Your knock remove opponents buffs too. Sometimes you can try remove scholars aetherflow stacks so they can not use lustrate anymore.
    - remember use testudo covering your team and cover can be used for healers if they take lot physical damage.

    You can check this list as well.
    http://forum.square-enix.com/ffxiv/t...Jobs-%28PvP%29
    (1)
    Last edited by Sunako; 02-11-2015 at 08:17 PM.

  3. #3
    Player
    Trixxy's Avatar
    Join Date
    Sep 2014
    Posts
    293
    Character
    Aranea Asmodai
    World
    Odin
    Main Class
    Gladiator Lv 90
    STUN STUN STUN STUN

    See that dragoon there?
    STUN HIM TOO
    (3)

  4. #4
    Player

    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    324
    Tanks are primarily used in interrupting the opponents from effectively healing or casting.

    Don't attempt to get kills (You can try, but just don't waste your time)

    When a node spawns, interrupt enemy Black Mages, Bards and Summoners. (To help your team secure more damage and buffs)
    When there's no node, interrupt enemy Healers. Especially Scholars... Bard's can poke White Mages for days, you can stop Lustrates!

    Target melle dps when they rush your team and you're falling back to get heals.

    That's about it *shrug*
    (2)

  5. #5
    Player
    Kimchibowl's Avatar
    Join Date
    Feb 2015
    Posts
    5
    Character
    Mikasa Asuna
    World
    Ultros
    Main Class
    Gladiator Lv 70
    Thanks guys, appreciate it
    (0)

  6. #6
    Player

    Join Date
    Jun 2014
    Posts
    625
    Tanks build straight damage for wolves den and kick out a pretty absurd amount of dps, but they also have great utility with stuns, cover and thier pvp skills

    - Keep sword oath if nobody attack on you.
    Shield oath and the majority of defensive abilities dont actually work in pvp, there is zero reason to not be using sword oath at all times
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  7. #7
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    798
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    White Mage Lv 100
    Quote Originally Posted by CeveArthu View Post
    Tanks build straight damage for wolves den and kick out a pretty absurd amount of dps, but they also have great utility with stuns, cover and thier pvp skills



    Shield oath and the majority of defensive abilities dont actually work in pvp, there is zero reason to not be using sword oath at all times
    Only abilities that add direct defense do not work. That only includes Foresight and Protect. Direct damage mitigation still works.

    Regardless, yes Sword Oath 99% of the time.

    Quote Originally Posted by UlricCraft View Post
    snip
    Good advice. Bear in mind, OP, that it's Slaughter-specific though. Wolves' Den and Frontline Secure, you are a DPS with support and peeling abilities. Mark and murder.
    (1)

  8. #8
    Player
    Potatoes's Avatar
    Join Date
    Aug 2013
    Posts
    95
    Character
    Sophie Miret-njer
    World
    Sargatanas
    Main Class
    Botanist Lv 80
    I dunno if you're still reading this but ignore like 90% of the advice in this thread.

    -Don't cover if a target has more than 2 melee on them, you will just die instead of them
    -Stun the following buff/icons/cast bars: Holmgang, Surecast if you see them stop moving briefly to begin casting, Equanimity, Flare. Everything else is up to your discretion to stun.
    -Don't leave nodes to be an idiot to stun people, your sustained dps + rotating of defensive cooldowns means you will be contributing a ton of damage to your GC's claiming of the node. Breaking off of node is a waste of time because you will fight the tab targeting more than the actual player.
    -Swap oaths often in slaughter; it's ok to be in shield as long as you're keeping up the pressure on targets and continuing to output damage. Shield is also a great option to stay on nodes with as well during slaughter.
    -Pop Bulwark against Melee when 1v1 to lock them into 7 seconds of pacification and gain the upper hand.
    -Pop Fight or Flight with Bloodbath always. Also try to fit 2 Circle of Score into your 30 second FoF.
    -Save Glory Slash for fights on the ramp. Stun first to compensate for latency then push them off with Glory Slash. Don't do this against Ninjas as they will survive thanks to the reduced fall damage trait.
    -Pop Testudo a couple seconds after the gate opens in level 30 Wolves Den as the healer will probably die in 20 seconds anyway.
    -From personal experience, have at least 380 accuracy
    -Don't cover people in Attunement
    -Always pop Awareness when you're in combat, it's easily forgettable in PvE
    -Best Burst combo I can think of is get Rage of Halone ready then -> Fight or Flight -> Full Swing -> Rage of Halone -> Spirits Within -> Circle of Scorn; only go into Glory Slash at the end if you're the only one on the target since it will push them and mess up your allies' targetting. Probably best to only use the full burst at around 50% as well or on Blood for Blood targets.
    can't think of anything else here...
    (2)
    Last edited by Potatoes; 02-17-2015 at 04:37 PM. Reason: this is pretty long winded, sorry