New traits that affect current abilities will not make tanking more fun. It may seem exciting now, because it would affect current content. But once we get new shiny toys to play with it'd be an afterthought.
New traits that affect current abilities will not make tanking more fun. It may seem exciting now, because it would affect current content. But once we get new shiny toys to play with it'd be an afterthought.


This guy gets it. ^
I just hope they do something about holmgang for warriors. Like add a trait that makes it slightly longer and any IB used during its effect will heal you for 300% (similar to how it was in 2.0) so I don't have to sit there and hope the healers can lustrate/bene me back from the brink of death. I would also love a "rush" move similar to shoulder tackle, off gcd. It would be great for openers and save us the trouble of chasing those pesky adds off range who just dont want to sit still and run around the map. Increasing wrath stacks to 10 would be nice but I doubt it.
Here is the original skill Rampage as it was in 1.0. It might have to be changed a bit to suit FFXIV:HW but with parry being a relatively "useless" passive any thing that increases the parry rate is welcomed for warriors and the increased attack speed would be nice. I might remove the heal on crit just to balance it out so wars aren't a drk with an axe.
For PLD's I would love a skill like Cover but for magic attack only. Macro the two together and use HG and you basically can protect one other player from all damage. Also a battle raise would be much appreciated. You can even bar it to skill, that when used allows for increased heal potency/battle raise of any curing magic you use.
They really need to give it something that changes up the 1-2-3 combo because I only have time for two tanks with WAR still my fave due to overall difficulty and fun of playing and DRK which will replace the PLD. All I know is that, assuming they follow the same pattern as 2.0 (class gets one skill every two levels with 5 skill/traits total and job gets one skill per five levels with 2-3 skills total) that we will have up to 7+ new skills on our way to 60 for current jobs.
Last edited by Marxam; 03-23-2015 at 10:33 AM.
I just watched 300 for the first time and seeing the Spartans bash skulls in with their shields made me wish SE would give Paladin's more offensive abilities with the shield.
I know in MMO's shields are typically used for interrupts, but what about a passive ability that gives PLD's the chance to get an auto attack with their shield, or another off GCD shield attack that increases the damage to Spirits Within.

All tanks should get a passive skill that converts a 15% of your total Vitality to Strength.
So many people want passives... It's not like they're bad suggestions or anything. But come on! Use some imagination!
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PLD/GLD weapon skills:
- Righteous Blade: A large frontal cone that ends the Riot Blade combo. Like the one Ilbert uses.
- Shield Strike: combo action from Shield Swipe, damage + combo bonus applying Determination Down on enemy
PLD magic skills:
- Banish: ranged single target
- Banish II: ranged AoE that does more damage the more enemies it hits.
PLD traits:
- Enhanced Raise (Raise in battle)
- Enhanced Cure: Grants a 30% chance that after casting Cure the healing potency for your next Cure will be double.
WAR/MRD weapon skills:
- Retribution: combo action from Holmgang. Instant charge the chained enemy doing damage (like shoulder tackle). It could be a kick or punch or just a body charge. It would be awesomely brutal and will leave you close to the chained enemy even if it couldn’t be pulled to you.
WAR wrath skill:
- War Roar: debuff all the enemies while buffing the party members near the WAR (a bit more than melee range) for a short time. The more the wrath used the better the effect.
and I like this idea:
Ok lets see somne new skills..
-Warrior
Fixes:
Mercy Stroke: Give Mercy Stroke a small time window for the target dying instead of having it be the last hit. Especially with the way you can skill directly after the target is dead, or the animation still goes on and tries to use the skill, last hitting is just stupid hard.
Skills:
Guillotine: (Off/ON GCD) Requires at least 1 Wrath to use, but depending on how much Wrath you have, it's damage scales. Something like
1 Wrath: 200 Potency
2 Wrath: 250 Potency
3 Wrath: 300 Potency
4 Wrath: 330 Potency
Infuriated: 360 Potency + Ignores Defiance damage penalty
Last edited by Greven; 04-12-2015 at 03:01 AM. Reason: adding staff


Similar to FFXI's WAR with their Warcry, it enhanced the party's damage dealt. This would make WAR a favorite unless PLD had something similar that would increase the party's defense for a short time, great for raiding.
Yeah, totally. Because PLD's have the most complex rotation ever. How would we ever keep track of more abilities. Heaven forbid we get a little bit of variety in our gameplay.



Yeah it's kind of ridiculous that so many paladins are asking for passive/set and forget crap. We have more than enough defensive cooldowns and more than enough utility that doesn't work on bosses. If we get 5 new abilities (Job Quest at 52/54/56/58/60) I hope that we get like 4 WSes and 1 spell along with changes to some of our other abilities. I'm most likely going to be disappointed, but that's what Dark Knight is for I guess.
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