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  1. #1
    Player
    GokuSS400's Avatar
    Join Date
    May 2015
    Posts
    11
    Character
    Merlzirn Sykersynd
    World
    Coeurl
    Main Class
    Gladiator Lv 100
    you're right that Paladins have a lower physical attack than say other classes, however that doesn't mean a self-heal can't help you. Yes Paladins are more about mitigating damage, however, as i mentioned...we can cast Cure, which itself is a healing skill. If you're to argue that Paladins aren't known for heals, then Cure doesn't fit in either. Yet the base potency for SW is HIGHER than that of Cure. Additionally, potency can be boosted via Convalescence.


    Additionally, if you look at the Warrior's cross-skills....they only have Bloodbath and SW to heal themselves with. (Mantra is excluded from this since it is a heal BUFF, much like convalescence).

    Plus, Paladins contributing to heals is no longer completely unheard of anymore. Paladins are now getting a skill similar to Mantra: Divine Veil - This is a new ability that places a protective barrier around a target. If that player is cured then the barrier will spread to other nearby party members.
    (0)

  2. #2
    Player
    BlueThunder's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    143
    Character
    Blue Thunder
    World
    Cactuar
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by GokuSS400 View Post
    snip
    That's because Warriors come already with self healing skills (Inner Beast and Storm's Path), plus their Bloodbath lasts twice as long and the effect cant be improved if when using it as a Warrior you pop Unchained and Berserk, giving all of your hits quite the HP recovery.

    Both classes are fine now and by the looks of it will be better in the expansion. If you'e problem is running out of TP then you sre simply managing its usage the wrong way. As they are right now, both have skills in GCD that either don't consume or don't use as much as you passively recover.
    (0)

  3. #3
    Player
    GokuSS400's Avatar
    Join Date
    May 2015
    Posts
    11
    Character
    Merlzirn Sykersynd
    World
    Coeurl
    Main Class
    Gladiator Lv 100
    What's MORE though, is that Gladiators have a TP recovery action in PVP!
    PVP - Enliven
    Instantly restores 50% TP.
    Enhanced Enliven: Shortens recast time to 180 seconds.
    Enhanced Enliven II: Increases TP recovery to 75%.

    Goad. Same as above applies, with the change that it'd need to be applicable to yourself of course.


    Whew....what a long suggestion.....Thoughts would be very much appreciated here from people.
    (0)

  4. #4
    Player
    BlueThunder's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    143
    Character
    Blue Thunder
    World
    Cactuar
    Main Class
    Dark Knight Lv 60
    Well, paladins get to play with Stoneskin instead of Second Wind. And looking at both, Stoneskin can cone on top by the fact that it has no CD and can be used on others.

    Surely the downside is it is not instant like Second Wind.

    Also 1handed/2handed weapons don't affect the potency of attacks. If you give plds and wars the same ilvl weapon and the same amount of str without extra buffs, their hits will donde the same damage.
    (0)

  5. #5
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Rather than argue about what would or wouldn't be useful and why, I'll just go back to your original question. Originally (version 1.0) player level and class levels were separate. At that time assigning attribute points when you leveled up, for instance, could be a difficult decision because those stats would be added to all classes. Similarly, new skills that you learned (pretty much all if not all of them) were available to be cross-classed with all classes. It could make for some strategic leveling choices. Personally I preferred to get things like cure and protect immediately.

    In any case, interesting choices or not, what happened eventually was everyone would be more or less required to level every single class to be included in end game content. Regardless of whatever class you were actually playing you'd have access to every skill and so you could pick the 'best' way to play your class by mixing and matching them all. Eventually jobs rolled out and narrowed down what skills you could cross class while adding job specific skills and stats bonuses that made using a job sensible. This was to make the classes feel different from each other. Several skills were also updated at this time (and many other times).

    When 2.0 rolled out they updated the skills again (and the entire combat system) and we still have vestiges of the previous system (like attribute points). While I wouldn't say the cross class system is obsolete, it's pretty stale currently and I'm not even sure if they intend to allow more cross class skills at level 60 or if any new skills will be added to the pool (seems somewhat unlikely).
    (0)

  6. #6
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    For the future, OP, you can edit your posts to bypass the 1000 character limit. I know, it's counterintuitive and weird. Live and learn.

    As for the topic in question, I also think cross class availability should be extended, especially considering some are things you NEED to cross-class(Hi, Provoke), or it would be very very unwise not to cross-class(Hey there Swiftcast). However, at the same time I think it might be messy because they never intended for that sort of thing, so you'd end up with skills like Blood for Blood and Raging Strikes on the same character. Remember in early PvP when Marauders used to do that? Man, that was rad. Probably not a good idea, but super rad.

    Anyway. I think cross-classing and freedom of choice in character build in general should be redesigned from the ground up. In the current game you'd be silly to not play a job over a class in anything except PvP(And those are niche situations anyway, mostly those cuh-raaazy marauders) and generally speaking the only freedom in character choice is gear(Where there will always be BiS), 30 allocated stat points(Which, for most classes, stack 30 in their damage stat anyway), and five cross-skill slots, which every class has a definitive "Set" of, since generally speaking you get to pick... 5 out of around 10 tops, I believe, and some are just really bad(Why is skull sunder even cross-class?!). I feel like there should be more diversity among classes to help choose your playstyle- things that don't have incredibly obvious disadvantages compared to advantages, like 15 INT on an archer.

    Though me personally, I think the best avenue for doing this would be to let individual class/job actions have different traits affecting them and let you choose between one of the traits. Like say, make the traits for Flash be Adds Blind/Costs TP instead of MP/Deals 50 potency damage to affected targets. Then get to choose only one with them, with them being reset with a Keeper's Hymn style item. Of course, I also think increased options for cross-class skills, preferably more choices, would also be a step in the right direction.
    (1)

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