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  1. #21
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by Ceodore View Post
    Snip
    Everything ive seen save for posts from 2012 indicate 50 per 3 (since 60 per 3 would mean it would take a very very long time to go out of tp given the average combo is 63 tp (70/60/60), gcds are 2.5 and people have latency/in and out of combat etc). Either way, the point stands you are only generating 13 tp per use of shield swipe compared to your average combo. A flash eats of a full gcd, and gives you a full gcd worth of regen of tp. That tp is more efficiently used in a combo instead of swipe. If TP management is an issue, using swipe is less optimal than flash, and you will do more damage per TP with goring blade or the royal combo (average damage per tp).

    It feels nifty to slap a button cause it lights up, but swipe is kind of a trap. If you have tp issues, use flash. If you dont have tp issues, use other abilities.

    Second part is the crux of the issue. If you are in a bleeding edge progression guild, the only way you are holding threat off war ot's and good dps is staying in shield the entire fight and spamming rage --> rage--> goring. Other tanks can drop out of tank stances (my war co tank most of ravannah ex in deliverence)--that is because all of their damage applications effect their emnity increases.


    We have the issue of:
    1) Sword Oath doesnt have its damage effect by increased emnity
    2) Flash deals no potency to be magnified
    3) Our threat combo does the least damage out of any aggro combo, which coupled with naturally low ways to magnify our damage (darks do this largely by OGDS, about 2000 potency a minute oGCD vs our 1100, or via straight modifiers in the case of wars (maim/zerk/lulul all dat damage).
    (0)

  2. #22
    Player
    pouncing's Avatar
    Join Date
    May 2014
    Posts
    61
    Character
    Nom Noms
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    So i do not have a problem with you wanting to increase PLD's threat generation while MT'ing in fact I welcome it coming from a WAR's perspective, however I think you're going about it the wrong way. Here are my thoughts coming from the other side of the tank equation:

    -If you increased PLD's damage to within say 50-100 DPS of WAR then why would you bring a WAR when PLD has superior mitigation and similar DPS? Same would go for DRK
    -If you increased PLD's aoe threat by giving them more aoe damage(this isnt really an issue) there would be nothing unique about the other 2 tanks aoe's
    -If you allowed PLD to switch stances oGCD then you would lose one of the draws of WAR and half of DRK(Darkside)\

    So here are my solutions:
    -Do not increase PLD's DPS. Increase the threat modifier that either Shield Oath or that of RoH applies. If they give 300% enmity up it to 350% so that they can hold off of your OT. This should give PLD some breathing room to use GB and RA more frequently while also recognizing that the strength de-buff is important. I would imagine start of the fight going: RoH -> RoH -> Goring -> RoH -> Goring/RA until RoH debuff falls off then RoH and this would hold enmity for a while then go back do a few RoH's continue.
    -Do not give flash a damage component, but instead allow flash to proc CoS off CD say 2 times ever 10 seconds. so you could potentially CoS -> Flash -> CoS -> Flash -> CoS assuming it procs that way
    -I dont find PLD's stances to much of an issue considering PLD is essentially THE MT. However i would do this remove the MP or decrease it. PLD seems to have quite the MP sink now that clemency is somewhat useful.
    - Utility I completly agree with this. either that or make clemency require a finite amount of damage to interrupt say 5000 damage
    -Blind i think it should effect but maybe have either reduced duration or reduced effectiveness to raid bosses.

    TL/DR the solution is not to increase the damage so PLD can once again take WAR's spot, but to increase its threat generation passively so it can use its DPS combos more often while MTing

    Again this is only from the side of someone who only played PLD through 2.55, but hasnt taken it past 50 yet
    (0)
    Last edited by pouncing; 07-18-2015 at 12:40 PM.

  3. #23
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Nothing much has changed on PLD level 50 onwards. If there's anything i'd suggest, continue to give us more swords that swing fast. The heart of our DPS isn't done with burst damage like double fell cleaves but with taking advatage of sword oath's additional 50 pot. It lasts for as long as we like, with no mp drain like darkside. We don't thrive with managing stacks like war. Flash, yes i agree with the differentiation between oaths. Sheltron, i might ask for an increase in mp return seeing that it's not always up or blocking everything. As for Clemency, future expacs might address the interruptible natures of it. I just don't see it as that broken but needs getting used to.
    (0)

  4. #24
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by pouncing View Post
    Snip
    Basically this. The suggestions i made (minus maybe swipe ogcd) dont effect damage so much--I'm more concerned with incrementing our threat up so we are free to use other combos and not be married to halone.

    Also I would say, this extra mitigation we earn due to our low damage becomes largely invalidated in a magic damage paradigm. If busters continue to be magic damage in alexander, then we pay a cost for something we are not using (Darks still do great damage, wars as well regardless of the damage source).
    (0)

  5. #25
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    I think bullet points would be

    -make blind useful and work
    -clemency as a gcd instead of a spell. Skill speed helps it, not interrupted, but still limited by mana and takes up the same time block (2.5 vs 3)
    -increase our threat in oath (overall) and oath (via extra enmity powers)
    (0)

  6. #26
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Responses to your ideas OP:

    1.I have an alternative to Rage of Halone, give the enmity bonus and strength down bonus to Royal Authority (leave RA damage as is) and let us have it replace Rage of Halone altogether at 60 in the same way you'd take Fire off your bar when you learn Fire II. (If you do low level content, you can always swap the abilities on your bar).

    2. I've never had issues with aoe threat, flash is definitely not the most exciting way to AoE but my opener for AoE: Flash -> Circle while GCD is going -> Flash again usually works fine and I just throw in the occasional flash if I need to. I do wish that the best way for aoe threat wasn't flash spam to riot blade combo with the occasional circle thrown in. Unleash/Overpower are way more satisfying to use imo.

    3. Clemency: I use this skill a lot in A4 while keeping up my MP with Riot Blade in the last phase (I usually end up OTing this fight) until it's my turn to eat Perpetual Ray. I agree on changing it. I'm not sure about making it instant cast, tbh I'd rather see it have the 2.5 sec GCD and halve the MP cost while leaving it's heal intact. It's highly situational and could use some love.

    Veil: I really think the button itself should trigger the shield and instead of proximity it should just hit our whole party automatically.

    4. Sword Oath is pretty boring compared to the other DPS stances, I think it could use a buff of some kind not necessarily a +damage%, but maybe reduce tp costs? Just a thought.

    5. No real comment about this one outside of Blind seems pretty useless of the time. Maybe add a secondary effect? Maybe a debuff that reduces/negates an enemies chance to crit?
    (0)

  7. #27
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Faytte View Post
    1: The casting time on clemency.
    ---You cannot parry or block during this. This seems out of flavor for a paladin.
    ---Very very prone to interruptions in anything higher than dungeons. If you take 20% of more of your health in damage, you are interrupted, so what seemed great leveling up will become harder to use in things like alex extreme.
    ---Slowness of cast means most healing on self or others results in an over heal because healers will always out pace you.
    This is propably most annoying thing atm, its sad to see those big fat 8k clemency crits wasted as an overheal ;__; Also while DV is awesome utility its kinda clunky to use even with voice comms, in PuG's its in mercy of RNG. Other than those two things im rather happy with PLD in general, alot more fun than it used to be in ARR.
    (0)

  8. #28
    Player
    Menae's Avatar
    Join Date
    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Faytte View Post
    Everything ive seen save for posts from 2012 indicate 50 per 3 (since 60 per 3 would mean it would take a very very long time to go out of tp given the average combo is 63 tp (70/60/60), gcds are 2.5 and people have latency/in and out of combat etc).
    It's very definitely 100% 60 TP per 3 seconds. To test:

    Step 1: Find a dummy or medium level mob. Nothing that'll die in three autos, but nothing that'll kill you either.
    Step 2: Punch it.
    Step 3: Sprint.
    Step 4: Wait for a TP tick.
    (0)
    Good King Moogle Mog, Good King Mog! Lord of all the land (kupo)!

  9. #29
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Ceodore View Post
    heavy hitting single target enemies in the A2 fight as well which are better tanked by a Paladin "
    A2 is terrible for PLD. Sure we have the best mitigation set for that turn but killing the hordes faster mitigates more damage then our JAs can.

    WARs and DRKs are bursting in the 1500 DPS range during that fight, PLD stays in the 700dps range. (SwOing the entire fight) If you ShO at all its even worse.

    The add in A4 again is best handled by a PLD, but that is 10 (x2-3) seconds of the entire ~5:30 fight.
    (0)

  10. #30
    Player
    Faytte's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Quote Originally Posted by SirTaint View Post
    A2 is terrible for PLD. Sure we have the best mitigation set for that turn but killing the hordes faster mitigates more damage then our JAs can.

    WARs and DRKs are bursting in the 1500 DPS range during that fight, PLD stays in the 700dps range. (SwOing the entire fight) If you ShO at all its even worse.

    The add in A4 again is best handled by a PLD, but that is 10 (x2-3) seconds of the entire ~5:30 fight.
    This. People ignore that more dps to a degree, shortens a fight and can reduce the need to pop cds and strain healer mana. A paladin taking 15% less damage through a phase would certainly not be worth them contributing 30% less damage (this are absolutely arbitrary numbers). The times this is important is when said damage and that 15% can be the difference between life or death, which to this time, is not seen in Alexander. If things remain as is, than many of the mechanics I would look to a paladin to better mitigate are magic damage, with the seeming exception of A3.

    Effectively, the situations in which a Paladin must excel are now somewhat limited to:
    1) Single target fight
    2) Physical fight

    If both situations do not come up, then what you have 'paid' for with your lowered dps compared to other tanks simply does not come into play. And while you cannot participate in aoe contributions meaningfully, it is not as if those other tanks cannot perform valiantly at single target/physical (not as good certainly--but the difference is not as massive as Paladins pathetic threat, absent aoe damage, or single target damage/burst).
    (0)

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