

Paladin:
Flash 100 Potency Attack.
Dark Knight
Souleater
Grit Effect: Absorbs 200, 100% of damage dealt as HP.
Abyssal Drain now does 100% damage done to received health without Dark Arts.
Unleashed Removed, and changed to another skill, we can just cross-class flash now.
Or make Unleashed cooler, give it an AOE dot or something.


Flash is fine. Although I wish it had default blind effect so WAR/DRK had more reason to cross class it.Paladin:
Flash 100 Potency Attack.
Dark Knight
Souleater
Grit Effect: Absorbs 200, 100% of damage dealt as HP.
Abyssal Drain now does 100% damage done to received health without Dark Arts.
Unleashed Removed, and changed to another skill, we can just cross-class flash now.
Or make Unleashed cooler, give it an AOE dot or something.
Shield swipe should give PLD a shield spikes effect for 15s. Blocked attacks return 100 potency to the attacker (or 50/75/100 buckler/kite/tower). Seems like a more appropriate way to give the PLD AoE dmg and give shield swipe some purpose.
I'll agree that Unleash/Abyssal is very redundant. We only really need one or the other.
Last edited by Giantbane; 07-31-2015 at 07:20 AM.
Hardly. Every week the scaling of the better dps on Dark and War will mean more, and any mitigation 'concerns' they had would be made more and more irrelevant.
The main advantage of a paladin is mitigation (or so your told?) but people are clearing fine without them. Healers will HEAL more in the coming weeks, all tanks will have more hp and defenses, and dps will increase proportional to what they are at now. So as people clear and get gear, war and dark will have ----more--- of an advantage over a paladin. Paladins were progression tanks quote un quote for a reason, save you dont need them for progression anymore cause A) magic damage B) dps checks.

Actually the increase to PLD DPS will make it easier to hold hate in Sword Oath due to enmity multipliers, eventually allowing us to use Royal Authority more and increase damage dramatically. Especially when combined with a Ninja using Shadewalker/Smoke Screen. The advantages to using PLD over DRK are A) Simple gameplay, B) Physical Mitigation, C) Support abilities(Cover/Clemency/Stoneskin/Silence/STR down), and D) Hallowed Ground.
Last edited by Disc; 07-31-2015 at 07:47 AM.
...this would be true if your dps wernt ALSO getting upgrades. But they are--and their dps will grow faster than your dps. Enmity is a factor of your damage, so yes--your damage, your enmity will increase, but so will every dps--and you will be in the same boat. The way around this is what?Actually the increase to PLD DPS will make it easier to hold hate in Sword Oath due to enmity multipliers, eventually allowing us to use Royal Authority more and increase damage dramatically. Especially when combined with a Ninja using Shadewalker/Smoke Screen. The advantages to using PLD over DRK are A) Simple gameplay, B) Physical Mitigation, C) Support abilities(Cover/Clemency/Stoneskin/Silence/STR down), and D) Hallowed Ground.
Bring a ninja. This basically is a requirement for a paladin and works fine in single target encounters--but not so much in aoe. A ninja can pop it on one pack in AS2 savage but wont have it up again till midway throught he fight, and with every back, you are back to staying in shield oath to struggle for aggro and only swapping back to sword at the end of the grouping (eating a gcd, eating up your mana which you were using to spam flash, etc).
On your advantages quickly.
A) yes, paladins are simple--fewer mistakes.
B) Yes--which might not be relevant largely. No physical tank busters reduce this down to auto attacks from your shield. Not enough of an advantage to mean anything--all content has been cleared without one, but AS2 and 3 are most certainly easier without them, and AS1 requires that they use Hallowed Ground, otherwise they blow up terribly. Warrior has better mitigation over time (which most physical damage currently is damage over time, not spike) and has meaningful self heals. Dark Dance (despite complaints) is better mitigation over time than bulwark--its not burst mitigation which is what we classically have wanted, but physical damage isnt the main threat (which is what we are classically trained for?).
C) All tanks have some kind of Stat down--warriors having the best, and drks having a damage down while tanking an auto attacking boss (So relevant in all content but a4, where str down does nothing) and an int down. Cover is largely useless outside turns where it was needed to cheese--which has not come up yet cause busters have been /gasp/ magical. Clemency is slower than a snail and largely made irrelevant (watch AS2 clears as a paladin, or the AS3 stream and tell me how many times you see them casting clemency? You dont even see it in AS1 cause after you take damage (Which is heavy enough to interrupt it even with full fending) that the healers have you topped off again. You are too far away to cast it on the other tank. You cant in AS2 cause you are both generally tanking. You could as an OT in AS3--but you might not meet enrage timer. AS4 remains to be seen.
D) Yep---no dispute; this is the reason you play a paladin now a days.
TLDR: You are absolutely false about how your dps is going to scale. You are going to gain the same amount of raw stats from a weapon or chest upgrade as other classes, but the fact they multiply that effect out better with their mechanics means they are going to put that to better use. Or in other terms.
If you did 700 dps currently and your raid dps did 1000 dps, and we increase your dps attributes by 10% (strength/crit/ss/det) we would expect you would go to 770 (woot) and your raid dps would do 1100 dps. You are not going to 'gain on them' unless your dps are simply not upgrading gear pieces.
Now the issue is WORSE for you if your static is getting dps drops and no tank drops (and even worse since, your str dps classes will gtet first dibs on str accessories for obvious reason).
Last edited by Faytte; 07-31-2015 at 09:05 AM.
If I had to argue in favor of DPS for PLD, then I'd rather they get rid of main stat juggling for tanks by swapping their main stat to VIT. It would be a DPS boost overall, enmity wouldn't need to be adjusted every gear update due to better damage scaling, and we could still take a hit when needed.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
I'm starting to thinking that this is a troll thread. OP came created a thread, bash a class in several pages then left.
OPs arguments might seem to be relatively shallow but there's a reason why there's been an upsurge in "Paladin sucks now" since Alex Savage world firsts started coming out: The way the current raid is designed seems to effectively nullify the class's strengths and magnify its weaknesses.
Who knows, I see these threads pop up every time new jobs or abilities are introduced. Overall, PLD got a big DPS boost to their overly heavy Defensive arsenal. The Jobs in general have yet to have a good chance to be properly adjusted to players playstyles, and a DRK or WAR being capable of 100 or so more DPS than PLD won't make or break the job. Heck it might just open up the possibility of letting PLD get an actual AoE damage ability like turning Flash to Banish while in SWO, or they might just scale DRK and WAR back a bit to be on par. Who knows.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
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