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  1. #1
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Brian_ View Post
    If you want to make mitigation matter, then tanks should be getting dropped from raid content because of a 10~15% difference in mitigation.
    Tanks shouldn't be getting dropped from raid content to begin with. :V
    (0)

  2. #2
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    It's more a response to the morons that think it's actually an equivalent trade off.
    (0)

  3. #3
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I only skimmed the last page's shitshow, but shields are kinda overrated as far as passive mitigation goes. Hive is a bit under 5% when averaged and can either be pretty good or pretty bad depending on what it decides to block. Halone is what really gives paladin an edge over DRK for physical damage and you should really be arguing that if you're looking for a reason to keep paladin in its crappy place.

    Though I don't really think paladin necessarily needs (or would be "fixed" by) more DPS, I would like for a lot of its crap to be cleaned up. Shield Swipe could be such a cool ability but ends up being so anemic, our unique utility ends up being unique to the point where it doesn't do anything most of the time, and our stances don't do anything to our abilities. Fixing that stuff up (and traits that aren't just "makes this ability do what it should do by default") would incidentally probably bump up DPS a little bit.

    Even if paladin matched DRK DPS 100% and had infinite threat, it would still be a gimp compared to Dark Knight in a fight like A4S. A lot of it has to do with fight design but some of it comes down to the magic-only tools being way better than the physical-only tools. I don't think the advantages should be that heavy in either direction.
    (5)

  4. #4
    Player
    MeeYow's Avatar
    Join Date
    Jan 2012
    Location
    Windurst
    Posts
    171
    Character
    Mee Yow
    World
    Ragnarok
    Main Class
    Paladin Lv 60
    A list of simple changes I think would help PLD in its lack of magic mitigation, utility & dps (in MT/AoE scenarios, where there is absolutely no argument against it being sorely lacking), note that not all would necessarily be applied at the same time (although I think if all were, PLD still wouldn't be a threat to WAR, but in a good enough place where SE can move on to DRK):

    Shield Swipe oGCD, 0tp, 10s recast - Mildly more active class

    RoH either 6x hate mod or 280 pot and 5.5x hate mod - Ease the hate requirements on sword oath tanking almost closing the gap to deliverance or no grit tanking

    Divine Veil either 1 (2?) min CD or double shield potency - This ability is currently just underwhelming

    Clemency sub 2s cast, maybe instant, oGCD with 5s recast. still MP gated, no longer too clunky to use

    Clemency and Divine viel strengths based off of weapon damage alone - stops STR/VIT builds making the abilities weak whilst preventing pentas being even more OP if based on both.

    Royal Authority costs 50tp - blood weapon buff has left PLD behind (2:30 to run dry vs 3:15 for DRK or never for WAR)


    Sword Oath:
    Increase SW potency to 500 - better reward for good stance dancing, small boost to bring PLD in line with DRK
    Shelltron retaliates with a 100 pot attack on a 10x hate mod - more interesting than a hate buff to the old 1 2 3
    CoS Pot and DoT doubled - PLD needs at least a small AoE boost bad.


    Shield Oath:
    Shelltron blocks magic attacks, gain 50tp if physical - Only magical boost, not trying to kill DRK, tp boost makes up for reduced RA use, trade off on magic foes!
    Shield swipe is now conal - Again, PLD needs AoE help bad, this route is nice and active but not always up hence sword oath boost.

    PLD currently has underwhelming rewards for good stance dancing and a large swap cost, half of the stuff above is to address that by making a lot of the boosts (rather than the flat out 'SE you screwed up' fixes closer to the top) stance dependant. The extra 200 SW pot helps offset the GCD cost for swapping to sword oath.

    On a side note, I still think WAR has far too easy of a time stance dancing, they used to at least lose stacks and not get 0 TP using GCDs while DPSing in 2.0, but now stance dancing and TP management come far too easy to the class, for this purpose I think a 100tp cost should be added to both Defiance and Deliverance, tuneable but simply there to make WAR stance swapping require some level of decision making like the other two classes.
    (2)
    Last edited by MeeYow; 08-31-2015 at 04:03 AM.

  5. #5
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Die thread Die!!!


    #DarkWarriordin
    (1)

  6. #6
    Player
    Suhr's Avatar
    Join Date
    Aug 2015
    Posts
    9
    Character
    Suhr Zarek
    World
    Balmung
    Main Class
    Paladin Lv 70
    Divine Veil - Rework Divine Veil to a buff that lasts 20 seconds. Every combo'd Goring, Halone, or Royal Authority while active grants a personal shield for 8% of the PLDs maximum health, for a total of around 3 shields during the duration if timed properly. Remove the current effect since it is too niche.

    Flash - Significantly buff the enmity modifier on Flash, or add 50 potency to it so it can compete in AOE with other tank classes.

    Shield Swipe - Add a small frontal cone AOE effect to Shield Swipe. Keep ON the GCD and remove or halve the TP cost.

    Sheltron - Make it capable of blocking physical AND magical attacks and add a 20 TP regeneration on block.

    Bulwark - Add an effect that reflects 20% of the blocked damage to the attacker when active.

    Sword Oath - Increase the potency by 10.

    Rage of Halone - Increase potency from 260 to 280 or increase the enmity modifier on it.

    Clemency - Reduce the cast time.
    (1)

  7. #7
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Sapphidia View Post
    I think this mindset only really works for WoW-style tanking where mitigation was a bit more constantly active but tanks only had 1-2 actual big Oh Shit cooldowns.

    I like the cooldown management aspect of FF, it's the only part that makes the damage-taking part of tanking actually somewhat skillful, but if they negate the need for cooldowns outside of moments when things are messing up they need to remove a lot of cooldowns and turn them into more active/interesting tanking skills. Or just make them passive.
    I have a shit ton of CDs. I shouldn't need an external.
    (0)

  8. #8
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    biggest difference is the MT damage atm, so why not have sword and shield oath work simultaneously?!

    also str down should be moved to royal authority and halone's enmity mod should then be in line with butcher's and power slash.

    (can't really buff OT dmg, cause of PLD's utility skills, if those are useful atm is a whole different story though)
    (0)

  9. #9
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Starkbeaumont View Post
    biggest difference is the MT damage atm, so why not have sword and shield oath work simultaneously?!

    also str down should be moved to royal authority and halone's enmity mod should then be in line with butcher's and power slash.

    (can't really buff OT dmg, cause of PLD's utility skills, if those are useful atm is a whole different story though)
    I'd rather add than remove. STR down at lower levels is good(RA at 60) and it'd mean I don't *need* to use Halone as much.

    As it is, I can't use RA much because there's no hate mod on it or I lose it to my OT. And when I *do* use it, STR down falls off more than I'd like.
    (0)

  10. #10
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    https://docs.google.com/spreadsheets...sLaoo/pubhtml#

    Going back through the thread is becoming increasingly hilarious.
    (5)

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