Why does this ability not give a shield to the Paladin when triggered?
yes this warranted a new thread
Why does this ability not give a shield to the Paladin when triggered?
yes this warranted a new thread
Because they don't need it.
I actually prefer it doesnt give a shield.
It relegates it to being a pure group AOE support ability, rather than something you feel you need to keep back as yet another cooldown. I dont know, just narrows its focus and makes it feel more specific. The more you make it just and AOE stoneskin the less unique it feels.
I think it should be 90 seconds or have a bigger radius though.
Id rather it let the Pally trigger it with his own cure /clemency.
Yeah no kidding. . . Or at least something like "Shields the paladin>> when the shield breaks (or wears off)>> shields nearby allies".
Its current form is cool but its clunky as hell and not very practical or powerful because of its long cooldown.
YouTube.com/c/iBluairjgr
It's fine as is. The issue is that you need to macro something in letting the healer know that they need to heal you for it to take effect. My wife mains a healer, and she says I am the only tank that let's anyone know I used the move. It's a purely situational move that you need to know the fight to take full advantage of.
Yea, I hate it from a conceptual standpoint. PLD is good as the completely straightforward tank, and this runs completely against that.
Besides, in terms of reducing group wide damage, WAR has storm's path, and DRK has delirium/reprisal (I don't recall any physical raid wide damage where halone would do anything). It seems appropriate for the "defensive specialist" PLD to have some raid wide protection of their own, usable as MT or OT without a bunch of hassle. It's not like PLD is in an amazing place right now, and it could use a little boost.
I like the triggering aspect of it because it rewards some kind of teamwork and coordination. You don't need it in anything you're going to rando PUG anyway. The biggest problem with it is that the cooldown needs to be cut in half. I could also maybe see them making it more like 1.x Divine Veil, where the buff on the paladin wouldn't fall off and it just granted your party a regen effect every time you were healed during the 20s or whatever.
It's pretty ridiculous that they launched Divine Veil in such a crappy state AGAIN after pretty much doing this exact thing in 1.x. Like, yeah, the games are different, but not so different that a stupid long cooldown on this (and Cover, and Tempered Will) is suddenly fine.
Last edited by Brannigan; 09-12-2015 at 10:02 AM.
I rather have this skill booted out of the door, and replaced by another skill entirely.
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