With how low PLD aoe dmg is, it would be pretty cool if Shield Swipe cleaved an extra 3-4 targets or so. And Flash applying a weak ~20 potency burn dot or smth.
With how low PLD aoe dmg is, it would be pretty cool if Shield Swipe cleaved an extra 3-4 targets or so. And Flash applying a weak ~20 potency burn dot or smth.
Do you even OGCD? Abilities off the global cool down have always been a straight dps increase when any possible secondary effects, such as turn 1's silence mechanic with board's blunt arrow, aren't needed. Since pacification is hardly ever needed, you're now encouraged to use it whenever it procs for free dps and free enmity.
In short: gitgud.
There's also the fact that it can no longer overwrite its own Pacification debuff with a weaker version of the same. A little disheartened that we can no longer chain-Pacify mobs, and that nothing has been done to help the PLD AoE situation, but this is a good start and a step in the right direction.Abilities off the global cool down have always been a straight dps increase when any possible secondary effects, such as turn 1's silence mechanic with board's blunt arrow, aren't needed. Since pacification is hardly ever needed, you're now encouraged to use it whenever it procs for free dps and free enmity.
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Why couldn't they just add a buff that when you have shield/sword oath up that Flash will now also do a magical attack for for like 100-130 potency or something. I feel so useless in dungeons on my Paladin with no aoe damage unlike my Warrior and DRK. Adding that would have helped out greatly in that area and resolved the TP issue somewhat, if you get low on TP just use flash 3-4 times while TP regens up a bit and you still contributing some damage to the raid boss while doing it, just makes sense really.
These changes are being badly overestimated. Please don't get ahead of yourselves guys. Reprisal isn't even 2.5% of my DPS on A1S, a fight with constant physical auto attacks. Shield Swipe is a little higher effective potency but these 5 to 7 percent quotes are pie in the sky fantasies. Be rational. Expect about 3%.
Last edited by Kyne_Lyons; 11-07-2015 at 09:02 AM.
While the extra (up to) 10 potency per second through oGCD Shield Swipe does at least faintly reduce the need for RoH by allowing us to toss out a fairly high enmity-modded ability every 15s to fill gaps or raise our enmity margin, I just can't imagine a more "toss out" fix to PLD, either. Nor does it significantly help where PLD does poorest, MT dps. And as for non-raid content... we gain a tiny bit of free damage while losing a fair amount of dungeon MT output/utility/identity. Just, ugh.
They could have at least made all shield abilities ignore Shield Oath's damage reduction...
The issue with the changes are that there are a lot of IFS in them:Do you even OGCD? Abilities off the global cool down have always been a straight dps increase when any possible secondary effects, such as turn 1's silence mechanic with board's blunt arrow, aren't needed. Since pacification is hardly ever needed, you're now encouraged to use it whenever it procs for free dps and free enmity.
In short: gitgud.
***IF Shield Swipe doesn't require an activator and is just an ability you can use every 15 seconds with no TP cost then that is certainly......more on that later. Paladins will be slightly gimped in dungeons but I'm okay with it as long as healers are healing me enough while DPS-ing as well.
IF Shield Swipe still requires an activator, is 15 seconds recast, costs TP AND is reduced potency......it's over for Paladins because being able to limit damage was a good thing even with us being lowest DPS tank.
***What people are getting caught up on is that this is, instead of a vertical improvement, a horizontal one instead. One of the good features of Paladin has now been changed for DPS instead of developing a way to keep our skills like they are while adding to our ability to overcome our own weaknesses. This is why I'm pretty much strictly opposed to this change. At the end of the day it doesn't really solve anything........and like I've said CONSTANTLY, Paladins have only received band aid fixes. It still doesn't solve the issues with our toolkit either. Clemency is still abysmal, Divine Veil is somewhat good, Sheltron is still weird, and we can't provide ourselves or the group with ways to justify our spot in raids. Even after groups have farmed better equipment they'll still laugh at certain party compositions like DRK/PLD and AST/WHM. People are literally accepting the first change they're making to jobs and that is EXTREMELY dangerous because glaring issues are still present and they haven't even hinted at fixing those. We as a community should be pushing for more changes because even if this change works out to be the best case scenario change......it's not enough.
Paladins still won't be able to lower incoming damage for the group with 100% uptime, won't be able to increase others' DPS, won't be able to maximize its own, won't be able to use the toolkit we have to overcome low item level obstacles, etc. Like I said a while ago, Paladin is still the most selfish fucking job in the game right now because of all of this.....and the developers refuse to ADEQUATELY fix the job. If Paladins aren't allowed to do any of this, what the fuck are we allowed to do? That's what people need to be asking, need to be asking the developers to fix, and need to be thinking of in the future. This "hotfix" garbage needs to stop. Actually, this isn't even a hotfix, it's been 4 months at least since issues have been known.
EDIT: Re-posted to save myself time. Also, don't you ever, ever, tell someone to "git gud" when we still don't even know just how well or bad these changes will be.
Last edited by Shining_Tiger_Excalibur; 11-07-2015 at 06:18 PM.
I feel that the devs current view on the tanking classes is unrealistic as a whole.
Having one tanking class be the "dpsy" one and another being the more "tanky" one sounds great in theory, but it doesn't work in reality. Why? Because the vast majority of players will always prefer the "dpsy" one, as it makes fights quicker. The only reason they would prefer the "tanky" one would be if the encounter NEEDS that extra tankyness, making the other tankclasses useless for that encounter. This situation makes balancing the tanks realisticly impossible.
The only real way of balancing the classes would be for them to have the same damage output and survivability, but having different playstyles. Making one class do more damage will make that class prefered in basicly all content, unless it can't survive it, which would lead to the class suddenly being useless.
There are a few things they could do to make PLD be much better.
1)Up the DPS of Royal Authority slightly and add an additional effect that ups slashing damage
2)Up the DPS of Rage of Halone slightly
3)Add some weak DPS to Flash when under shield oath (maybe sword oath too)
4)Lower Shield Oath's damage dealt down to 10 or 15%
5)While in Shield Oath, all Shield abilities (Shield Swipe, Bash, and Lob) are not affected by Shield Oath's damage down
6)Add an additional buff to Sword Oath (Skill speed buff, Det buff, Crit Hit Buff, and/or a flat damage dealt up %)
7)Reduce Clemency's casting time by a half & possibly reduce the mp cost slightly
8)Reduce the recast on Divine Veil so it can be used more often
9)Add a spike style counter-attack for Sheltron (think Reprisal in XI) when under the effect of Shield Oath
10)Lowering the TP on our main combos (especially Fast Blade) would aid in long fights
I just wish SE would show some more signs in balancing PLD
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