

People are still cross-classing Fracture? The 220 potency skill that costs 80 fucking TP? O.o
I'll be over here with my beloved Scourge. Yes, you are everything a DoT should be. Cheap, and not locked behind a dumbass combo.
There are no indications that Paladin will receive any further fixes in 3.2. As far as we know these pitiful buffs leave the class working as intended for the devs, by which I mean it doesn't work but they're still afraid of the 2x PLD parties from two years and four raid cycles ago.
mercy stroke
basically i use 1 swipe so as not to clip goring when doing goring-roh-ra rotation. now, i have 1 gcd to waste and i don't like dead air.
also, that 10 tp savings from goring is just transferred to fracture, if ever. so it's like using fast blade but with extra 70 pot on top of it instead of doing 2 fast blades before proceeding to riot blade to refresh goring blade
Last edited by rawker; 11-07-2015 at 11:02 AM.
Yes. And with a properly timed FoF, we can fit in 2 fractures as well as 2 GBs
And may i ask for suggestions on a good alt to fill 1 gcd? That's still 1 server tick put to waste and will add up if done repeatedly.
If you're really using RoH > GB > RA every time, fracture would be a tiny dps increase. You'll run out of TP faster, though, so it might be detrimental depending on the encounter. It's also a dps decrease any time you're replacing RoH combo with an extra RA combo unless my math is way off.
Using shield swipe to avoid clipping the one GB dot tick probably kept you from running out nearly as fast. Fracture is 40 more TP than shield swipe for 10 more potency.
Lol Clipping the DoT is more beneficial in every case compared to using Fracture. Don't be bad, do basic math. Fracture is barely worth it on WAR with a 30 second duration.
Why would you want to introduce a 220 potency move into any PLD rotation when PLDs potency rotation for even RoH>GB>RA is over 230 potency?
If you can afford it hate and mitigation-wise, you should just alternate between GB>RA>RA>GB>RA...indefinitely because that is higher potency then including RoH at all and costs less TP.
Last edited by ManaKing; 11-07-2015 at 02:46 PM.


Please don't use fracture...
The issue with the changes are that there are a lot of IFS in them:
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: I'm also over all this Main or Off tank shit too.....no tank should be explicitly forced into a role. Obviously for "optimal" encounters it's highly suggested but I shouldn't be forced into a position just because of design ideology.
Last edited by Shining_Tiger_Excalibur; 11-07-2015 at 06:00 PM.
PLD could be a lot better without increasing its DPS significantly (albeit frankly, I'm not sure current raid design means it'd be actually viable without a DPS increase) if the following were true:
1) PLD cooldowns were designed in such a way that its oh-so-hyped emergency invincibility button didn't have to be used in its normal cooldown rotation and could be actually saved for emergencies, like Living Dead and Holmgang are.
2) Clemency was useful at all.
3) Divine Veil, with its awkward activation mechanic, limited range and far too long cooldown was, at least, better group mitigation than just keeping delirium, dragon kick or storm's path up.
Currently none of these 3 are true, meaning PLD becomes a low DPS tank with poor utility and an incredibly strong invincibility button that, because of how long your cooldowns are, you end up having to use as if it was just another cooldown for your rotation when dealing with scripted tankbusters.
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