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  1. #1
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,385
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    That job is exclusively for SMN. Swiftcast + resurrection. They can save the day when 2 healers are down. If you give PLD the raise ability it wouldnt be bad, simply because cast time is a factor and if both healers go down most likely you are screwed regardless due to raise initial cast time and assuming you are not holding adds or are under a status effect.
    (0)

  2. #2
    Player
    Malicewolf's Avatar
    Join Date
    Oct 2015
    Posts
    475
    Character
    Fohl Hakuko
    World
    Goblin
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Derio View Post
    That job is exclusively for SMN. Swiftcast + resurrection. They can save the day when 2 healers are down. If you give PLD the raise ability it wouldnt be bad, simply because cast time is a factor and if both healers go down most likely you are screwed regardless due to raise initial cast time and assuming you are not holding adds or are under a status effect.
    I will put this out there though. We do have hallowed ground (immune to most attacks for 10 seconds). We only need 8 to cast Raise. So in that regard, we gather up the aggro, then pop HG and attempt to raise a healer. It's not as nice as a SMN having it, but it's a nice last ditch effort in case of emergency. And those times it does get pulled off would be amazing for PLD's. Sure, it'll fail half the time. But that's part of the game.
    (7)
    Last edited by Malicewolf; 11-20-2015 at 06:40 AM.
    Don't worry. I'll spam cure the crap out of you with my Paladin.

    #GetSelliBack2016
    #IsSelliBackYet?2017
    #IfSelliIsntBackIQuit2018
    #IfSelliIsntBackIQuitForReal2019
    #TheYearTrumpWontGetRelected2020

  3. #3
    Player
    SonKevin's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    212
    Character
    Fax Machine
    World
    Pandaemonium
    Main Class
    Conjurer Lv 4
    SE pls make all the classes the same because people can't understand that classes are supposed to be different.

    As a PLD, I'm upset that I don't have access to Holy and Fire IV. THEY NEED TO CHANGE THIS!
    (1)

  4. #4
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by SonKevin View Post
    SE pls make all the classes the same because people can't understand that classes are supposed to be different.

    As a PLD, I'm upset that I don't have access to Holy and Fire IV. THEY NEED TO CHANGE THIS!
    That's EXACTLY what we don't want. Paladin always had acess to useful WHM spells in FF games, this one being the exception. I don't see how it would make it "the same as other classes". Alas, PLD is already a freaking generic tank prototype as is.
    (1)

  5. #5
    Player
    SonKevin's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    212
    Character
    Fax Machine
    World
    Pandaemonium
    Main Class
    Conjurer Lv 4
    Quote Originally Posted by Fevelle View Post
    That's EXACTLY what we don't want. Paladin always had acess to useful WHM spells in FF games, this one being the exception. I don't see how it would make it "the same as other classes". Alas, PLD is already a freaking generic tank prototype as is.
    You sound mad. Stop being mad. While my statement was over the top, I do agree that adding Holy to PLD would make sense, I would disagree that adding battle raise to a PLD makes sense. As far as I can find, but I haven't looked everywhere, the only FF game that gives PLD raise is FFXI. Cecil doesn't have it. None of the tactics games have it. While having a light healing ability and holy make sense, raise still does not.
    (0)

  6. #6
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,344
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    yes please ^^/

    means the whm will get a new hopefully meaningfull trait to replace the battle-raise-trait wich does nothing else than preventing the paladin from battle-raise >.>
    (5)

  7. #7
    Player
    LandricFrey's Avatar
    Join Date
    Aug 2013
    Posts
    277
    Character
    Landric Frey
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by KingOfAbyss View Post

    Speaking of slots, why is it that lvl 60 we don't have a 6th slot open?

    Do you have plans to change the whole skill tree later on, and then skip the cross-classes?
    This cross-class ability system is the bare-bones leftovers of a once powerful Job customization system from 1.0. With Rogue having no skills to share, and going into 3.0 with no new classes (just jobs) I'm thinking they want to axe the system completely, and that wouldn't bother me one bit. Why do something half-assed? Go big or go home.
    (1)

  8. #8
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by LandricFrey View Post
    This cross-class ability system is the bare-bones leftovers of a once powerful Job customization system from 1.0. With Rogue having no skills to share, and going into 3.0 with no new classes (just jobs) I'm thinking they want to axe the system completely, and that wouldn't bother me one bit. Why do something half-assed? Go big or go home.
    What would they possibly replace it with? As a Dragoon the Pugilist and Marauder Skills I use in my cross slots are invaluable. Almost every combo, strategy, and stat balance would have to be completely overhauled if cross skills (A big selling point for the armoury system back in the day) were to be scraped. I say the extra slot may simply be due to lack of cross skills in general. Rought, Mechanist, Dark Knight, and Astrologen were implemented with out offering a single cross skill, then for that one extra slot all normal classes would go up to 12 cross skills, as it sit you now have to think which of the skills you're willing to give up. Like how I made the choice to stick with Fracture for my DoT combo instead of swapping for Mantra when I unlocked it. If I had a sixth slot I'd have no need to make that decision because Mantra is the only other cross skill beside the 5 I have equiped that's worth anything to DRG. And All Mantra would really do is be a Healer's version of Battle Littiney.
    (0)

  9. #9
    Player
    Malicewolf's Avatar
    Join Date
    Oct 2015
    Posts
    475
    Character
    Fohl Hakuko
    World
    Goblin
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Ashkendor View Post
    That wouldn't balance out jack. All it would do give PLD a little more raid utility that's niche at best and borderline useless at worst. With no Swiftcast available, you have to animation lock yourself for over 8 seconds to cast Raise. If both healers are down, 8 seconds is a freakin eternity for the boss to chew up the MT, spit him out, and start hunting for DPS.
    Every tank should have a last ditch, immune to death saving CD. This scenario kinda screams "use me" for that. Even if the MT dies, the shortest version of this is holmgang, which still lasts for 6 seconds for a WAR. Raise is 8. If your MT can't give you 2 extra seconds and use Holmgang to stall for the other 6, then you have another problem. Living dead is 10 seconds long, just like HG. This idea is meant to be last ditch effort, or simply to alleviate a healer from using their mana on it if the run is still going smoothly and 1 DPS falls.
    (1)
    Don't worry. I'll spam cure the crap out of you with my Paladin.

    #GetSelliBack2016
    #IsSelliBackYet?2017
    #IfSelliIsntBackIQuit2018
    #IfSelliIsntBackIQuitForReal2019
    #TheYearTrumpWontGetRelected2020

  10. #10
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Malicewolf View Post
    Every tank should have a last ditch, immune to death saving CD. This scenario kinda screams "use me" for that. Even if the MT dies, the shortest version of this is holmgang, which still lasts for 6 seconds for a WAR. Raise is 8. If your MT can't give you 2 extra seconds and use Holmgang to stall for the other 6, then you have another problem. Living dead is 10 seconds long, just like HG. This idea is meant to be last ditch effort, or simply to alleviate a healer from using their mana on it if the run is still going smoothly and 1 DPS falls.
    I'm talking from the standpoint of endgame content here, where your last ditch cooldowns are often included in your cooldown rotation by necessity and thus aren't available to use like that. If both healers are down and you manage to get one raised, great. One healer back on their feet with no mana probably isn't going to save the run because at that point your MT is very likely to be mostly dead (if not already completely dead), and if you're very unlucky the raid's also taken aoe damage. Not to mention, your OT animation locking themselves and losing 4 GCD's worth of DPS to save one healer a single Raise cast's worth of mana is a bad idea.

    The whole reason Raise is a great raid utility for SMN is specifically because they are a DoT class and they have Swiftcast.

    PLD being able to Raise in combat would be of niche use at the very best. More half-assed raid utility isn't balance.
    (3)
    Last edited by Ashkendor; 11-20-2015 at 06:54 AM.

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