What would u like to see for Pld in 4.0
What would u like to see for Pld in 4.0
AOE
AOE
AOE
Skills
Clemency affected by skill speed, not spell speed. Clemency's additional effect restores 100TP in Sword Oath, maintains 50% leech-heal in Shield Oath.
Divine Veil CD reduced to 80 seconds from 150. Clemency can trigger Divine Veil's effect.
Shield Bash costs 0TP if it follows a block.
Sheltron blocks magic damage as well as physical damage. CD increased to 45 seconds.
Tempered Will unlocks Raise while in combat in addition to its current effects, and restores 100TP over its duration. CD remains 180 seconds.
Itemization
Never put parry on a PLD item again, especially PLD JSE/relic. Parry and block roll against each other, and PLD already has a built in 20+% "random" mitigation tool in its shield.
i want a aoe XD too
because spellspeed is an issue, change it for skill speed, make a skill to instant cast, so we can use this instant cast skill to stoneskin or clemency instant when me realy need it for the migitation.
Would like to see more focus on the healer side of Old what if we get a stance that increase aggro when healing to keep mobs on us.
AoE would be very nice. Honestly, in gameplay, it's the one glaring weak point that I can really feel in PLD versus other tanks. Just about every other job out there (with the exception of maybe MNK?) has at least the ability to do some pretty solid burst AoE damage, while sustainable AoE is a of a niche. PLD's block mechanic is built for situations where they'd be taking a lot of hits - it's where their mitigation model really shines. And yet, the PLD enmity mechanics and gameplay mechanics give PLD the weakest AoE in the game, with its only damaging move being locked to a lengthy cooldown. Paladin is built for AoE tanking mitigation, but single target enmity generation. It's kind of backwards.
I'd like to see some way for PLD to do more AoE damage. We have a couple of DoTs (CoS and GB); why not make it so Flash spreads and/or extends/refreshes them? Have Flash pass around the Goring Blade DoT to up to two additional enemies, and have it extend the duration of the CoS DoT on all affected targets by 2GCD/6 seconds.
I also hope that they aren't adding more skills/abilities in 4.0, and instead take the traits route to alter how various abilities behave and interact.
I'd rather they adjust the combat table to make the two rolls independent, so that it is possible to both block and parry an incoming hit (call it a critical block or something). That, and parry needs to be made more useful anyway. Even if they just moved the parry roll ahead of the Crit roll, it would suddenly become desirable for PLD again.
Last edited by Jpec07; 01-10-2016 at 11:10 AM.
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Well, first off, a lot of people don't want new skills because there is already enough skill bloat.
The other thing -- PLD already has everything. They've always been the most complete tank. The problem isn't that they don't have something, it's that what they have doesn't do enough for various reasons.
PLDs have AoE. It's just that Circle of Scorn has a long CD and doesn't do enough damage. Flash generates AoE enmity but doesn't deal any damage.
The biggest thing they have to look at with PLD is internal synergy and how it can be used to make their overall skill-set less situational and more fluid. For example, in magic damage heavy fights, they need to figure out a way to keep Bulwark and Sheltron relevant. In fights where there is no knock-back mechanic, they need to keep Tempered Will relevant. When PLDs don't need enmity, Rage of Halone still needs to be relevant. When PLDs aren't taking damage, Rampart, Sentinel, and all their other dCDs still need to have some use.
This is completely wrong.
The main problem with how parry and block work is that they are independent rolls.
And, allowing parry and block to occur on the same hit completely misses the point. Damage reduction amount does not matter that much. Damage reduction consistency is what matters.
The point is people DO NOT WANT RNG MITIGATION. People want to know how much damage they're going to take and when they are going to take it.
The least they could do to improve parry for PLDs is to combine the hit tables for parry and block. That way, you will have a much higher chance of reducing incoming damage. Rather than have an independent 25% chance to block roll followed by a 20% chance to parry roll, you would have a flat 45% chance to mitigation an incoming hit. With Bulwark and Awareness active, you would have a 100% chance to mitigate an incoming hit. That's what people want. Consistent mitigation.
Pretty much all of this. I could not agree more.
The only things I'd add would be:
- Reduce Bulwark's Cd timer to match Awareness, so that they can actually have synergy instead of being mismatched.
- Reduce oGCD of CoS or buff it's dmg and/or enmity gen by a little (even if just the DoT or enmity gen is buffed I'd be fine with that).
- Add an effect of some kind to RA, since it's absent of anything. It's not at all necessary, but it feels weird that it doesn't do anything.
Honestly, though, I'd still be happy if they changed absolutely nothing other than giving Pld's a way to manage their TP in both MT and OT positions. The main issue with Pld is that it seems to be kitted for high skill speed, but has absolutely no means of maintaining its TP bar. High skill speed is fine. I would even be okay if we got more speed to help compensate for our low enmity gen and Dps output, but it's useless if our Tp bars are constantly running empty because we have no way to make up our expenditure. SE should address this.
Only because current boss fight design is based around single hit spike damage every X seconds/minutes rather than constant, growing or even rhythmic damage patterns.
Taking 20% less damage from 1 in every 4 attacks is meaningless when only one attack is important. Parry and Block would be closer to fine if fights were not so reliant on Tank Busters in order to threaten tanks.
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