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  1. #1
    Player
    cheolsu's Avatar
    Join Date
    Apr 2014
    Posts
    187
    Character
    Nabi Yang
    World
    Sargatanas
    Main Class
    Paladin Lv 90

    Pally Is Almost Perfect

    With the 3.2 changes, paladin is almost perfect. I can now proc my own Divine Veil. Clemency is faster. I don't run out of TP so fast.

    There's just two more problems. Please fix to make perfect.

    1. It's lame that I can't cast Cover on somebody in a different Alliance, like in void ark. They have to actually be in my party for it to work. In a Full Group I can cover the other tank when things get bad, but with Alliances I can never cover the other tank.

    2. Tempered Will cool down is way too long. Any time I could use it and feel badass, I can't use it the next two times. For example, to stop the knockback on last boss in Neverreap. Who cares when I can't stop the next two knockbacks! >.<
    (1)

  2. #2
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    3) Why is PLD the only tank that has to burn GCD to switch stances? Isn't it already bad enough that

    4) they have to wait til 40 for their tank stance?
    (5)

  3. #3
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by cheolsu View Post
    I don't run out of TP so fast.
    Improved but not fixed, our TP will still hit the floor (now slightly slower) with no way to stop or fix it without halting DPS. We either need a TP restore, or an MP move that deals damage for the TP problem to be fixed, no amount of cost adjustments will fix it.
    (6)
    Last edited by Lambdafish; 02-29-2016 at 01:21 AM.

  4. #4
    Player
    cheolsu's Avatar
    Join Date
    Apr 2014
    Posts
    187
    Character
    Nabi Yang
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Lambdafish View Post
    Improved but not fixed, our TP will still hit the floor (now slightly slower) with no way to stop or fix it without halting DPS. We either need a TP restore, or an MP move that deals damage for the TP problem to be fixed, no amount of cost adjustments will fix it.
    I'm okay with running out of TP eventually, because it adds some variety. I mean, if we never run out of TP, then it doesn't really matter that we have TP. There are plenty of things to do with MP as TP recovers.

    You can Flash, cast Clemency, and cast Stoneskin.
    (0)

  5. #5
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by cheolsu View Post
    You can Flash, cast Clemency, and cast Stoneskin.
    All of which are useless if you have hate and have healers, if its anything like 3.1, I was standing still and auto-attacking because I had no reason to use my MP. I never said we should never run out of TP, I said:

    Quote Originally Posted by Lambdafish View Post
    an MP move that deals damage
    So that we can keep consistent DPS and manage our TP.
    (5)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lambdafish View Post
    Improved but not fixed, our TP will still hit the floor (now slightly slower) with no way to stop or fix it without halting DPS. We either need a TP restore, or an MP move that deals damage for the TP problem to be fixed, no amount of cost adjustments will fix it.
    Mostly agreed, but that last bit is absurd. Cut the costs to 0 and you... never run out of TP. Cut the costs even to 50 across the board on a 2.5 GCD and you will be permanently capped. Of course cost adjustments *can* fix it. They might not be the most creative way to do so, but they are the most straightforward. If Rage of Halone and Royal Authority were changed to 50 TP, you'd be a lot closer to DRK TP longevity (when said DRK isn't using enmity combo frequently).

    As you said, a MP attack would help a bit to vary things up, much like DRK has Unmend, but keep in mind that this would then conflict with Oaths and Clemency as they are now.


    To me the real issues are the neglected utility abilities, Tempered Will and Cover, and the still maximally clunky Oaths. Clemency itself has taken a fair hit from the tank AP reduction, while it still impossible to block while casting (even though our shields are clearly held in front of us for every cast animation). [Heck, if necessary to meet the next Shelltron timing, I can pop Shelltron early and simply cast to ignore the next 2-3 AAs and take the TB with Shelltron in the last couple seconds...]

    I was personally of the opinion that Clemency was already useful... in normal content. And now its spot-support has been improved significantly. I can save more than just the MT now when healers are still up. But by the time Savage comes around, it really hasn't had a notable effect unless, again, healers were jailed or dead. The tank-wide AP debuff has since hit it hard. No more massive crits on Convalescence-Defiance Warriors to save the MT's day. No more securing threat more efficiently than Flash with a single large overheal on a mass-pull.

    Cover is still short, slow, only half-effective (physical only), infrequent, and often a better means of suicide than protection. It is almost entirely limited to scripted gimmicks.

    Tempered Will is still nearly useless and far too infrequent to warrant its cooldown. It's been placed on the same cooldown as a goddamn death-immunity... and it merely mimics one part of that skill with a side of 'breaks binds and heavies', without even making you immune to either. Immunity throughout, with an attached Surecast, and a two minute cooldown, would go a long way in making this ability worth something.

    More than a gap-reduction, from 20% to 15% damage reduction on Shield Oath, what Shield Oath and Sword Oath needed was to figure out what they were actually designed for. At the moment, Sword Oath merely fits the part of a lesser, exclusive, and non-damaging Maim or AA-only Darkside (with double the initial MP cost in exchange for no MP drain, I guess). That is pathetic. Why does it consume a GCD, or alternatively, why does it deal no damage? Why does it cost MP? What possible excuse of flavor can uniquely make this one 'dps stance' have virtually no effect on enmity, AoEs, or DoTs that every other damage buff in this game enjoys? Why are both Oaths unbelievably plain (Sword Oath's uniqueness finding the one sole method to be more boring than a +15% damage buff)? Why have the latter's contribution vary with weapon speed?
    (1)

  7. #7
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Mostly agreed, but that last bit is absurd. Cut the costs to 0 and you... never run out of TP. Cut the costs even to 50 across the board on a 2.5 GCD and you will be permanently capped. Of course cost adjustments *can* fix it. They might not be the most creative way to do so, but they are the most straightforward. If Rage of Halone and Royal Authority were changed to 50 TP, you'd be a lot closer to DRK TP longevity (when said DRK isn't using enmity combo frequently).
    I was talking realistically, not literally with that statement. Of course if the TP cost is 0 then we will never run out of TP, in fact, if the combos TP cost is less than the amount it recovers, then we will also never run out of TP. That is why I went under the assumption that the devs would never make the combo do less than in recovered. The problem is that in a raid environment, if they make the adjustments soley to cost, then you make it so that PLD either never runs out of TP, or hits the floor at some point, there is no strategy, its either inevitability, or TP might as well not exist. These are not fixes, and that is what I meant. Also an MP attack would not conflict with oaths and clemency, im not sure why you say that.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lambdafish View Post
    I was talking realistically, not literally with that statement. Of course if the TP cost is 0 then we will never run out of TP, in fact, if the combos TP cost is less than the amount it recovers, then we will also never run out of TP. That is why I went under the assumption that the devs would never make the combo do less than in recovered. The problem is that in a raid environment, if they make the adjustments soley to cost, then you make it so that PLD either never runs out of TP, or hits the floor at some point, there is no strategy, its either inevitability, or TP might as well not exist. These are not fixes, and that is what I meant. Also an MP attack would not conflict with oaths and clemency, im not sure why you say that.
    1. Given that there's only one optimal place to use Invigorate, that Equilibrium generally has a greatly preferred stance choice in any given situation, and that Unmend does shit damage, there's not really any class that has this aspect of TP strategy that you seem to be looking for? As it stands, they're all inevitability. And if a Warrior has to pop Equil for healing before or during add phase, then it's a "oh shit" moment, and a diminished inevitability. There's no issue with PLD becoming the first to really manage its TP in interesting ways (if Stoneskin were faster or Clemency stronger, especially, it'd practically be the example of this TP management already), but there's no long line of precedence that PLD's trailing behind here.

    2. Any TP adjustment other than reduced TP costs on weaponskills would have nearly identical results overall, without automatically being optomized, likely with unintended consequences. For instance, attaching a TP restore to blocks would flat-line OTs, attaching it to Shelltron would additionally further encourage on-CD usage, attaching it to Spirits Within would mean you have to chose between maximizing TP maintenance or actually silencing correctly and/or hitting for the full potency, and attaching it to Fight or Flight would mean that a 'jump' (enemies non-targetable) phase could not only cost you dps but also TP. Giving PLD an actual Invigorate means you hit it as soon as it won't cap, and then forget about it until it's ready again.

    3. Anything that uses MP will conflict with other uses of MP. Try using two Clemency casts after having just blown your MP on this MP-attack. Conflict. Not a huge issue, at all, but it is necessarily a conflict. Moreover, it's probably not going to be the 'alternative' or means for TP management that you think it will be, unless its a weaponskill that is technically inferior to ever TP choice. In which case it also becomes an inevitability, same an Unmend. When all other choices are unavailable, use. That's it.

    Quote Originally Posted by Lambdafish View Post
    I don't understand why adding it to sheltron would be an issue, or perhaps add it to say... awareness (as a trait).

    Your point with other tanks is true, they might hit the floor, but no other tank is in a situation where they just stand still and do nothing to regenerate the TP, why waste flash? its not doing anything if you have hate, WAR has equilibrium because they used to have this issue, and DRK has lots that it can do with MP that keeps them doing damage.
    It would be an issue because it adjusts priorities, or put otherwise, messes with existing gameplay. And it doesn't do so by making TP management a thing; it simply punishes your TP for holding onto your snap-mitigation for a coming tank-buster. That and it again requires MT position and physically attacking enemies. Adding it to Awareness has the same issue; now you're even less likely to maximize its mitigation opportunities because you desperately need it in order to keep up TP.

    Upon running out of TP you can still shield someone the other tank for some 2.1k-2.8k, or heal for twice that in the time that you could Flash. It wouldn't be a tough argument to make that that's a better periodic opportunity than Unmend. Flash is also the only opportunity a TP-exhausted Warrior has (after blowing Del-Equil), the only difference being that it hits for more for them when in DPS stance, they can put out far fewer at a time, take much longer to regenerate their cost, and most will avoid equipping the spell altogether, at which point they have no such options at all.

    Warrior didn't have TP issues unless AoEing. They were already greatly more TP-efficient than PLD by nature of their free Wrath weaponskills unless the Paladin had enough of an enmity lead to make heavy use of his Shield Swipe (a TP gain but only a 4% DPS gain and an enmity loss at the time). Equilibrium was more an increased opportunity for further AoE than it was a solution for inevitable TP exhaustion. As it stands, the only TP AoEer has the only TP restore. Makes sense.

    DRK has only one mana alternative to TP weaponskills, Unmend. As they have no TP AoEs, Unleash is not an alternative.

    There's certainly nothing wrong with the idea of adding a damaging mana-costing Weaponskill/Spell for PLD, but let's make sure we have the right reasons for its implementation?
    (0)
    Last edited by Shurrikhan; 03-01-2016 at 02:15 PM.

  9. #9
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    snip
    I don't understand why adding it to sheltron would be an issue, or perhaps add it to say... awareness (as a trait).

    Your point with other tanks is true, they might hit the floor, but no other tank is in a situation where they just stand still and do nothing to regenate the TP, why waste flash? its not doing anything if you have hate, WAR has equilibrium because they used to have this issue, and DRK has lots that it can do with MP that keeps them doing damage.
    (0)
    Last edited by Lambdafish; 03-01-2016 at 12:56 AM.

  10. #10
    Player
    AylmerOfFamfrit's Avatar
    Join Date
    Jul 2015
    Posts
    58
    Character
    Aylmer Angelis
    World
    Famfrit
    Main Class
    Summoner Lv 70
    I like the adjustments for Pld. I want cover to reach further.
    (0)

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