I think pre 3.0 pld also could meld dexterity, since it effected either paladins block rate or parry I can't remember.This comment irks me because it is completely not the same thing. No other class had the option to swap accessories like tanks did. If a DRG/BRD/Caster wore VIT accessories (outside of maybe PVP) they would be shunned or if any DPS decided to use an accessory that wasn't their jobs main stat. All classes had the option to meld crafted accessories and they still do but now tanks need to depend on their main stat just like every other class needs to.
Paladin had like 3 potential builds.
I agree though, a lot better bit actually has a use now
Last edited by whythehate; 03-20-2016 at 05:10 AM.
That part about people who equipped actual tank gear having gained damage is actually false, just fyi. I had all fending gear (exact same, at that) before and after the patch, and after I was doing less damage, though admittedly it wasn't by too much; typically 100 damage less on things like Royal Authority. But yeah....even for tanks that went full VIT, it was a damage nerf. This is because of the latent strength stat of the class itself.To be fair, calling it a nerf depends entirely on your point of view. For players who equipped actual tank gear, they would've seen a marked increase on their damage. Their reasoning behind the patch actually made a lot of sense, because there were a LOT of tanks who were forgoing defense in favour of pure attack, which was upsetting over-stretched healers (myself included on occasion), and rendering actual tank equipment redundant.
Now, I do agree that they needed to put a bit more thought behind it and perhaps make adjustments accordingly to keep things at a level, but calling it an outright nerf isn't exactly accurate.
Well I'm enjoying myself so I'm happy so far
the best patch was 2.1. we got 24 person raid, 3 dungeons, 5 new primal fights (all of them with loot), free company housing, 2 beast tribes, hildibrand, pvp, treasure maps, random dungeon roulettes, the party finder...
best thing happened to the game+ The customization option given by ability to meld every gear
more customization and different builds = more fun imo
It's good enough to keep me distracted for a while. Have to hope something new is out by the time I finish my first lorestone set.
I think the best patch was the one that revamped warrior. It showed that the people running this game have the power to rework a job and gives me hope whenever I see a job lagging behind in a few areas.
(taken from another forum)
Brutal Swing - Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.
Overpower - Enmity generated by this skill has been increased.
Storm's Eye - TP cost will be reduced from 70 to 60.
Storm's Path - TP cost will be reduced from 90 to 60. - This skill will also reduce damage dealt by enemies for a period of time.
Holmgang - Range will be increased from 3 yalms to 6, to make the skill more effective. - This skill will now pull enemies toward your character. - When using this skill, a player's HP cannot be reduced lower than 1. - The animation for this skill will be revised. (See screenshot above)
Vengeance - This skill will also reduce damage taken by 30%.
Mercy Stroke - Recast time will be reduced from 60 to 40 seconds, improving ease of use.
Thrill of Battle - Effect duration will be extended from 10 to 20 seconds.
Warrior Changes
Defiance - Enmity generated by this skill will be increased. - This skill will also increase HP recovery via curing magic by 20%.
Wrath - The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.
Inner Beast - Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100% - Damage taken will be reduced by 20% for 6 seconds.
Steel Cyclone - This skill will generate increased enmity.
Unchained - Recast time will be reduced from 180 to 120 seconds, improving ease of use. The main focus of these changes—as the seasoned warriors among you have already observed— was Inner Beast and its HP absorption effect. With these changes, warriors will no longer be dependent on a single skill to recover HP, and have overall improved defense.
To put it simply, we want to ensure the role of warriors as durable tanks. This is why we've also adjusted the effects of Wrath and Defiance. As currently implemented, warriors are forced to lose their healing bonus when using certain skills. However, these changes will allow players to use their warrior skills without sacrificing improved healing, and also maintain the critical hit bonus of Wrath.
Although warrior will no longer recover immense amounts of HP in a single use of Inner Beast, these changes should improve the overall defensive capability of warriors and the ability to heal them using a support class or job.
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Before these changes, playing as a warrior was a pain. They didn't get the automatic healing bonus to their stance and instead had to hold onto wrath stacks for it ( I think it was 5% bonus healing per stack) and also innerbeast healed for a lot more health but didn't have the 6 second defense boost like we do today, plus using it would make you lose your healing bonus ( since it costs all your stacks.) I think overpower still had the "windup" part of the animation (like when npc's do it) too.
I think the era before the WAR buffs are what promoted the idea that PLD= main tank and WAR= off tank, as well as the idea that wars are a great deal harder to heal than PLD which persists to this day.
Last edited by Ragology; 03-19-2016 at 10:13 PM.
It blows my mind that people believe the MSQ was lacking after the massive let down that was 3.1. It's almost like you don't have eyes. The Brawl, Antitower, finding Minfilia? Compared to what? 6 quests in 3.1 which only had one half decent cutscene where the Warriors of Darkness kicked your arse while you sat and gaped liked a moron.
Ha.
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