Maybe just remove the enmity from savage blade and give it to fast blade instead

Maybe just remove the enmity from savage blade and give it to fast blade instead





For consideration, the maths for if Goring Blade and Royal Authority were swapped
If Goring Blade and Royal Authority were swapped
150 Fast Blade
230 Riot Blade
350 Royal Authority
===
730 total ... 243 per GCD
150 Fast Blade
200 Savage Blade
240 Goring Blade
===
590 total ... 196 per GCD
Goring Blade Combo with ticks
1 tick ... 640 total ... 213 per GCD
2 tick ... 690 total ... 230 per GCD
3 tick ... 740 total ... 246 per GCD -- outperforms Royal Authority
...
8 tick ... 990 total ... 330 per GCD
Error 3102 Club, Order of the 52nd Hour
The thing about Pld is that everything is that it's timed to the second and lines up really well. DoT's go off without a hitch, and you can sustain your enmity lead without too much concern, even with Pld's lower enmity gen. Their combos flow so smoothly into one another that it makes their rotation the most fluid of the three tanks, especially because they don't suffer the same clutter of oGCDs (drk's) or buff stacks (war). Personally, I don't find that "odd," per se. I actually like the way that everything on Pld can be timed out on a stop watch.
If there's anything that I do find unusual about Royal Authority it isn't its placement. It's the lack of effect. RA has no additional effects other than a straight boost to dps. The lack of enmity generation makes perfect sense, because if it did have a bonus we'd have no use for RoH, but the lack of any kind of status effect (to self or the enemy) is kind of strange. The absence of any such feature kind of makes RA the odd tank combo out, because it's the only one out of all three tanks that does absolutely nothing other than Dps. That's not necessarily a bad thing or a problem, mind you, but I do find it kind of odd. It's like SE ran out of ideas, or something.
most likely to keep paladin simple "I guess" and keep its role as the "pick up" tank. Think about it. Until heavensward paladin only had 1 combo (which was odd design period, but whatever). May not be the truth, but who even knows. With how odd square designed pre-lvl 50 paladin I wouldn't be surprised.
Plus I can't really think of an effect to add on to RA besides maybe the slashing debuff? Eh.



-10% damage outgoing for 20 seconds, stackable with RoH, or have Royal give a buff that increases parry and block potency. Why not.most likely to keep paladin simple "I guess" and keep its role as the "pick up" tank. Think about it. Until heavensward paladin only had 1 combo (which was odd design period, but whatever). May not be the truth, but who even knows. With how odd square designed pre-lvl 50 paladin I wouldn't be surprised.
Plus I can't really think of an effect to add on to RA besides maybe the slashing debuff? Eh.

That's gonna be quite OP. PLD/MNK at the moment is in for the best mitigation. Divine Veil/RoH/DK/Mantra/Storm's Path combination makes a lot of things way easier than it should be. If PLD gets another -10% damage incoming that is stackable with Path, you will see DRK getting dustier as it is now (apart from the more DPS that DRK can give, which for clearing is never an issue due to how much more lenient DPS checks are in Midas Savage).
Agreed. Like I said, it doesn't really need an additional effect. It's just kind of odd that it doesn't have one when every other tank combo does.
That said, if they were to have added an additional effect to RA, I wouldn't want it to be a slashing debuff. I'm not a fan of copy and pasting other Tank abilities, especially when there's one tank that already does it better. If I were pushed to come up with something, though, my first idea would be the simplest one possible, which is to have RA's damage potency ignore the damage penalty of Shield Oath. Simple and effective.
Another, slightly more interesting, idea would be to have RA apply a self buff that increases Pld Skill/Spell Speed. Ideally, the effect would be determined by which Oath they are in (ie: ShO = Spell Speed increase / ShO = Skill Speed increase or vice versa, wherein the current effect is canceled upon swapping oaths). Of course, this would not be possible for SE to do with the current kit. Mp is somewhat sustainable on Pld, but Tp would likely drop like a rock without some form of TP sustain.
That's just two things off the top of my head, though. Honestly, there are a lot of other options, but most of them are shut down by the fact that SE seems to be firmly set against allowing for any variety in game-play with Pld, especially between Oaths. As long as Pld plays exactly the same way regardless of what Oath they're in, the options for their improvement are extremely limited, which is kind of a shame. I get that Pld is supposed to be the "simple tank," but there's a point when simplicity hinders utility. Besides, it's not like Pld would have been made overly difficult to play or learn by changing their bonus effects depending on Oath. That's still really simple design compared to managing wrath/abandon stacks or Mp on top of a plethora of oGCDs.
Last edited by Februs; 04-14-2016 at 06:04 PM.


I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
No, you are correct. TP regeneration is far superior to simply reducing Tp costs, because reductions to Tp costs are temporary stopgap measures only.
As our gear levels increase, so too does our skill speed. The more skill speed we get, the more Tp we drain. Even post patch 3.2, I've already started to notice an marked decrease in my Tp at the end of pulls and boss fights as I gear up in more and more ilvl 230 gear, especially if I use my full utility and stun Mob AoE's (god forbid I actually use Shield Bash). SE could just reduce our Tp costs, again, but that would only postpone the problem again. Besides, there's a limit to how often they can simply reduce Tp costs before they hit zero and it makes the whole concept pointless, so it's really not the best idea.
A better idea is to give Pld's a way to actually sustain their Tp. We don't have access to a lot of oGCD's, so that's not an option. Increasing our Mp draw be a good idea, but Clem/Flash are not always needed and don't do damage. We also have no offensive spells (why we didn't get that AoE that Solkzagyl casts during the lvl 60 quest is beyond me), so that doesn't work either. The most viable option (at the moment) is to give Pld's a Tp replenishment of some kind. SE should have come to this conclusion a long time ago (like, before Heavensward came out), but so far they seem to prefer the flimsy bandage method of addressing Tank problems.
Last edited by Februs; 04-16-2016 at 07:57 AM.
I vote for a spell speed increase. Said that a while back myself, that or a certain % that it enables a swift cast type ability. Would help with throwing up Stone skin and would allow more spells to be added to the job at a later date without cutting too heavily into it's damage.
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