Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 37 of 37
  1. #31
    Player
    Miyaka_Vigiles's Avatar
    Join Date
    Nov 2011
    Posts
    266
    Character
    Miyaka Vigiles
    World
    Odin
    Main Class
    Gladiator Lv 70
    I hate when the argument for not adding/changing abilities for PLD are denied because SE wants PLD to stay "simple".
    Their PLD design was pretty simple in ARR, but when HW came out many abilities were added to push PLD away from the standard 1-2-3 halone spam.

    Granted the play style is still more straight forward than WAR/DRK. However, this is the exact reason that gives PLD room to grow.

    All in all, we wont see anything beyond more TP/potency adjustment until 4.0.

    Other than the WAR major rework in 2.1, SE doesn't really add much to a class beyond TP/potency adjustment mid expansion
    (1)

  2. #32
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    This is going to sound weird, but my main issue with RA is that the 2-3 part is a spinning sword slash followed by another spinning sword slash only with a jump.
    (0)

  3. #33
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    At present, choosing RA over RoH gives you 90 more potency in exchange for 950 less enmity potency. If you make RA branch off of RB instead of SB, using the RA combo will give you 120 more potency over the RoH combo in exchange for 1420 less enmity potency. Already, looking at the ratios of the two, it looks like a poorer trade-off, but let's continue with this.

    Although you're now gaining an extra 30 potency every time you use the RA combo, you need to make up an extra 470 enmity potency for each combo. This works out to be an extra RoH every 3 times you choose RA. So you gain 90 potency over 3 RA combos, but lose 120 from having to use an extra RoH. It's a minor dps loss, but maybe you could use the extra MP from RB for something.

    The difference would have been smaller pre-3.2 where the enmity modifier on SB was 3x instead of 3.5x, but it works out instead to be an extra RoH every 3.5 uses of RA. The enmity modifier on SB would have to be smaller for you to break even.

    There's a couple reasons why there isn't any effect tied to RA. First, PLD is the only tank class which has it's utility/mitigation effect also tied to its enmity combo (in 2.x this was PLD's damage combo as well). BB and PS have no effects tied to them other than additional enmity. Bear in mind that the physical damage down effect from RoH is also an effect which no other job in the game can provide, and in conjunction with block gives PLD a clear mitigation advantage in physical fights.

    The other reason is if you did add an SE equivalent, which has to be reapplied every second combo or so, you still have to juggle it with GB, which has to be reapplied every third combo. It then becomes difficult to fit RoH into your rotation without dropping one of the effects. So if you're going to add an effect to RA, it has to either only be reapplied every third combo (or longer), or give an optional effect which you don't need 100% uptime on.
    (0)
    Last edited by Lyth; 04-15-2016 at 01:13 AM.

  4. #34
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    I don't think it's "off". It's just different. Plays fine to me.
    (0)

  5. #35
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Februs View Post
    snip
    Since you mentioned it, or something similar, what about a form of TP regen added to, RA, its different. Of course I guess one could argue why not just reduce to TP cost or something, but its a starting place.
    (1)
    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.

  6. #36
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Februs View Post
    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.
    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.
    (0)

  7. #37
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Eloah View Post
    Since you mentioned it, or something similar, what about a form of TP regen added to, RA, its different. Of course I guess one could argue why not just reduce to TP cost or something, but its a starting place.
    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.
    (0)
    Last edited by Februs; 04-16-2016 at 07:57 AM.

Page 4 of 4 FirstFirst ... 2 3 4