Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 40 of 43

Hybrid View

  1. #1
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    I do agree the stat weighting is wonky but it works just fine. It's only a problem when people think it's so good to miss so much HP for a very slight DPS up, healers must hate them for sure. Nevertheless perhaps they will change that in 4.0. They will have to readjust the weight of VIT to compensate for the loss of STR from the LHS gear if they do decide they want to simplify the stat weighting for tanks.

    Clemency only needs its cast to be 100% cast, it's kinda dumb that your cast can end up getting cancelled multiple times while tanking which is why most raiders doing PLD only cast Clemency in downtimes or just in an emergency to help out the weakness-ed member survive. Battle ress is a cool one but I feel it's not something PLD needs to compete a slot vs DRK/WAR. Not to mention you are gonna channel ress for so long and attacks to you can actually cancel it.

    Flash is on the weak side for area effect. I do hope they at least have a plan to give more enmity to match Overpower/Unleashed.

    DRK is on the other spectrum since you are practically encouraged to sport Grit-less tanking for that huge mana gain
    (0)
    Last edited by Sarcatica; 08-01-2016 at 01:52 PM.

  2. #2
    Player
    KXZelgadis's Avatar
    Join Date
    Jul 2016
    Location
    Limsa Lominsa
    Posts
    9
    Character
    Zelgadis Wessen
    World
    Exodus
    Main Class
    Dark Knight Lv 58
    I am still low level but here is what I feel I would change if I was designing the game.
    Gladiator/Paladin
    Move Flash to it's own cool down counter so it can be weaved in between each step of your attack and make it so that it doesn't break a combo chain. Than change the additional effect to be dependent on your stance, if in Sword oath let it do some damage, in Shield Oath let it Blind. Enhanced Flash should up the enmity generated.

    Possibly have Sword Oath increase the rate of Auto attack as well as the damage (Only just got my Paladin class so haven't had much time to play with this skill yet. Though the attack does feel slow for the damage it does without the stance on.)

    Marauder/Warrior
    Change from Pugilist as the second subclass to Lancer. Than maybe add a chance to Dodge to Enhanced Foresight. Or leave it as Pugilist and add a boosted chance to Parry to Enhanced Foresight. Though the reason I think Lancer would be better is that would allow me to use Feint slowing the targets attack and letting the Dragoon focus on Damage since we don't have the ability to stun lock; ok and I won't lie Invigorate would be nice too and keep me from having to go on conserve mode with TP in a few fights I have done so far.

    Have Overload stay as a cone damage but allow them to generate enmity in a circle. This would allow the need to cross class Flash to end, though lowering the damage and moving it to the global cooldown would be really nice as well with this change letting it replace flash.
    (0)

  3. #3
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by KXZelgadis View Post
    Move Flash to it's own cool down counter so it can be weaved in between each step of your attack and make it so that it doesn't break a combo chain.
    Flash, like Unleash, doesn't reset your combo. AD and Overpower are the AoE moves that do.

    Quote Originally Posted by KXZelgadis View Post
    Possibly have Sword Oath increase the rate of Auto attack as well as the damage (Only just got my Paladin class so haven't had much time to play with this skill yet. Though the attack does feel slow for the damage it does without the stance on.)
    The tooltip for Sword Oath is a bit misleading. It adds an extra 50 potency auto-attack immediately following every auto-attack you make. If you watch the combat text, you'll see two hits occur every time you swing your weapon.

    Quote Originally Posted by KXZelgadis View Post
    I won't lie Invigorate would be nice too and keep me from having to go on conserve mode with TP in a few fights I have done so far.
    At level 58, you'll get Equilibrium, which is significantly better and doesn't cost you a cross-class slot. Cross-class invigorate gives you 400 TP every 120 seconds. Equilibrium gives you a choice: either get 200 TP or an instant 1200 potency self-heal every 60 seconds, depending on what stance you're in. It's probably the most broken skill in the entire kit.

    The other reason why people tend to be interested in the Lancer cross-class skills is Blood for Blood.
    (0)

  4. #4
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,571
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by KXZelgadis View Post
    I am still low level but here is what I feel I would change if I was designing the game.
    Gladiator/Paladin
    Move Flash to it's own cool down counter so it can be weaved in between each step of your attack and make it so that it doesn't break a combo chain.

    Marauder/Warrior
    Change from Pugilist as the second subclass to Lancer. Than maybe add a chance to Dodge to Enhanced Foresight. Or leave it as Pugilist and add a boosted chance to Parry to Enhanced Foresight. Though the reason I think Lancer would be better is that would allow me to use Feint slowing the targets attack and letting the Dragoon focus on Damage since we don't have the ability to stun lock; ok and I won't lie Invigorate would be nice too and keep me from having to go on conserve mode with TP in a few fights I have done so far.

    Have Overload stay as a cone damage but allow them to generate enmity in a circle. This would allow the need to cross class Flash to end, though lowering the damage and moving it to the global cooldown would be really nice as well with this change letting it replace flash.
    Not having an AOE enmity generator on the GCD is a bad idea as you won't have it when you need it. Also, flash does not break a combo.

    Adding Lancer to Warrior is just asking for trouble as it gives them access to Blood for Blood, a skill you don't want your tanks to have (25% extra damage is alot of extra unnecessary damage) and it'll be even worse in the hands of a below average warrior who will use it without thought. As for feint, it won't work on anything of significance endgame, so it's pointless to consider, Warrior will also get access to Raw Intuition which is 100% parry rate from the front with the same cooldown as Keen Flurry. Really Lancer offers nothing to Warrior that would benefit them and add in a skill that won't be used right and will lead to tank deaths.

    Warriors will also get a circle enmity generator in Steel Cyclone, but it is tied to wrath stacks. TP generating will also become alot easier as you level up, so that isn't something to worry too much about and I don't understand why you mention moving it to the GCD when it is already on the GCD.
    (1)
    Last edited by Mikey_R; 08-06-2016 at 07:49 AM. Reason: word limit

  5. #5
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    PLD:

    Clemency:
    - Additional effect: Clemency can be cast instantly after a succesful Block
    - slightly reduced MP cost

    Flash:
    - deals 50 potency

    Divine Veil:
    - no longer requires heal to activate
    - heals all party members for 400 potency
    - CD reduced to 60s

    DRK:

    Souleater:
    - always absorbs 100% of damage dealt as HP (regardless of Grit and DA)
    - absorbs 200% of damage dealt when used with DA in Grit

    Dark Dance:
    - Increases Parry rate by 60% when used with DA (instead of evasion)

    Living Dead:
    - Increased duration of walking dead from 10s to 12s (The idea is instead of a fancy and complicated new mechanic, just give healers more time to heal you up for a cleaner solution overall imo)

    Abysal Drain:
    - Always absorbs 25% of damage dealt as HP (when not used with DA)
    - When used with DA: increased potency from 120 to 200 (still 100% of HP absorbed with DA)

    Power Slash
    - greatly increased enmity when used with DA
    (Atm the enmity difference between both versions is miniscule. Imo they should buff it to the point that a DA PS would become an attractive option in the opener to replace further PS combos.)
    (3)

  6. #6
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    I dig it, and i dig the enhanced parry idea too. Good stuff!
    (0)

  7. #7
    Player
    skulpturfungus's Avatar
    Join Date
    Apr 2016
    Posts
    11
    Character
    Xelo Saejima
    World
    Shiva
    Main Class
    Paladin Lv 60
    Quote Originally Posted by ChaozK View Post
    PLD:

    Dark Dance:
    - Increases Parry rate by 60% when used with DA (instead of evasion)
    Hell, just turn it into a 100% parry on a 10s duration with DA. Think of it as focusing on the defensive part while sacrificing duration. At least that would add a somewhat reliable low cooldown tank buster CD for DRKs.
    (1)

  8. #8
    Player
    KXZelgadis's Avatar
    Join Date
    Jul 2016
    Location
    Limsa Lominsa
    Posts
    9
    Character
    Zelgadis Wessen
    World
    Exodus
    Main Class
    Dark Knight Lv 58
    So I may not have explained the idea as well as I hoped I did for flash. the idea is to move it off the global cooldown but keep it on a short cooldown (1-3 seconds) that way you could flash between the GCd actions and not delay you combo by a full GCd cycle. Good to know it doesn't break the Combo even now so I will have to starting using it between combos if I feel I will lose a mob.

    With Slow not working on end game content that does make Pugilist the better option in my mind as well, I feel that dodge or crit boost probably out weighs another source to extend parry (it might not be great to start with but I think source to reduce damage is good at least). Though it would be nice to have some form of TP management that doesn't require stance dancing even more so since there is a little delay before you can change back into your tank stance if you need to be there. As for Overpower being mentioned to being on the GCd, I confused it with Brutal Swings cooldown, I have been playing other classes in the event to level them up and haven't played my warrior for a bit. I do agree with Blood for Blood being a horrible skill for the tanks even if they are off tanking there are probably better options to take (I don't think I would even use it once I get the enhanced edition version when I solo on my Dragoon).
    (0)
    Last edited by KXZelgadis; 08-09-2016 at 05:44 AM.

Page 4 of 4 FirstFirst ... 2 3 4