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  1. #1
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I'd be happy with just swapping Circle of Scorn and Flash. PLD doesn't need much, it just needs something to do during giant pulls other than tab GB around and cry.

    Flash
    OGCD, 15s CD, Ability (no cost). Use to generate snap Enmity (like COS currently) and apply Blind (which then doesn't have to DR'd to oblivion just to lock down Enmity when geared DPS are unloading their AOE cycles).

    Circle of Scorn
    GCD, no CD, costs MP. Becomes PLD's equivalent of DRK Unleash.
    (0)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The reason why PLD's Flash does no damage is because it costs MP, rather than TP.

    Making Flash do damage is a bit like making BLM's Flare cost TP instead of MP. You might as well make it cost 0 MP at that point, as it's effectively free dps with no meaningful resource cost. I know that Flash and Unleash seem to be similar superficially, but MP management is absolutely critical when playing DRK, and is absolutely trivial when playing PLD.
    (0)

  3. #3
    Player
    Archaell's Avatar
    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    1,049
    Character
    Arch Idealist
    World
    Alpha
    Main Class
    Blacksmith Lv 100
    Quote Originally Posted by Lyth View Post
    The reason why PLD's Flash does no damage is because it costs MP, rather than TP.

    Making Flash do damage is a bit like making BLM's Flare cost TP instead of MP. You might as well make it cost 0 MP at that point, as it's effectively free dps with no meaningful resource cost. I know that Flash and Unleash seem to be similar superficially, but MP management is absolutely critical when playing DRK, and is absolutely trivial when playing PLD.
    Pld might not need so much mana, but clemency and stances do cost mana - as I don't ignore the skill I had the chance to enjoy being unable to change the stance on few occasions and it's lovely feeling. Being able to spam flash for "free" dps would actually make the mana management less trivial than it is right now.
    (0)
    The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.

    Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.

    Parties should spend most of the time doing the phase that is written in the comment not trying to get there.

  4. #4
    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 Archaell View Post
    Pld might not need so much mana, but clemency and stances do cost mana
    The real cost to clemency is cast time. The real cost of stance swapping is the GCD activation. These translate into a dps losses. You pay for the ability to use these skills with dps.

    Quote Originally Posted by Kitfox View Post
    Whatever the reason is, it's not good enough to warrant PLD doing such utterly bad AoE dps compared to other tanks. It's not like you'll die instantly if you run out of mana for a GCD or two on DRK. Think of this way, losing your Darkside for a few seconds (usually you don't unless you're bad) is still much less of a loss than any and every Flash a PLD is forced to use (can't avoid them, even if you're not bad).

    Hell, PLD could use the "free dps" since they bottom out on TP way faster than DRK anyway, and DRK has plenty of "free dps" from their mp even with better TP management.
    PLD does need to have its AoE toolkit expanded. TP is a resource that actually matters to PLD. Having a GCD AoE dps move tied to a TP cost (like it does on WAR) is one possibility. Giving PLD a new resource to manage, either through block procs or some other mechanic, is another. But tying a dps move on PLD to MP alone makes little sense, unless you want to turn it into a simplified version of DRK.

    Also, losing Darkside when there are active mobs, even for a few seconds, is just like losing uptime on Maim or Heavy Thrust. It's a serious enough error that you should prioritise fixing that first before trying to troubleshoot any other weaknesses in your rotation. Even aside from dps, it locks you out of a significant portion of your toolkit, mitigation moves included.

    Quote Originally Posted by Dzian View Post
    divine viel wont save you from a failed dps check for example. and if you pass the dps check you take take no damage at all so divine viel doesn't make a difference.
    DV is one of the most powerful raid mitigation abilities in the game. It's also one of the factors that you consider when deciding to use PLD in a raid comp. Mitigation advantages can always be converted into dps gains.
    (2)

  5. #5
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Lyth View Post
    TP is a resource that actually matters to PLD. Having a GCD AoE dps move tied to a TP cost (like it does on WAR) is one possibility.
    You can't give PLD a TP based AoE without changing multiple things about the class. PLDs have the worst TP management of all tanks, giving them a 100+ TP costing AoE is going to absolutely murder them. WAR gets away with TP cost because they have Equilibrium, Steel Cyclone/Decimate, Inner Beast/Fell Cleave, and Berserk pacification. Every single one of those gives WAR more TP to play around with. PLD has none of those tools so giving them another TP sink would kill their TP with no ways to get it back.

    Quote Originally Posted by Lyth View Post
    Also, losing Darkside when there are active mobs, even for a few seconds, is just like losing uptime on Maim or Heavy Thrust. It's a serious enough error that you should prioritise fixing that first before trying to troubleshoot any other weaknesses in your rotation. Even aside from dps, it locks you out of a significant portion of your toolkit, mitigation moves included.
    Also, using Flash when there are active mobs, even for a few seconds, is just like losing uptime on Maim or Heavy Thrust, but an even worse dps loss. It's a serious enough error that you should prioritise fixing that first before trying to troubleshoot any other weaknesses in your rotation. Even aside from dps, it locks you out of a significant portion of your toolkit when you bottom out on MP, mitigation moves included, like Clemency, Shield/Sword Oath and Flash.
    (0)

  6. #6
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kitfox View Post
    PLD has none of those tools so giving them another TP sink would kill their TP with no ways to get it back.
    But nothing prevents them from giving PLD both a TP-costing AoE AND a mean to restore its TP.
    (0)

  7. #7
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Lyth View Post
    The reason why PLD's Flash does no damage is because it costs MP, rather than TP.

    Making Flash do damage is a bit like making BLM's Flare cost TP instead of MP. You might as well make it cost 0 MP at that point, as it's effectively free dps with no meaningful resource cost. I know that Flash and Unleash seem to be similar superficially, but MP management is absolutely critical when playing DRK, and is absolutely trivial when playing PLD.
    Whatever the reason is, it's not good enough to warrant PLD doing such utterly bad AoE dps compared to other tanks. It's not like you'll die instantly if you run out of mana for a GCD or two on DRK. Think of this way, losing your Darkside for a few seconds (usually you don't unless you're bad) is still much less of a loss than any and every Flash a PLD is forced to use (can't avoid them, even if you're not bad).

    Hell, PLD could use the "free dps" since they bottom out on TP way faster than DRK anyway, and DRK has plenty of "free dps" from their mp even with better TP management.
    (0)

  8. #8
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Just checked some 1.20 GLD/PLD skills and i must say most of them were way more interesing what we have now, both Rampart and Sentinel had enmity bonuses while they were active(sentinel had also way shorter CD back then)not to mention skills like Outmaneuver: Increases block rate and grants TP for each block made while effect is active. Recast Time: 90sec. / Duration: 30sec. that would have solved all TP problems this job had instead nerfing cost on weapon skills.

    http://forum.square-enix.com/ffxiv/t...l=1#post476429
    (0)

  9. #9
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Rampart just generated a flat amount of enmity for every person it affected (it was AOE). Sentinel had an enmity generation bonus and it was like 90s cooldown. 1.23 Rampart would be closer to AOE foresight + magic foresight. Outmaneuver was kinda okay but TP generation was way different and Outmaneuver didn't really increase your block rate enough to be effective on its own. Had to pair it with the revamped Divine Veil.

    Anyway I think it's a pretty common sentiment that 1.23 paladin to 2.0 paladin was a big downgrade as far as cool skills goes. We've gotten a lot of stuff back in some form since 3.0, but some stuff is still half dead. I think 1.23 spirits within was way cooler than the one we have, for example. The two are very similar, but 1.23 SW required a combo that started with a block reaction attack (Phalanx), had a 1 minute cooldown and SUPER hard. It was a really big part of your damage and enmity so you kinda wanted to hit it with high HP.
    (0)

  10. #10
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    PLD does need adjustments to its TP management, and I would love to see the job get a TP management skill, especially for longer fights. But at the moment, TP is the only meaningful resource on PLD. It doesn't matter if you're managing TP, MP, or stacks, as long as your dps moves are actually tied to a resource that you're forced to manage. If that isn't the case, you remove meaningful decision making from the job.

    Also, if you're using:
    1) Flash spam (i.e. spamming a 0 dps enmity move)
    2) in Sword Oath (i.e. reducing your enmity generation on the abovementioned 0 dps enmity move while you spam it) and
    3) get locked out of Shield Oath as a result (i.e. not planning your stance swaps on a scripted encounter)

    then I suspect that no amount of job redesign will be of assistance, unfortunately.
    (2)

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