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  1. #11
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by MiniPrinny View Post
    Paladins have an identity. They're the royal knight that leads the party through their darkest hours.
    And where, exactly, are you getting this identity? Because in my playing Paladin (and my tireless examination of it), that's not the identity I picked up.

    Quote Originally Posted by MiniPrinny View Post
    The problem is that most players don't get to see Paladin at its fullest. What Paladins do to ease A7S is disgusting. Their healing, support, and defensive abilities all have a use in that fight, and their single-target offensive power has plenty of time to shine. A Paladin could prevent a tank swap if you're using a Dark Knight main tank, a Paladin can ease the damage on a damage dealer after the double-stack Sizzlebeam, a Paladin can use Divine Veil regularly throughout the fight to soak Sizzlespark damage, a Paladin can take healer and tank jails with no issue and actually preforms better in the final tank jail than their peers, a Paladin can effortlessly transition to phase six through the use of Hallowed Ground, a Paladin OT can stun-lock the True Hearts in phases three and seven. And I'm sure I'm missing more of their maximum potential in that fight alone.

    Paladins just don't get enough opportunity to heal their allies, soak damage in ways that the other tanks just can't, mitigate otherwise nigh-deadly AoEs to something manageable, give healers plenty of time to pitch in extremely helpful damage, ect. Regardless of their lack of opportunity, I think Paladins are the most well balanced tank. They have clear cut strengths and weaknesses, they sacrifice AoE damage and overall damage for unparalleled support and a toolkit rivaled only by Machinists. Meanwhile, Warrior is too strong (even Yoshida has admitted to this) and only has "requires high skill to maximize potential" as their drawback, and Dark Knight, even though I main and love it, is a hot mess.
    So you're saying that the established identity of Paladins is the one who leads the charge, but then you're saying their best position in a raid comp is as OT beside a DRK? That seems a bit inconsistent (which makes sense, because the Paladin toolkit itself is very schizophrenic; we are most performant when we are not "leading the charge", but our shield, its mechanics, and our cooldowns supposedly make us best suited to do exactly that).

    Quote Originally Posted by Shurrikhan View Post
    Just in case this suggestion hasn't been tossed out already:

    - If/when RNG mitigation is eventually reworked, allow for dodge, blocks, and parries to stack (no longer 100% dodges; you create a glancing blow, even while further mitigating the attack with a block and/or parry where all of these chances are increased as enemy accuracy decreases). Evasion or reduced enemy accuracy then increases counterattack opportunities, instead of reducing them.
    I like this idea, because then no one would laugh at me for being a Parry-stacking PLD. Or okay, a lot fewer people would laugh at me for it.

    Quote Originally Posted by Shurrikhan View Post
    - Bake unique counterattack mechanics into Gladiator that most shine in AoE situations.
    YES. I like this as either an automatic thing or as an oGCD proc on damage taken (with a 1-sec internal CD). Make it so you can either counterattack one enemy for 100 potency, or slash all enemies in front of you for 60 potency apiece in response to a successful block/parry/dodge.

    Quote Originally Posted by Shurrikhan View Post
    > Now Flash adds MT damage and you benefit from supporting Dark Arts - Dark Passenger casts, etc.
    This would add some nice utility, but I'm genuinely curious as to how they'd be able to code for this (since MT isn't a hard-coded thing). Maybe tie it to the top of the enmity table?

    Quote Originally Posted by Shurrikhan View Post
    Alternatively, if SE just made it so PLDs could dodge, parry, or especially block while casting, you stop losing extra health while casting Clemency, so you can better cover your healing needs while your AST spams Gravity or WHM spams Holy past the stun-lock.
    I believe it's been suggested before, but Tempered Will could be modified to fit this role pretty well. If they reduced the cooldown to say 120s and made it so players could dodge, parry, and block incoming attacks as well as avoid interruption, it would be very useful. They could also add a component where blocking has a 10% chance to reset the cooldown.

    I'd also like to see a GLD skill that turns Parry into Block Rate. If we have a shield, it doesn't make sense for us to stop an attack with our sword.
    (0)
    Last edited by Jpec07; 09-03-2016 at 01:47 AM.
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