Completely rework DRK so it's not just a slightly better PLD.
Completely rework DRK so it's not just a slightly better PLD.
This so much, the paladin has absolutely zero identity.
It's just a tank with trillions of cooldodwns and one of the most boring rotation in game.
To people saying "no but you can min max your dmg with the dot and royal authority", yes, When I play tank it is definitely to dps. I rolled tank in order to bring dps to the group.
Divine Shell and Clemency are a good start but paladin needs much more than that.
But it already isn't? DRK feels completely different than PLD in terms of gameplay.
Anyway, what I'd really like to see in PLD would be something to make SwO feel and play differently than ShO. Right now, there is no difference in playstyle between PLD's two stances, and that doesn't feel great (it honestly makes it feel pretty bland).
Last edited by Jpec07; 01-13-2017 at 01:33 AM.
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A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/
More like there is very little decision making in PLD's rotation. The only decision making for PLD to do is FoF activation. WAR has to decide if he needs to hold off stacks for optimal FC lining up, Berserk lining up with IR and the DPS rotation etc. Eye into BB/Eye/Path depending on situation. DRK for mana consumption, enough mana = Go DASE, not enough mana = Delirium. Holding mana generation skills instead of using on CDs, whether to use DA earlier for CnS then DA again for SE or he can afford DA right before anything, holding Plunge for certain phases or pull etc. There are just more priority/decision making that WAR and DRK have to do. PLD is just this GB>RA>RA repeat for the most part with a little bit of variances. 4.0 should introduce PLD more skills with priority lists rather than a static GB>RA>RA.
Last edited by Sarcatica; 01-13-2017 at 02:17 AM.
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