I feel you could do a weird specifically only holy "faith" theme especially for higher tier spells, what I mean is - what do you need for primals? Lots of energy and faith, Paladin could have a group mechanic revolving around their faith and their allies on them to take care of them.
You pray to your tanks anyways sometimes lol "please save me I have aggro !" With paladin's ability to cover and restore it could turn into an interesting visual and story issue / concept (they do not harness any specific primal and do not become a primal but what goes on around primals would be on a much smaller similar level to you - Goku Spirit bomb man). Would fit as they harness a steady stream of holy (warrior of light) power and are given faith due to their high group / teamwork feeling. So now giving paladin a lot "magic" is not really a big deal, they're not really doing normal tier magic and mechanics could be built around faith like helping the team empowers their stuff (again to me paladins should be built on oath, faith, unity, vow). I help you, this best helps me. (Would need to add a few more support options for building faith though, forced to overheal to build faith would be lame).
Edit to add I wouldn't recommend stack consuming abilities like warrior, maybe more like aethertrail/trait in sch/ smn.
Finally an excuse to give paladins a shiny super sayian effect like many other jobs too lol.
Last edited by Shougun; 03-26-2017 at 09:23 AM.
Make it more...adventurous like FFXI? I'm in!Huh the first thing they are addressing is more defense XD. Hopefully they can do something balanced with them, clearly Warrior is intended to be a strong damage source and Dark Knight to an extent as well.. so does that mean they're going to make Paladin "THE main tank" to compensate for the lack of damage? Or at least support / tank like in WoW? Paladin's current support is a /eh/ level (cover feels boss in PvP though lol), Warrior actually has pretty decent group options (to be clear not suggesting defense is the "only" change Paladin is receiving :P).
Also I love jumping puzzles, even though I'm aggressively average at them lol. So it'll be cool to see if they've mindfully made paths throughout the city, and no loading screens is appealing.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
Also, I stood by PLD even during the early times of Gordias, when people didn't want PLD in their Savage. My fear now is that there will be many PLDs intruding my space.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
A good thing to worry about, but you're looking at this a bit in the wrong way. I don't mean for SE to just copy/paste DRK spells onto PLD, I mean for PLD to get their own unique spells or abilities.
And Example.
Sacred Shield: Creates a dome of protection around the Paladin which absorbs 50% of the damage Allies in the area of effect take and transfers 10% of absorbed damage to the Paladin.
What this would be is a channeled spell/ability with a long recast that makes a dome of light around the PLD that can be used to counter boss LB/Raid wide AoE moves. In looks the PLD will have their shield floating in the air in front of them, off hand held out towards it in a bit of a noble/knightly pose as a mostly see-through barrier with four shields, generic looking kite shields, on all four sides facing out.
And it would work something like this.
Raid boss uses LB move to hit all raid members for 20k damage.
Sacred Shield absorbs 50% of this cutting it down to 10k for everyone but the PLD who still takes 20k.
10% of the absorbed damage, x7 party members = 70k so 10% would be 7k, is sent to the PLD who now takes 27k damage total from this.
And since the ability doesn't do anything for the PLD, since they still take full damage, it doesn't give them an edge over DRK/WAR in personal damage mitigation, just in supporting their party members.
Most PLD's in i250+ gear should have about 30k HP in a full party, and since this is before other buffs like rampart most PLD's should live with about 3-8K left. Granted the healers would need to heal them up, but since there are two tanks and this will work as both MT and OT it shouldn't be to much of a problem.
With this ability we've covered the "Shield" theme, the "Holy Magic" themes, the "defense focused tank" theme, and given PLD some interesting raid utility all at the same time without stepping on any DRK or WAR toes in the process. This is the kind of "unique" abilities SE could use to make PLD more interesting to play, and something people are happy to get in a DF run.
Last edited by AdventZero; 03-26-2017 at 01:14 PM.
Lol if anything no one will wanting pal even more . if se kill war and drk dps then there will be a point geting pal. Hope they will not.
a tank is there to tank a heal to heal and dps to dps XD everyone does dmg so as everyone has to fulfill theyre role :P outside of trying to be world first . playing a pld / war / drk has zero difference in what u can beat in game :PIt's a catch all reference because no matter how you play, the only important aspect of this game is how much damage you do. Tanks and healers aren't brought for just their dedicated roles but how efficient they deal damage. A tank who refuses to drop their tank stance or a healer who won't DPS will both struggle to find raid groups willing to take them because XIV simply doesn't demand enough from neither role. It's all about damage.
the only difference is people ego ^^
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