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  1. #1
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    For paladins, instead of Flash getting damage I'd like to see Circle of Scorn being made into a proper, stronger spell (triggers the GCD and has a MP cost), that would distance paladins from dark knights while not stepping into the warrior territory since Flash would still be needed for AoE aggro.

    As for Sword Oath, it needs to do something interesting rather than just add damage. I don't know what, but right now it's really boring and weak next to Darkside and Deliverance.
    (0)

  2. #2
    Player
    NaesakiAshwell's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    696
    Character
    Naesaki Ashwell
    World
    Odin
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Ririta View Post

    As for Sword Oath, it needs to do something interesting rather than just add damage. I don't know what, but right now it's really boring and weak next to Darkside and Deliverance.
    I mean granted that damage does add up in a prolonged fight but when compared to the other two, its not good, its not bad, its just meh. PLD needs a bit more ability <---> stance interaction as well.
    (0)

  3. #3
    Player
    Ririta's Avatar
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    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Shougun View Post
    Unless you were suggesting CoS also keeps its enimity generation (perhaps even more), and that CoS becomes Paladin's spam tool once they unlock it. I was thinking you meant it becomes more like a steel cyclone / decimate, so you'd still be spamming flash though. If its more like an overpower then you'd just spam CoS instead and flash would be like the other spells SE wants to get rid of since higher tier ones are just better.
    The idea was to keep both, personally I'd like it if a Circle of Scorn had a 9 seconds DOT that had a high total potency (at around 500) - so keeping up the DOT would net you similar potency as a warrior spamming Overpower, even if you have to use Flash in between.

    To me,, having a single AoE GCD to use is kinda boring. CoS is free and requires no thought to use (except on old T7 lol), I'd like to see something else for that ability since as a level 50 one it's a bit underwhelming.
    (0)
    Last edited by Ririta; 03-25-2017 at 12:45 PM.

  4. #4
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Ririta View Post
    For paladins, instead of Flash getting damage I'd like to see Circle of Scorn being made into a proper, stronger spell (triggers the GCD and has a MP cost), that would distance paladins from dark knights while not stepping into the warrior territory since Flash would still be needed for AoE aggro.

    As for Sword Oath, it needs to do something interesting rather than just add damage. I don't know what, but right now it's really boring and weak next to Darkside and Deliverance.
    Personally would like to see flash changed to not be spammed /at all/. At least it seems like you suggest it remains a spam aoe spell to Paladin, without damage - and spamming a damageless spell with a buff that gets shortened on recasts (debuff resistance) just for a ping of enmity feels really meh lol (also the lack of damage means it produces less enmity than a damage + enmity ability, extra meh). Perhaps because at least for warrior flash is actually fairly helpful in certain situations, that flash is given to everyone. With a little tweak so it can even be useful on Dark Knights like flash has slightly lower enmity generation, no damage still, but double the distance (or even leaves a field effect for say 5 seconds where if an enemy enters the field they will receive flash's effects, doesn't reapply - awesome for mobs you know that will spawn). Would be cool if the ability shifts slightly, every tank gets access to flash but the ability aesthetics change slightly. Fearsome Shout for Warrior (red/shouty effect), Gloom or Shade for Dark Knight (instead of light it's darkness), and Flash or Blinding Light for Paladin (same spell).

    Unless you were suggesting CoS also keeps its enimity generation (perhaps even more), and that CoS becomes Paladin's spam tool once they unlock it. I was thinking you meant it becomes more like a steel cyclone / decimate, so you'd still be spamming flash though. If its more like an overpower then you'd just spam CoS instead and flash would be like the other spells SE wants to get rid of since higher tier ones are just better.

    I would like to see chance buffs changed into something else like every third attack will miss, a monster cannot miss more than 5 attacks every 2.5 minutes (half effective on magic users, and 15% reduction on third attacks in PvP and only functions on auto attacks with 15% reduction on bosses). The massive aoe range would make flash useful for all tank jobs in grabbing large spawned packs, even allow SE to make different strategies (room starts to pour from all corners, tank can handle it opposed to now which would be like "wut you doing SE?"), and with the damage reduction it could be useful to cast once in the fight (and so long as the fight wasn't slow or big groups not spawn, it would be useful to cast /only/ once).

    Then give Paladin something else (now that flash is a sort of /massive/ aoe grab, and slight damage reduction for all tank jobs), something that also doesn't require spamming. Before I suggested an ability that causes Paladin's enmity and damage to reverberate within a given effect, like through a new flash (but seeing as now I suggested everyone gets a big flash) perhaps another skill. So say Radiance, an MP draining aura or an efficiency decrease cost while active ability (higher tp cost/mp) that allows Paladin's attacks to reverberate to nearby targets (both portions of enmity and damage). Of course the AoE part of the enmity and damage would be reduced but basically CoS would turn into a mini holy bomb (in large packs of monsters) and Paladin would cycle through their regular combos on monsters. The calculation for damage would be something like % of potency to a maximum of X amount per ability, DoT potency is included into the calculation (but again there is a maximum potency damage). So while using the 1/2 you'd do quite a bit less aoe damage than War/Drk still (but more than before) but your 3 / CoS / Spirits Within could provide sudden burst that makes your average AoE damage acceptable, so you don't slow down the group in the end (so long as the monster doesn't die so fast you can't finish a combo lol).


    Tl;dr - If flash doesn't become a damage spell I do not want to spam it, at all - ever lol.

    Quote Originally Posted by ErikMynhier View Post
    My fantasy of 4.0 PLD change is we become like ninjas in our stances with some skills getting added effects. Flash is one of the main skills I see getting that treatment. Mind you its all in my head and not anything more.

    Flash: As it is.
    Under Sword: Adds damage.
    Under Shield: Adds a DoT.
    I would love to see the oaths mean more I feel it has a high opportunity for theme on the paladin as well, while keeping the stance management different but also /encouraged/. Since it feels weird to leave stance when you're new but if you have a bunch of neat effects on a different stance you'd be like "hey I really want to get my TP back so maybe I should use tempered will with my sword oath!". While adding an extra layer it is still relatively straight forward compared to Warrior and still leaves Paladin that streamlined feeling, but also offering them a bunch of support / self options in each ability. Bulwark + shield oath = 360 degree block and each block reduces sheltron cooldown (by a small amount, like 1.5 to 2 seconds), + Sword Oath = each block reduces spirit's within (2-4 seconds) and every second block adds a double auto-attack.

    Would like to see cover have something with it too, so you'd be promoted to use it to take advantage of block related skills. Like in shield oath it stays relatively similar perhaps longer max range with damage reduction built in. With sword oath however it would only share a portion of the damage, but each blocked attack would also invigorate the covered target with % blocked amount into HP/TP/MP as a comrade sort of effect (not a lot, but like after covering the warrior for the full duration he gained a total of 7% hp, 15% tp, and 15% mp) meanwhile you were able to use the blocks to power your other block related abilities and you could self heal the damage you took with a clemency or a healer drops a HoT on you.

    They may want cover sword oath not to function on tank busters though, it would add extra strategy options but may result in cases where Paladin is deemed required because instead of being required to make a single super shielded full health tank with defense cooldowns up you'd just share the load between two fairly full tanks (the later being a significantly easier task to do, than being prepared with all the cooldowns and full health on a single person).
    (0)
    Last edited by Shougun; 03-25-2017 at 07:24 AM.

  5. #5
    Player
    Istaru's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    699
    Character
    M'telihgo Feilyon
    World
    Faerie
    Main Class
    Astrologian Lv 90
    They could be mean..

    Want an encounter where DPS is not all that matters?

    How about this one?

    Boss at 95% health does two (2) tankbusters back to back...on the HEALERS!!!

    It is a guaranteed attack for 100% health and ignores all shields. Lose 1 person and the boss gets a 10% damage reduction boost that lasts for 1 minute. Lose 2 characters? You cannot damage the boss for 10 minutes.

    Solution? Cover. The PLD or PLDs gets to save one or both of the healers from dying. Thus the run can continue.

    In this case, the PLD mitigation matters, it's actually all that matters. DPS is secondary.

    Bad part of this? Either WAR or DRK or both are excluded.

    This would never happen, and I'm not saying it should. But this is simply and example of a fight where the usage of abilities is key, not how much DPS you generate as a tank.
    (0)

  6. #6
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Istaru View Post
    Want an encounter where DPS is not all that matters?...
    Vanilla Steps of Faith.
    You know what happened.
    (0)

  7. #7
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by LalaRu View Post
    Vanilla Steps of Faith.
    You know what happened.
    Nothing besides interacting with objects mattered in that fight... even if people died it was easier to release than to be raised.

    I didn't like it much
    (1)

  8. #8
    Player
    AdventZero's Avatar
    Join Date
    Mar 2011
    Posts
    193
    Character
    Arianya Advensten
    World
    Balmung
    Main Class
    Paladin Lv 89
    Personally I think SE needs to stop focusing on PLD's shield as it's theme, as it's not working, and focus a little more on our holy power as our theme. DRK is focused on using it's dark magic, and is a good tank. WAR is focused on it's inner beast/rage, and is a good tank. So doesn't it stand that if PLD was focused on it's holy powers it could be a good tank too?

    Of course this is just my simple point of view on things.
    (2)

  9. #9
    Player
    Pomelo's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,518
    Character
    Pomelo Elmbrook
    World
    Odin
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by AdventZero View Post
    Personally I think SE needs to stop focusing on PLD's shield as it's theme, as it's not working, and focus a little more on our holy power as our theme. DRK is focused on using it's dark magic, and is a good tank. WAR is focused on it's inner beast/rage, and is a good tank. So doesn't it stand that if PLD was focused on it's holy powers it could be a good tank too?

    Of course this is just my simple point of view on things.
    It could still focus on its shield, absorbing magic into the shield, reflecting magic with it and so on
    (3)

  10. #10
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by AdventZero View Post
    Personally I think SE needs to stop focusing on PLD's shield as it's theme, as it's not working, and focus a little more on our holy power as our theme. DRK is focused on using it's dark magic, and is a good tank. WAR is focused on it's inner beast/rage, and is a good tank. So doesn't it stand that if PLD was focused on it's holy powers it could be a good tank too?

    Of course this is just my simple point of view on things.
    But the shield is what makes the PLD "special". Like you said, DRK got the magic, WAR got the inner beast/rage. If the PLD would also focus on magic neither DRK or PLD would be unique anymore.
    (0)

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