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  1. #1
    Player
    Fefi_D's Avatar
    Join Date
    Jul 2017
    Posts
    8
    Character
    Fefi Dimse
    World
    Odin
    Main Class
    Paladin Lv 70

    Some PLD changes I'd like to see

    So I know there is a lot of talk right now about where WAR/DRK is but I'd like to suggest some changes to PLD. Right now, they are in a very good place, arguably too good. So before anyone jumps on me for suggesting PLD buffs, not everything I want to see is a buff.

    1) Flash

    I'd like to see the enmity generated on this reduced a tad. The recent buff to it was incredibly heavy handed and as the primary source of aoe agro generation, I feel this skill is too strong.

    2) Total Eclipse

    I'd like to see a small enmity generation added to this to complement my suggested reduced enmity gains on Flash. Why? Because it adds a little variety. While the grand scheme of things won't change on holding agro on aoe packs, I find this particular skill quite boring to use right now. I also never use it outside of dungeons, and Goring Blade combo will still be the chain of choice on 3 enemies.

    3) Cover

    Might just be me but I never use this skill ... ever. Actually I took it off my bar again. Even enhanced cover just does nothing for me personally. I'd like to see cover changed to the current10% Intervention effect with Enhanced Cover adding the ability to transfer 50% of Rampart / Sentinel Effects.

    4) Intervention

    Another fairly lackluster skill. Right now tank busters aren't dealing enough damage to need more mitigation and PLD really lacks both a gap closer and gauge dump skill.
    I, personally, would like to see this changed entirely to:

    Cast: Instant, Recast: 15s
    Range: 15y, Radius 0y
    Effect: Creates a beam of light to draw the Paladin to their target and damages with a potency of 100.
    Shield Oath effect: Increased enmity.
    Sword Oath effect: Restores MP.
    Oath Gauge cost: 50
    Can only be executed while under the effect of Sword Oath or Shield Oath.
    Cannot be executed while bound.
    (1)

  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
    I'm actually kind of surprised that they didn't change Cover to "Rush to target's party member side and take all physical damage intended for target for the next five seconds," to make it more distinct from Intervention and give it some classic FF flair. They might as well just give everyone a gap closer at this point, due to the popularity of the mechanic.

    The issue with Oath gauge is that because both abilities that use it are defensive, losing gauge is kind of meaningless outside of ensuring that you have enough to Sheltron the next big hit. That's part of the reason why you can't find anything useful to dump gauge on prior to switching. They really should have just moved all of PLD's resource costs to gauge instead of MP, including Clemency (Shield Oath only) and Holy Spirit (Sword Oath only). That way you'll always have a way to burn off excess gauge, but losing gauge also becomes more meaningful. You could also have Divine Veil and Passage of Arms drain gauge while active. They could balance this out by making RA generate gauge, which would help out with the slower gauge generation in Shield Oath.

    As a side point, I think that Hallowed's invincibility effect should only negate damage that would drop you below 1 HP, like the other two tanks, and that blocks should occur in Shield Oath only.
    (1)

  3. #3
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    I completely agree with the enmity changes, I had fun with the initial enmity values because enmity generation felt meaningful and the RoH combo felt like it still had a purpose despite losing the strength debuff. Now we can just spam royal authority again.

    The other changes though... I would definately wait until savage to comment on their usefulness
    (0)
    Last edited by Lambdafish; 07-09-2017 at 09:09 PM.

  4. #4
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    I'm actually having a lot of fun with the new cover now it does magic, and intervention is also pretty fun. I only wish it had a slightly longer duration. maybe 10 seconds. sometimes I find I put it on at the beginning of a cast bar and it's dropped off before the cast finishes. or if I put it on half way it doesn't seem to take effect in time.. (kind of like you can pop hallowed and still die a second later...)

    perhaps a little lack lustre in current content but to fair everything thus far is easy mode... and if intervention was stronger / the extra mitigation more necessary you'd end up making paladin an absolute mandatory choice.

    the enhanced cover though is like an additional rampart. I actually like it.

    Side note. also ok with both uses of oath guage being defensive.. because you can bet your bottom dollar that if there was any offensive action to use it with. no one would ever touch shelltron / intervention ever cus mahhhhh deeps.
    (0)
    Last edited by Dzian; 07-09-2017 at 09:14 PM.

  5. #5
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I think back to later ARR before they nerfed Zodiark dungeon drops, going crosseyed trying to speed run through dungeons as best a PLD could. Never shield oath, cover/voke before a wasted Flash GCD.

    Total Eclipse hasn't changed that method, so I got a nostalgic love and hate feel with it. Still, how any times do Flash: as few as possible. Cover is an occasional 'one less Flash'. PLD still focuses on teetering right on the enmity line. PLD doesn't need to hold hate indefinitely, just long enough for the next CoS to come off cooldown.

    Intervention is the skill I'm still getting familiar with. My preference goes to cover, as the tether gives a nice visual to the party member who thinks I'm not aware I lost hate. Tether helps them realize 'nah man i got you covered.'

    I don't know what Intervention adjustment would need, or if its necessary, since I'm still trying to get familiar with it, seems mostly raid specific. Not a whole lot of value in 4man.

    And Goring > Eclipse assuming the DoT will tick for it's close to full duration as you 3-GCD each mob. Which is too long, they should be dead by then. If I DoT a target, it's for TP sustain as much as any other reason.

    I think PLD has the most interesting AOE game for 4player now. I didn't really understand the enmity complaints that's been happening in 4.0.

    Enmity struggle is not something new for PLD. If you're not flirting with losing hate, that means you overused Flash.
    (0)
    Last edited by Xenosan; 07-09-2017 at 09:57 PM.

  6. #6
    Player
    Gravton's Avatar
    Join Date
    Sep 2013
    Posts
    377
    Character
    Gravton Pentest
    World
    Diabolos
    Main Class
    Gladiator Lv 80
    Holy Spirit: I don't think it needs to be changed, it just confuses me. Why did they give a frontline fighter a ranged attack before giving him a gap closer? I rarely use this ability outside of mele range. (Except for PvP) It's not like I can use it on the move while closing the gap. I just don't understand the design choice.

    Our job bar: it looks like it was just slapped together at the last minute.
    (0)

  7. #7
    Player
    Poison_Rose's Avatar
    Join Date
    Dec 2016
    Posts
    77
    Character
    Sathaerz Leitalihtwyn
    World
    Cactuar
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Gravton View Post
    Holy Spirit: I don't think it needs to be changed, it just confuses me. Why did they give a frontline fighter a ranged attack before giving him a gap closer? I rarely use this ability outside of mele range. (Except for PvP) It's not like I can use it on the move while closing the gap. I just don't understand the design choice.
    I have one word for you my friend - slidecast.

    Seriously I've lost count of the number of gaps I've closed while using this ability.
    (0)

  8. #8
    Player
    Gravton's Avatar
    Join Date
    Sep 2013
    Posts
    377
    Character
    Gravton Pentest
    World
    Diabolos
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Poison_Rose View Post
    I have one word for you my friend - slidecast.

    Seriously I've lost count of the number of gaps I've closed while using this ability.
    LOL, I know that =) I play smn from time to time. I'm just saying it feels weird. I understand there are times where we are out of mele range but 99.9% of the rest of the time? Don't get me wrong, I'm not asking for its removal, I just thought it odd that we got it instead of a gap closer.
    (0)

  9. #9
    Player
    Poison_Rose's Avatar
    Join Date
    Dec 2016
    Posts
    77
    Character
    Sathaerz Leitalihtwyn
    World
    Cactuar
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Gravton View Post
    LOL, I know that =) I play smn from time to time. I'm just saying it feels weird. I understand there are times where we are out of mele range but 99.9% of the rest of the time? Don't get me wrong, I'm not asking for its removal, I just thought it odd that we got it instead of a gap closer.
    Hah! Fair enough.

    I think they're going with a 2/3 overlap on some abilities - like how PLD / DRK got a "shield other" ability (or two in PLD's case) and WAR / DRK have the gap closer.

    Something something, Tank Identity.

    Quote Originally Posted by Fefi_D View Post
    4) Intervention

    Another fairly lackluster skill. Right now tank busters aren't dealing enough damage to need more mitigation and PLD really lacks both a gap closer and gauge dump skill.
    I, personally, would like to see this changed entirely to:
    I don't know if I agree with Intervention being lackluster. I personally think it's great fun to pop rampart / sentinel and then intervention the MT right before a tank buster and watch them take a ton less damage. My only gripe is that it's difficult / irritating to get the correct timing for intervention on abilities that don't have a castbar with them. (I'm looking at you, Lakshmi)
    (0)
    Last edited by Poison_Rose; 07-11-2017 at 07:47 AM.

  10. #10
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    There are pros and cons to Holy Spirit. Being ranged is an advantage when there's a lot of seperation from the boss, being a cast there is a disadvantage if there's a lot of player movement.

    Really this is as it should be. All primary DPS abilities should have their caveats, which make them excel or slightly-hinder based on raid. I love the fact that during stack mechanics and raid mechanics, while DRK/WAR/Melee DPS just stand their with idle, my PLD can add 2-4 ranged Fell Cleave GCDs that the other melee jobs are just dropping from the encounter entirely.

    It is kind of annoying though that Holy Spirit has such range but Requiscant doesn't, Requiscant having the same range as Holy Spirit would be swell.


    Tempered Will needs to be on this list. All this talk of Shake It Off.. the other day I did Shishui and Temper'd the boss's Kick aoe and still got knocked back.
    (0)
    Last edited by Xenosan; 07-09-2017 at 11:08 PM.

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