Perhaps if others like you weren't also ignoring WAR and DRK feedback, there wouldn't be such a gap. I'm leveling all three. I simply did PLD first because it was the least desirable from much of Heavensward, especially in simple dungeons, which I knew I'd be spamming to level, and wanted a change of aesthetic (especially with my previous slight favorite, DRK—though playing each almost equally—feeling incredibly clunky at level 60 to me).
Why do people assume that anyone who comments on a job must play it exclusively and desire to sabotage the relative standing of others? I just want all three to have more enjoyable gameplay.
Also, just because something is performing well doesn't mean its gameplay can't be improved further. For instance, let's assume DRK was performing best. Would that make its changes any more enjoyable to those who really liked the way it worked in 3.x and are disgusted by much of its 4.x iteration?
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My thoughts:
- Stance-dancing should be improved, both via reduction to average potency cost per execution and the "feel" of swapping Oaths.
- Tempered Will should work against more effects and/or have its cooldown reduced.
- Shield Oath should generate some amount of gauge from hits or potency taken, rather than only upon blocks. (E.g. 2-3 per, with blocks remaining at 5.)
- Shelltron should guarantee blocks on a certain potency (and thereby—auto-crit—damage-amount of attacks), rather than just one. Unlike Inner Beast, it is essentially useless on Trash.
- (Shield) Oath Gauge needs to source more than just Shelltron and Cover. Like so many other job gauges, it seems only to be an uptime-only shared cooldown with added RNG and wherein (for SwO) attack speed buffs and recast time reductions are interchangeable. There's nothing interesting about that.
- Total Eclipse enmity slightly increased. Flash enmity decreased. (Primarily to keep PLDs from being forced to waste their Blind uptime for threat.)
On the whole, I also think that:
- Defense and Magic Defense over various armor classes needs revision. Using leather armor as the base, each armor class should differ by a consistent non-compounding 25%. Tanks, therefore, would only have 50% more defense, down from 88%. This should help reduce the concerns of tanks being OP or HP-bloated.
- All accessories should now give the same amount of primary stat per item level, rather than Fending Accessories at certain levels giving additional Vitality compared to the primary stat given by other types at the same item level.
- Tanks now receive .8 Attack Power per Vitality. Simple as that. It's a small AP loss at the moment compared to 270 slaying accessories, but will now better scale appropriately (given that tanks would otherwise be locked out of primary stat growth—currently Strength—beyond item level 270).
- The base Vitality given per class level to tanks has been reduced slightly.
I do, however, think that Requiescat's range is fine as is. I like that I have to think to hit it before moving out of range for any substantial loss of potential melee uptime, holding onto the CD if need be.
However, I think the 80+% MP requirement should be removed. The lost of casts during the window despite having the same CD is cost enough.
Holy Spirit could also do with a faint potency reduction and a faint enmity increase in its place. Our OT dps is plentiful as is considering the amount of cross-mitigation we bring, especially compared to WAR, and our ease of rotation.



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