
And that is why PLD is still good, it did not lose 1/2 its skills this expansion.
They removed way too much stuff from DRK.
PC Master race.
Last edited by Falar; 07-26-2017 at 11:50 AM.

I play on PC lol. I just prefer controller leaps and bounds over keyboard/mouse. This is coming from someone who only uses kb/m for shooters and nearly every PC game. That said, I do tend to prefer controller for 3rd person games even before taking into account how much more fluid I think controls are on controller in XIV.
In XI and 1.x, I used kb/m, but every skill was pretty much an OGCD back then, so was less carpel tunnel syndrome inducing.
But yeah, they had said one of the reasons for this whole reduction was to help out controller users, also saying the number of actions would stay the same. Just so happened to be false in regards to PLD.
New Job Ideas
Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle
I would like to see our gauge be based on using our utility to block damage rather than how we generate it now and for it be used for using Holy Spirit so it adds more skill cap to the class. It would also help quiet down the "utility is useless/useful/waste of dps" debate since we would have to do it to be optimal.
Other things I would like to see:
- Sword Oath oGCD
- Hallowed kicks in quicker (not sure if this is just due to server tick rate)
- Passage of Arms kicks in quicker (not sure if I'm right about this, but it feels like sometimes I don't see arms up for a while after casting it)
- Total Eclipse increased enmity



Paladin gauge is fine. Using it to block AOEs or random autos gives you 2/3 of a Holy Spirit. If you combine that with other random MP sources you can easily replace 3 non-Fight or Flight GCDs with Holy Spirits in some fights and increase your DPS while still making it in time for the Requiescat window. You can also use it to fill up MP on bosses that force you out of Riot Blade range. It also lets you slip in Rage of Halone when you need enmity. Alternatively, you can use it defensively for blocking tank busters or Intervention. Probably the only thing I'd change would be to add a little bit more information to it - crackling lightning around it while you're above 80% MP or something.




PLD gauge is not fine, it is used for TWO skills, both of which are situational leading to me forgetting the gauge even exists. The skills work fine without the gauge (sheltron proved that), and its entire existance feels forced, unnatural and entirely down to the fact that PLD needs some sort of gauge to be in line with the other jobs.
Its not that the gauge is a detriment, it is that it is pointless, arbitrary and a bit... shit (I do like the pretty colors telling me what oath I'm in though, though I'd still like a yellow/blue aura around the PLD like DRK and WAR have).
Last edited by Lambdafish; 07-26-2017 at 01:41 PM.

Shield Bash unnecessary GCD that should have been removed along with WAR and DRK stun if they were going to put DRK Low Blow on Role action system which is actually worse than the cross class system despite me never playing FF11 before since that is were the inspiration for it came from. They could have easily removed cross class entirely but let each of the jobs keep all of their abilities while adding and consolidating casters abilities so that everyone doesn't complain about ability bloat. They also could have given more options from cross class abilities that could have made sense with their lore and role but choice to stick with role over instead... My hopes of balance are not very high right now due to how bad gameplay is right now for some of the jobs, not even the new jobs were interesting and still play DRK but it feels more like a chore rather than fun...




Shield bash being on GCD makes it by far the strongest stun in the game. No other job can stun lock, as their stuns have cooldowns, shield bash does not. This is why it was not removed, as it is a far stronger ability than low blow
While this is true, how often do you need to stun a target twice? not very often. Oh and there is also the detail that it actually breaks your current combo.




I'm sure there are more instances, but I distinctly remember it being extremely useful in T5, Levi ex, and A6S, and I'm betting more fights in the future (now that every single job has a stun)


I don't like the new PLD at all. It almost plays the same in ShO or SwO. The general rotation is also weird with the magic burst phase. And as others already pointed out the gauge feels forced. Block rate is so low that building gauge this way is pointless. You'll be capping it anyway through HS in ShO or just auto-attacks in SwO.
I'd make HS SwO exclusive and use 20 Gauge (maybe even buff it's potency to what it was). Additionally to blocking RA could boost gauge in ShO (and maybe Clemency). Have Spirits boost the gauge in either stance.
Anyway i don't see me playing PLD much if it stays the way it is atm.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



