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  1. #1
    Player
    Edgedy's Avatar
    Join Date
    Oct 2013
    Posts
    155
    Character
    Aurion Pax
    World
    Exodus
    Main Class
    Gunbreaker Lv 90

    Kneejerk reaction to PLD changes.

    So we generate less aggro when we pull monsters. We do less damage. We have fewer group cooldowns than all the other tanks. I just can't rationalize how SE can in any way shape or form think this is balancing the 4 tanks into OT and MT. What is it they think Paladin is supposed to do exactly?


    I should also mention that Awareness, Convalescence, were originally part of Paladin's toolkit given to the other tanks at the beginning of Stormblood. We have honestly been gutted too significantly and need some of our abilities returned to us. Warrior's Thrill of Battle in fact was given the full powered Convalescence too.

    DRK
    Shadowwall
    TBN
    Living Dead
    Dark Missionary
    Dark Mind

    War
    Vengeance
    Raw Int/Nascent Flash
    Holmgang
    Thrill
    Equilibrium

    PLD
    Sentinel (weakened)
    Sheltron 6cd
    Hallowed Ground

    Cover costs oath gauge and no longer mitigates.

    GNB
    Nebula
    Heart of Stone
    Superbolide
    Camoflage
    Aurora.

    The biggest gripes I have is definitely the cover nerf, the lack of threat generation we're capable on pull. AHHH :P

    Meta is GNB/WAR at this standing.

    Just as a side by side comparison.

    PLD: Cover costs oath gauge. No mitigation, 100% damage absorption to PLD. Not reliable to be used on main tank, but still useful for covering a DPS or healer. Useable whenever you can sacrifice 50 gauge.

    GNB: Heart of Stone mitigates every 25 seconds 15% + they also get the effects of Brutal Shell. It's like intervention on crack.

    DRK: The Blackest Night: 25% mitigation of target's maximum HP. No gauge cost, just 3k MP. Plus it helps them keep Dark Arts up.

    WAR: Nascent Flash has 100% up time 10% damage reduction to the main tank, PLUS it also gives HP restoration on top of that reduction.

    PLD vs GNB: Divine Veil vs Heart of Light. 10% vs 15% mitigation, doesn't need to be proc'd by healers.

    DRK: 15% damage reduction for party for 15 seconds. Plus it doesn't animation lock like Passage of Arms.

    WAR: Shake can now be used every 60 seconds instead of 90.
    (3)
    Last edited by Edgedy; 05-30-2019 at 02:07 AM.