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  1. #1
    Player
    SionDurant's Avatar
    Join Date
    Mar 2011
    Posts
    356
    Character
    Zohar Lumani
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Well,

    I actually agree, that's why I haven't made any suggestions to increase TP generation on PLD. I do however think solid MP Regen, of all my suggestions is a must.

    I would prefer the combat exchange continue to be a meaningful challenge so it would be nice if we could have mp regen as a sub mechanic of one or more of our actions or even combos. (I know Cover does some regen when you have AF chest on, and it's actually good regen but we will not always have AF)

    I also believe that trading the physical def 12 trait for 15 % flat damage reduction against all incoming force would make Paladin a must have on tough boss fights.

    Don't want to censor anyone but please stray away from debating damage output, we've discussed this on about 100 topics and come to the conclusion every time that higher damage was not SE's intent for the Paladin.
    (0)

  2. #2
    Player
    SionDurant's Avatar
    Join Date
    Mar 2011
    Posts
    356
    Character
    Zohar Lumani
    World
    Excalibur
    Main Class
    Lancer Lv 90
    One thing to add, during a high stakes encounter focusing on Fast and Flat combos, as well as taking every opportunity for Phalanx and Spirits/Wardrum you should stay pretty capped off.

    If you know you've got your enemy dead to rights only then I'd suggest switching priority to trying to hit hard.

    If you're a wow fan following WotLK, you may see taunts as a save the healer thing, taunts on XIV don't quite function that way and actually do something mathematically during fights, so continual use of at least Flash on cooldowns doesnt seem to be a bad idea especially since it can blind some foes.

    Still kinda wish flash was a dot like Dia
    (0)
    Last edited by SionDurant; 04-08-2012 at 11:01 PM.

  3. #3
    Player
    Orophen's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    49
    Character
    Orophen Smith
    World
    Excalibur
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Aceofspades View Post
    Not nessicarly true. WAR uses physical damage as its main hate generator. PLD uses abilties mainly to generate hate, where damage delt has no effect to the enmity it generates.
    I still haven't maxed out my jobs yet, and I trying to make sure I understand what is going on in terms of PLD vs WAR, since everyone says that WAR is a better tank. Can you please tell me what abilities you use on PLD to secure hate? Because when I tank on Warrior, I use quite a lot of abilities for hate purposes. Sentinel, Rampart, Flash, Provoke, Antagonize, and Collusion are all used to take and secure hate. Heavy Swing > Skull Sunder is my go to combo for generating enmity over the course of a fight. And the way I understand it, Skull Sunder > Steel Cyclone will give me massive hate by way of the damage it does.

    I'm confused because I don't see PLD having that much more than WAR in terms of enmity generating abilities. I want to make sure I'm not missing something here, because I want to be well informed about things. From what I see, PLD has Sentinel, Rampart, Flash, Provoke, and Cure and Holy Succor for hate generation, am I correct? Then there is Fast Blade > Flat Blade basic enmity combo and then Phalanx > Spirits Within for more massive hate.

    I'd like to know what I'm missing here in terms of hate generation and why you say PLD is better at securing and holding hate if that's no trouble. Thanks.

    Also, I've never noticed my pld taking that much less damage than my warrior on older content. Is that something that only happens against the harder bosses in the newly released dungeons?
    (0)
    Last edited by Orophen; 04-09-2012 at 11:07 AM.

  4. #4
    Player
    Daniel_Fury's Avatar
    Join Date
    Jan 2012
    Location
    Limsa Lominsa
    Posts
    177
    Character
    Daniel Fury
    World
    Sargatanas
    Main Class
    Miner Lv 70
    Quote Originally Posted by Orophen View Post
    I still haven't maxed out my jobs yet, and I trying to make sure I understand what is going on in terms of PLD vs WAR, since everyone says that WAR is a better tank. Can you please tell me what abilities you use on PLD to secure hate? Because when I tank on Warrior, I use quite a lot of abilities for hate purposes. Sentinel, Rampart, Flash, Provoke, Antagonize, and Collusion are all used to take and secure hate. Heavy Swing > Skull Sunder is my go to combo for generating enmity over the course of a fight. And the way I understand it, Skull Sunder > Steel Cyclone will give me massive hate by way of the damage it does.

    I'm confused because I don't see PLD having that much more than WAR in terms of enmity generating abilities. I want to make sure I'm not missing something here, because I want to be well informed about things. From what I see, PLD has Sentinel, Rampart, Flash, Provoke, and Cure and Holy Succor for hate generation, am I correct? Then there is Fast Blade > Flat Blade basic enmity combo and then Phalanx > Spirits Within for more massive hate.

    I'd like to know what I'm missing here in terms of hate generation and why you say PLD is better at securing and holding hate if that's no trouble. Thanks.

    Also, I've never noticed my pld taking that much less damage than my warrior on older content. Is that something that only happens against the harder bosses in the newly released dungeons?
    Pretty simple answer to this.
    Damage is emnity on a 1:1 ratio right? And Paladin has crappy damage? The reason they hold emnity is through their huge modifiers.

    Flat blade's emnity modifier is massive and the hate you produce is boosted by the MND stat. I have over 300 mind, and flat blade is amazing. It also has a 10s cooldown which makes it spammable.

    My spirits within hits about 400 damage on chimera on full HP. It has a emnity modifier in it for around 1.5x, this is about a 600 emnity spike. Chuck a sentinel on before this and you get even more hate out of this.

    Rampart is AOE. Every person it hits, it generates hate for. The catch is they must be in the enemies hate table so not the best skill to start a fight with.

    On a side note, I do not have a problem holding hate or tanking as a Paladin for boss fights.

    Warrior is without doubt the best tank for multiple enemies. War drum, Flash and Rampart do not have the flexibility to keep up with Steel Cyclone, especially if it is antagonized.
    (0)
    Last edited by Daniel_Fury; 04-10-2012 at 08:39 PM. Reason: Forgot my Quote ; ;

  5. #5
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Daniel_Fury View Post
    Pretty simple answer to this.
    Damage is emnity on a 1:1 ratio right? And Paladin has crappy damage? The reason they hold emnity is through their huge modifiers.

    Flat blade's emnity modifier is massive and the hate you produce is boosted by the MND stat. I have over 300 mind, and flat blade is amazing. It also has a 10s cooldown which makes it spammable.

    My spirits within hits about 400 damage on chimera on full HP. It has a emnity modifier in it for around 1.5x, this is about a 600 emnity spike. Chuck a sentinel on before this and you get even more hate out of this.

    Rampart is AOE. Every person it hits, it generates hate for. The catch is they must be in the enemies hate table so not the best skill to start a fight with.

    On a side note, I do not have a problem holding hate or tanking as a Paladin for boss fights.

    Warrior is without doubt the best tank for multiple enemies. War drum, Flash and Rampart do not have the flexibility to keep up with Steel Cyclone, especially if it is antagonized.
    You left out that a big piece of the reason people lean toward war over pld is that war has an obscene amnt of hp, and since dmg mitigation is less than well implemented even on a class that should have it in spades like pld, huge hp pool is the better choice since a whm can cure for 10k hp in a single cast(it's an exaggeration). Also for the sake of speed running dungeons a wars dmg output is preferred to a plds who currently doesn't bring tons to the table.
    (0)

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  6. #6
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    I will agree that PLD could greatly benifit from a self regen ability, but I guess thats what bards are for , either way it would not be a bad Idea. maybe instead of a 15 second ability that offers little protection is most boss fights (due to it lack of ability to avoid MAGIC damage too), maybe going from 0 to 100% mp would be more apropriate. or an attack that has a mp drain effect.
    (0)

  7. #7
    Player
    SionDurant's Avatar
    Join Date
    Mar 2011
    Posts
    356
    Character
    Zohar Lumani
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Aceofspades View Post
    I will agree that PLD could greatly benifit from a self regen ability, but I guess thats what bards are for , either way it would not be a bad Idea. maybe instead of a 15 second ability that offers little protection is most boss fights (due to it lack of ability to avoid MAGIC damage too), maybe going from 0 to 100% mp would be more apropriate. or an attack that has a mp drain effect.
    Anyone else got any written requests for PLD? Once I have everything I'm going to move this endeavor to a new post on gen discussions, of course truncated.
    (0)

  8. #8
    Player
    SionDurant's Avatar
    Join Date
    Mar 2011
    Posts
    356
    Character
    Zohar Lumani
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Aceofspades View Post
    I will agree that PLD could greatly benifit from a self regen ability, but I guess thats what bards are for , either way it would not be a bad Idea. maybe instead of a 15 second ability that offers little protection is most boss fights (due to it lack of ability to avoid MAGIC damage too), maybe going from 0 to 100% mp would be more apropriate. or an attack that has a mp drain effect.
    Anyone else got any written requests for PLD? Once I have everything I'm going to move this endeavor to a new post on gen discussions, of course truncated.
    (0)

  9. #9
    Player
    Gunslinger's Avatar
    Join Date
    Oct 2011
    Posts
    36
    Character
    Gunslinger Bismarck
    World
    Excalibur
    Main Class
    Machinist Lv 80
    Also, I've never noticed my pld taking that much less damage than my warrior on older content. Is that something that only happens against the harder bosses in the newly released dungeons?
    Don't worry, it doesn't happen against harder bosses either, which is part of the problem . PLD can successfully mitigate more damage than Warrior at the moment without a doubt, but when it comes to hard-hitting boss mobs the current system doesn't work for PLD. On trash mobs/non-'HNM' PLD is a better group tank, in theory. But...

    1) Who cares if you can mitigate a bunch of damage if you can be one-shotted like a DD on anything "that matters." Yes, we get moves to absorb insane physical attacks (Aegis Boon rules), but that doesn't matter when a monster spams the move every 10 seconds.
    2) The monsters that PLD 'excels' at tanking currently aren't of any real threat, which is why WAR is still better - just Steel Cyclone, rinse, repeat
    3) Since most raids require a speed run, why would you take marginal damage mitigation over an added DD/tank combo? If you're going to sacrifice that spot, PLD should be leaps and bounds above Warrior for staying alive.

    As for enmity, remember that Rampart is AOE on PLD and can provide a huge hate spike. PLD also has War Drum which should be used whenever it's up, which is not a problem thanks to Divine Veil. With PLD's abilities I've never had a huge hate problem so long as DDs realize you're not a WAR.

    To me, I think that's an acceptable game play mechanic. I don't mind if WAR has insane single-target hate and PLD requires your party to DD a bit slower, but PLD should at least be compensated in some other way. The current school of thought regarding damage in this game seems to be "all out all the time" thanks to speed runs and the comfort that WAR provides. I think because of this people believe PLD is lacking. I don't think PLD is lacking for hate, just that there is an unreasonable expectation that PLD should match WAR. Let WAR have awesome hate generation, it's what they do. But they shouldn't be a safer tank and faster DD as well. Let them have single-target hate/DD, give PLD the ability to play it safer.

    With Warrior my LS does a 7 minute Ifrit, with PLD it's 10+. I don't mind if that's how it is, but the fact that Ifrit is harder as PLD makes you realize something is wrong.
    (0)
    Last edited by Gunslinger; 04-09-2012 at 09:35 PM.

  10. #10
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,616
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Creating content that leaves no class out is hard to produce since players will always find themselves going with the strat that makes things the easiest. When it comes to PLD/WAR tank issue I do see the issues since the games concept is designed on dealing damage throughout the battle, but Paladin goes against this since they sacrifice the damage they are able to deal to reduce damage taken and act as more of a support. However in content where you need 8 players for x event the abilities which PLD offer are not as needed when you can easily grab 2 WHM to support the Warrior that's tanking with their ability to cure large amount as well as WAR's natural High HP.

    I think the trick to fixing Paladin is making it where they sacrifice their enmity to dish out heavy damage while attempting to balance those abilities while still being able to hold hate. A warrior's gimmick is basically dishing out heavy damage and using abilities to heal himself through battle while having support from mages and throwing out defensive abilities and voking when needed.

    A Paladin is suppose to take less damage and support those around him but it doesn't help to improve the overall flow of battle it just helps alleviate any damage that might be taken.

    Let's take Cover for example. 8 yalms isn't really that far so it might work on a DD but overall it's effects aren't useful with the current flow of battle. Rather then have an ability that can redirect damage for one player perhaps Cover could be changed to
    "Holy Shield"
    -Produces a barrier reducing damage taken by all allies (excluding user) by 25% and redirecting it to User, Effect wears off upon using Spirits Within-

    Then change Spirits to this
    "Spirits Within"
    Deals Dmg, increased when "Holy Shield" is active. As well as change the combo action to have dmg influenced by current enmity rather then current HP.
    --------
    Hm, I can't think of where to fit enmity reducing type of moves but I think the above could improve some of PLD's capabilities but the other idea is this.

    When it comes to the two defined as tanks,Warrior is one that takes hit so they should have the higher of physical damage taken however their constitution is weaker to magic. While Paladin can take better defense towards magic but they aren't as good as taking a physical hit unless they block it.

    In a sense I see this
    WAR=80% physical dmg taken, 130% magic dmg taken
    PLD=100% physical dmg taken, 70% magic, 50% physical dmg taken with shield.

    Then how about changing the following 4 abilities,
    Aegis Boon=Improves block rate by 25% when active
    Phalanx====10% chance to improves block rate by 25% for 5 seconds
    Shield Bash=Improves block rate by 25% for 10 seconds
    War Drum==Improves block rate by 50% for 10 seconds

    I'd like to think with the slight change to these 4 abilities one may see a change to the amount of blocking they do on Paladin

    Maybe as a last change, instead of the lame ability that Tempered Will offers now change it to one that influences shield block rate.

    Keep the 180 recast but make it where it increases you block rate by 50% for 60 but negates you from being able to use shield counter abilities or shield bash while active. The idea then would be that Tempered Will focuses you on blocking but then you sacrifice your ability to use skills that require a shield since you're more focused on the mob rather then using your shield as a weapon.
    -----

    It's hard to say, perhaps the above could work in reducing the amount of dmg a PLD takes while slightly increasing their dmg but not so much in a way that it outshines WAR.
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