The only full block you can achieve since 1.19 is through Aegis Boon. Every other block in the game has to be a 'partial block'. Takes about 15 minutes of 'testing' (more like eyeballing) to figure this out.
The only full block you can achieve since 1.19 is through Aegis Boon. Every other block in the game has to be a 'partial block'. Takes about 15 minutes of 'testing' (more like eyeballing) to figure this out.
Dancing Mad (Excalibur Server)
PLD's problem is not survivability, IMO, so a straight damage reduction would not "fix" the job and make ppl want it over WAR. I mean yeah, on Coincounter or other mobs with very hard hitting moves (can't think of any others, actually), damage reduction would help. But that's one fight.
The problem i see is not a problem with the job itself, but the content that is available. A lot of things in this game focus more on killing fast (lots of the time with AOE's) and less on survivability. A PLD is not known for his damage, so why take one when it just gimps your damage output and a WAR can take the hits just fine for the amount time it takes the mob to die? And by no means am i saying PLD needs to put out more damage...i think it's just a matter of right now more fights favor WAR over PLD, while neither class is particularly "broken" or "overpowered".



I believe I've made that quite clear. If PLD takes much less damage, coupled with its proficiency at healing the party can take one less WHM, and thus one extra DD.PLD's problem is not survivability, IMO, so a straight damage reduction would not "fix" the job and make ppl want it over WAR. I mean yeah, on Coincounter or other mobs with very hard hitting moves (can't think of any others, actually), damage reduction would help. But that's one fight.
The problem i see is not a problem with the job itself, but the content that is available. A lot of things in this game focus more on killing fast (lots of the time with AOE's) and less on survivability. A PLD is not known for his damage, so why take one when it just gimps your damage output and a WAR can take the hits just fine for the amount time it takes the mob to die? And by no means am i saying PLD needs to put out more damage...i think it's just a matter of right now more fights favor WAR over PLD, while neither class is particularly "broken" or "overpowered".
I don't care how much more damage a WAR tank does than a PLD tank, but it's not as much as an extra DD. That's why I stress the importance of that 1 less WHM. It's the key to making a PLD tank desirable again.
well for long fights, mp management is important.
if only pld can convert tp into mp.


I would say... Nerf WAR!
[Maximum Armor]



A paladin shouldn't be replacing a healer slot because paladins are tanks - they need to focus on doing tank things, not spot healing. Evading attacks, holding hate, positioning the mobs, and staying alive should be the tank's primary concerns.
While holy succor is a nice heal, it's on a 10 second cooldown. Sacred Prism>Cure is a pathetic AOE heal. Those two and divine veil can't replace a white mage. Besides that, you can already drop a white mage in many situations. I've done coincounter and mistress with 1 whm and I've heard of people doing the Cutter's Cry bosses with 1 as well. That's all with a warrior tank.
Paladin's mitigation is fine, they just need a little more damage from their combos so they don't slow boss kill speed compared to a warrior and a little bit more HP so they can make some mistakes like warriors can. Being able to parry would be nice, but only really so the Marauder subclass would be less worthless.



They're clearly not going the way of giving it more damage. It's simply not what the PLD is about. I never suggested they were to be a main healer. I suggested that they can tank effectively, especially with them taking such mitigated damage, and they have a strong heal that works best when used on others. Thus if PLD is spot healing in a boss fight, one can viably take 1 less WHM and be quite effective. Not to mention Divine Regen and Cover are quite inviting for melee DDs.A paladin shouldn't be replacing a healer slot because paladins are tanks - they need to focus on doing tank things, not spot healing. Evading attacks, holding hate, positioning the mobs, and staying alive should be the tank's primary concerns.
While holy succor is a nice heal, it's on a 10 second cooldown. Sacred Prism>Cure is a pathetic AOE heal. Those two and divine veil can't replace a white mage. Besides that, you can already drop a white mage in many situations. I've done coincounter and mistress with 1 whm and I've heard of people doing the Cutter's Cry bosses with 1 as well. That's all with a warrior tank.
Paladin's mitigation is fine, they just need a little more damage from their combos so they don't slow boss kill speed compared to a warrior and a little bit more HP so they can make some mistakes like warriors can. Being able to parry would be nice, but only really so the Marauder subclass would be less worthless.
Now, sure people are doing some bosses with WAR tank and WHM healer, but there's no denying that it is challenging. That option is still available, but a damage mitigation effect on PLD would bring it out of the WAR's shadow. It wouldn't be that WAR is straight up better no matter what. It'd be more like WAR can be better for some instances. For others people who chose to do WAR tank with one WHM would deserve that benefit due to the challenge.
The point is, a PLD tank with a single WHM should feel natural and safe, whereas a WAR tank with a single WHM should continue to be a challenge.



Clearly? Last time they touched paladin they cut the recast of its highest-damage weaponskill in half. This isn't FFXI - you can't have the tank contributing such low damage. It shouldn't be putting out monk levels of damage but coming within like 75% of a tanking warrior on one target is reasonable. That and like 200 more base HP is all it really needs to be competitive. 10-20% passive mitigation is huge and could lead to problems down the line when HP gear gets better and the natural gap between paladin and warrior doesn't matter as much.



They also gave that same Weaponskill an enmity bonus. Besides that they made a major buff to the enmity bonus of Flat Blade. In fact with all the bonuses going around, most of PLD's enmity comes from bonuses and abilities and not damage. Also, PLD does in fact put out laughable damage, yet can generate enough enmity to tank well. People are vastly underestimating PLD's enmity generation after the hotfixes it received. However, it still has trouble mitigating damage.Clearly? Last time they touched paladin they cut the recast of its highest-damage weaponskill in half. This isn't FFXI - you can't have the tank contributing such low damage. It shouldn't be putting out monk levels of damage but coming within like 75% of a tanking warrior on one target is reasonable. That and like 200 more base HP is all it really needs to be competitive. 10-20% passive mitigation is huge and could lead to problems down the line when HP gear gets better and the natural gap between paladin and warrior doesn't matter as much.



I don't think paladin has many problems with enmity but damage is high utility that you can't ignore. They didn't lower Spirits Within's damage so that was a deliberate move to increase damage output. They just need to do that with a few more things to make sure paladin doesn't do like a third of a warrior's damage.They also gave that same Weaponskill an enmity bonus. Besides that they made a major buff to the enmity bonus of Flat Blade. In fact with all the bonuses going around, most of PLD's enmity comes from bonuses and abilities and not damage. Also, PLD does in fact put out laughable damage, yet can generate enough enmity to tank well. People are vastly underestimating PLD's enmity generation after the hotfixes it received. However, it still has trouble mitigating damage.
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