


 
			
			
				LOLmog is correct. PLD is not broken, the dungeons and boss fights offer little challange to the tank as far as taking damage thus allowing tanks with weaker defenses to successfully tank, and in turn allowing a high dps tank speed up the time it takes to win the fights. this , and this alone is the only reason WAR is suggested over PLD, hate controll is not an issue with either tank and survivabilty is much higher with PLD. one tank is offensive the other is deffensive. that simple. Claiming WAR is superior in every aspect of tanking is just simply incorrect. to state that def dose nothing for damage deflection is also incorrect. as far as magic damage gose, PLD is still the best equiped tank to avoid magic damage. these , my friend , are all facts.
Thanks for the comic relief.
Umm just HOW drastically different are these two jobs defensively, I'd really love to know. I mean my WAR can wear the exact same gear as my PLD and only have a small difference of about 25 defense just because of a shield and an extra defensive trait, definitely NOT a groundbreaking difference between the two without going all out double/triple melding a shield like you did.
PLD: WAR can use sentinel, sure its only 30% which pales in comparison to PLD's 50%.
WAR: Yeah WAR's Sentinel isn't quite up to stuff. Oh wait! Vengeance also gives WAR a 50% reduction so that's two damage mitigation abilities to cycle through!
PLD: Well, PLD can block 100% with divine Veil and on for 20 seconds, plus random blocks that negate.
WAR: Cool!
PLD: I still take roughly 50%~ of the full damage though.
WAR: Wait a minute! My WAR parries all the time too and I take maybe 0~20% of the damage.
PLD: Well PLD has Aegis Boon which totally negates magic and physical damage for one attack and heals me.
WAR: That's nice, WAR gets an ability called Foresight that Blocks any magical / physical attack.
PLD: I can heal myself too with Cure and Holy Succor.
WAR: Sweet! I have Bloodbath, Rampage, and Second Wind to heal myself.
I could go on, but I think my point stands there isn't any real game-breaking difference between the two jobs in the tank category.
And before you bring this point up again.
I refute that with"If a WAR is being a defensive tank, they're hurting their DPS considerably."
"The base damage of the weapon is the primary factor in damage and has the biggest influence in every DoWs overall capacity to deal damage. The attack that may be lost from stacking defense does not drastically effect WAR's DPS due to the limited conflicts between defensive and offensive stats in gear and materia. The fact WAR can stack it's VIT up to help both it's defense and physical damage only continues to give WAR an upper hand in this dilemma to make it both highly offensive and defensive."
Last edited by SwordCoheir; 04-20-2012 at 05:38 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
 
			
			
				Agreed with Arcell. Your melee shouldn't pull hate. They should be pushing the limit as much as they can with a solid red enmity bar, but they shouldn't be actually in the blinking red.


 
			
			
				One of the issues with paladins is just too many buttons to push to play well, hence the all lodestone sigs on people mashing buttons. I had an idea to fix this, that isn't a flat damage reduction.
Make outmaneuver and divine veil buff more like rampage. Only one can be one at a time and make them have different uses. My idea is make outmaneuver increase block rate keep doing what its does, but the buff doesn't have a duration; possibly increase the block rate more than it is now. Make divine veil decrease damage taken by a %, amount the DEVs should decide, and still have the AoE regen effect.
This way, you have two tanking toggle buffs that are totally different and can't on at the same time. Also, makes playing the paladin feel less frantic.
Now you would...
When you need TP/MP and blocking, toggle outmaneuver up.
When you need flat damage reduction and party healing, toggle divine veil up.
Last edited by Klive; 04-20-2012 at 03:26 AM.
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				That actually sounds good. I think that can make all the difference needed to cement PLD as the defensive tank without having to mess around with traits and stats and all that jazz that may take more work and resources.One of the issues with paladins is just too many buttons to push to play well, hence the all lodestone sigs on people mashing buttons. I had an idea to fix this, that isn't a flat damage reduction.
Make outmaneuver and divine veil buff more like rampage. Only one can be one at a time and make them have different uses. My idea is make outmaneuver increase block rate keep doing what its does, but the buff doesn't have a duration; possibly increase the block rate more than it is now. Make divine veil decrease damage taken by a %, amount the DEVs should decide, and still have the AoE regen effect.
This way, you have two tanking toggle buffs that are totally different and can't on at the same time. Also, makes playing the paladin feel less frantic.
Now you would...
When you need TP/MP and blocking, toggle outmaneuver up.
When you need flat damage reduction and party healing, toggle divine veil up.
+1



 
			
			
				Probably one of the better suggestions I've seen for Paladin, and would help a bit with some of the MP issues that will inevitable pop back up once the cap is raised and it's not feasible to wear the AF armor anymore to boot.One of the issues with paladins is just too many buttons to push to play well, hence the all lodestone sigs on people mashing buttons. I had an idea to fix this, that isn't a flat damage reduction.
Make outmaneuver and divine veil buff more like rampage. Only one can be one at a time and make them have different uses. My idea is make outmaneuver increase block rate keep doing what its does, but the buff doesn't have a duration; possibly increase the block rate more than it is now. Make divine veil decrease damage taken by a %, amount the DEVs should decide, and still have the AoE regen effect.
This way, you have two tanking toggle buffs that are totally different and can't on at the same time. Also, makes playing the paladin feel less frantic.
Now you would...
When you need TP/MP and blocking, toggle outmaneuver up.
When you need flat damage reduction and party healing, toggle divine veil up.
One of the issues with paladins is just too many buttons to push to play well, hence the all lodestone sigs on people mashing buttons. I had an idea to fix this, that isn't a flat damage reduction.
Make outmaneuver and divine veil buff more like rampage. Only one can be one at a time and make them have different uses. My idea is make outmaneuver increase block rate keep doing what its does, but the buff doesn't have a duration; possibly increase the block rate more than it is now. Make divine veil decrease damage taken by a %, amount the DEVs should decide, and still have the AoE regen effect.
This way, you have two tanking toggle buffs that are totally different and can't on at the same time. Also, makes playing the paladin feel less frantic.
Now you would...
When you need TP/MP and blocking, toggle outmaneuver up.
When you need flat damage reduction and party healing, toggle divine veil up.
Can not say I agree with this, even tho I do agree that there are ALOT of actions to keep up with on PLD, comboing Devine veil and outmaneuver and timing this well, a PLD can very quickly refill his TP and MP bar. If SE ever wanted to reduce the number of actions a PLD has they can simply combine the hate generated by voke, wardrum, and flash, into one action. only down side to this is voke is great for when a single mob pull is needed where the others are AOE vokes. having more buttons to keep track of dose make the job harder, but mastering the job as it is makes one that much better of a player. My question is, why should SE make anyjob easier simply for players who are apearntly not that good? I am not an "elitest" but making somthing easier shouldnt be the fix all to any problem. If PLD is too complicated for anyone, go tank on WAR, no one is saying you cant or shouldnt. But simply because YOU can not do well on PLD dose not mean the job is broken , especially when , although few, others do considerably well with the job , even compared to a good WAR. MP consumption is the only real issue I have with PLD at the moment, that and I would love to see magic defense make a comeback. Simply by making holy succor an instant cast compairable to mnk's second wind, you add to pld's ability to self heal and at the same time reduce mp consumption alot. As far as magic defense gose, reason I would like to see that come back, even without buffs your tank , weither war or pld, should never take same damage as your dps jobs like mnk, brd, or drg. simply adding magic defense in the same way they add normal defense to gear should solve this problem. Or add a generic "all elemental resistance" , only down side to this is not all magic damage can be defended with elemental resistance.
btw, if you want your shield to block more damage simply get a shield with more "block" on it... I know, rocket science right?
Ummm you do know, the highest block shields reduction don't come close to even a partial parry on anything significant. It's sad I can block 100 Tonze Swing with a Vintage Kite Shield on PLD and always take over 1k+ damage, but I can parry almost as often on WAR for often under 200 damage. Where exactly does the superior mitigation come in when the difference negated from their primary blocking abilities are so drastic?
Last edited by SwordCoheir; 04-20-2012 at 06:58 AM.
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				This ^ x100 and why does pld shield have no DEF on it... I was also thinking they could make gla/pld only shield have a dmg reduction trait on them like kite shield would have a -20% dmg take instead of adding a trait, Or they could change the pld trait that enhancing sent so that it stay on till the pld toggles it off but they could make you suffer something else for using it.Ummm you do know, the highest block shields reduction don't come close to even a partial parry on anything significant. It's sad I can block 100 Tonze Swing with a Vintage Kite Shield on PLD and always take over 1k+ damage, but I can parry almost as often on WAR for often under 200 damage. Where exactly does the superior mitigation come in when the difference negated from their primary blocking abilities are so drastic?
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 Originally Posted by Aceofspades
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