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  1. #1
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50

    Simple Fix to PLD

    Woah! Another thread about this topic?!

    Put your pitchforks down people. I'm gonna keep this short and simple unlike many of the other threads I've read where people claim to be proposing a fix to PLD/WAR and end up going into some crazy detailed series of fixes and balance adjustments- many of which sound like a person letting their imagination run wild more than anything.

    So what am I proposing as a fix to PLD, to make it viable as a main tank in many scenarios instead of being vastly inferior to WAR? Simple.

    Give PLD an inherent global damage reduction of 15-20%.


    Simple as that. Any and all incoming damage to PLD gets reduced by a % value, essentially like Sentinel, however it is a permanent effect. A trait would make sense. Even something as low as 10% can make a difference, but given PLD's low HP and other factors that put it well below WAR in tanking ability, I personally feel like a 15-20% reduction would balance it out further.

    Feel free to stop here and reply. The idea is proposed and open to criticism. For those of you who wish to read more into the detailed thought behind this simple fix, you can go on:



    Detailed Analysis behind the simple idea, why it makes sense and why it would work below:

    Let's look at PLD's design. I actually like the ideas behind the skills it received, and the overall philosophy behind how it should tank. PLD, alongside defensive stats primarily gains healing magic potency and MP from gear.

    Now let's look at 2 of PLD's skills that I think say so much about how PLD is meant to be played, by design:

    Holy Succor: Restores HP of target. When cast on another player, you also heal 50% of the amount restored.

    So we can deduce from the PLD AF that PLD is meant to be healing a whole lot... and what do you know! A PLD exclusive healing spell! Right off the bat, this spell tells us so much about the idea behind PLD. Sure, you can heal yourself with Holy Succor for ~1k, effectively making it a sort of PLD Cura, but when you heal another party member with it you not only heal them for ~1k but also yourself for ~500. More healing. More enmity. You are rewarded directly for healing a comrade. It goes without saying, PLD is expected to use this spell a lot.

    Divine Veil: Cure and Cura spells cast on you by other players grant a healing over time effect to all party members within range. All physical attacks are blocked for the duration of the buff.

    Another very informative skill. There are 2 very distinct reasons for a PLD to use this skill.
    The first reason is that it increases your block rate to 100% for the 20 seconds that it's active. Couple this with Outmaneuver and you've got a stream of blocks that give you back some of that well-needed MP that's going to the repeated use of Holy Succor.
    The second reason is Divine Regen- the HoT effect given to nearby party members when a WHM casts Cure/Cura on PLD. Yes, Divine Regen. It's not mutually exclusive with Regen, making it quite desirable for melee-range DDs in fights that involve AoEs. This alone can make fights that otherwise encourage avoiding melee-range DDs quite accessible by them.

    Although not as important as the former 2 skills, it's worth mentioning Enhanced Cover (given an equipped Gallant Surcoat). It fits in with Divine Veil's 2 purposes quite well. By covering a party member, any damage they take as well as any damage you take both give you back some MP - the same rate as Sanguine Rite from what I can tell. More MP regen, more Holy Succor. Also, let's not ignore the fact that you're covering someone within 8 yalms from damage. Who's expected to be within 8 yalms? A melee-range DD.

    Given those skills, it's quite obvious that a PLD is meant to act as another source of potent healing effects - so much so that the party would only need 1 WHM for the encounter. This, in turn, would open a slot for another DD which would more than make up for the deficit in damage dealing that a PLD has in comparison to a WAR.

    Picture this engagement scenario and it all makes sense:

    A PLD tanking a strong boss with persisting AoEs that would otherwise discourage melee DDs. A WHM standing just far out where it can be safe and also heal the PLD as well as the ranged DDs. With this setup the burden on the WHM is lightened as it can simply focus on the PLD's HP, which will not be as tough to manage with a global damage reduction of about 15-20%, and the ranged DD who for the most part remain safe anyway. The PLD in turn can use it's Holy Succor primarily on the melee-range DD, healing them for 1k HP each time, which can readily keep them alive when coupled with the Divine Regen it will be giving off every minute and Cover.

    Sounds quite balanced and like it could fix overall class/job balance doesn't it? Like PLD can provide things as a tank that WAR can't. Then what's the problem with this picture? Why can't we do this now? It's because along with it's low HP, PLD is taking way too much damage. Anytime Holy Succor is up, PLD has to resort to using it to self-heal for 1k instead of spreading the heals. It can't self-sustain with the 500 HP it gets in return for healing a party member. This fact alone makes that whole pretty picture fall apart.

    So SE, do what makes sense and give GLA/PLD a trait that straight up reduces incoming damage, physical or magical, by a static % enough to make it a viable defensive tank so much so that the party can bring 1 less WHM because of it. There's an Increased Defense III trait I can see being replaced by it quite easily.
    (130)
    Last edited by NoctisUmbra; 04-15-2012 at 02:20 AM.

  2. #2
    Player
    Yves's Avatar
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    Mar 2011
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    Character
    Bubble Yum
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Totally agree. I love the idea of separating the classes via distinct differences. Right now the line between PLD and WAR is blurred in the sense that both can tank and the increased HP of WAR offsets the current defense and self-curing of PLD.
    (4)

  3. #3
    Player
    Sol_Aureus's Avatar
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    Mar 2011
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    Gridania
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    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Very well presented post, and I agree fully.
    (1)

  4. #4
    Player
    Join Date
    Mar 2011
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    Ul'dah
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    As a warrior, I support this.
    (4)

  5. #5
    Player
    Fear's Avatar
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    Ul`Dah
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    Character
    Fear Vivi
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Would be great if they put this in
    (1)

  6. #6
    Player
    TessaJalloh's Avatar
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    Ul'dah
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    Tessa Jalloh
    World
    Balmung
    Main Class
    Ninja Lv 60
    even though he tells you not to, read the extra that's in the spoiler box. It readily justifies what he's saying. I was kinda sceptical about wether or not 15-20% reduction was necessarily a fair number, but after reading the explanation he offered for his reasoning, it really does make a lot of damn sense.

    I'd love to be allowed to bring my paladin to raids more often. it's my favourite after all.
    (2)

  7. #7
    Player
    Jinko's Avatar
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    Gridania
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    Jinko Jinko
    World
    Moogle
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    Arcanist Lv 80
    Agree......
    (1)

  8. #8
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Wow. I appreciate the support guys.
    (5)

  9. #9
    Player
    Arkine's Avatar
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    Mar 2011
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    Ul'dah
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    Character
    Arkine Vanrien
    World
    Balmung
    Main Class
    Gladiator Lv 70
    Good post, that trait along with adjusted block rates would be great.


    I'd personally go with as high as -35-45% damage taken. my reasoning is since PLD's DPS is no where as good as WAR which hold enmity by repeating a decently damaging combo, PLD should be efficient enough as a tank that having one would negate the need for a "Two WHMs" set up completely in almost every situation, substituting the 2nd WHM for a DD or a support class.
    (2)

  10. #10
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    Mar 2012
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    I agreed that PLD needs a serious change but I feel like 10-20% may not be enough.

    Here are the reasons I love having WARs tank for me.

    ~Damage and enmity spells can keep better hate control then most of PLD's skills overall.
    ~Does pretty decent DoT themselves in addition to taning meaning we can fit another pure DD into the PT
    ~Massive HP gain over PLD. Which even if they received a 20% damage reduc would not make them better containers for total HP since the WAR would still technically have better viability.


    As it stands the PLD would really need to be damn near main curing the PT using his AoE cure reflect spells to enhance hate. The main issues with that are A: Not many bosses do consistent AoE damage. The ones that do inflict such serious trauma that a WHM would have to respond imminently with a large cure once ore twice to get everyone out of peril. If the PLD's cooldowns are not up the PT is boned if they are relying on the PLD for curing. B: WHM can cure too damn well lol. I would have to purposely sit and twiddle my thumbs to allow enough damage to eck into the PT's health bars in between the PLD's cures that I would take on a side role.


    From my perspective they either need to radically up the PLD's game. Tone down the WAR's insane tanking ablity. Or introduce a cross-breed mage that can cure yet still dish out damage over time. If the WAR/WHM combo allows for pure DD from the melee tank and 100% curing from the mage. Then a PLD/RDM combo where the tank took on more of a healing role while the mage was able to sustain him with just enough recovery spells while being able to enfeeble or nuke the mob would be the alternative.
    (0)
    Quote Originally Posted by Keyln View Post
    I didn't say that he didn't powerlevel. I did say that his lack of knowledge wouldn't be because of powerlevelling. Whether he did or did not powerlevel is immaterial.
    This is what PLers actually believe. May Altana have mercy on our souls...

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