Would probably help to take off the restrictions on Parry while wielding a shield as well.
Would probably help to take off the restrictions on Parry while wielding a shield as well.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Some really good ideas in this thread. I hope SE takes some of them into serious consideration~
After reading http://kanican.livejournal.com/55915.html , I would like to partially withdraw my previous comment. Def hardly does anything when facing mobs a lot higher than oneself.
Btw DoctorMog War Provoke has an attack down effect as well, which is yet another hidden damage reduction effect.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
The unfair advantage for Pld would be that it's easier healed by your Whm. In % Pld and War take the same damage, but whm will heal Pld for 20% more compared to War.Direct damage mitigation doesn't really solve the issue. Take a WAR with 5k HP and a PLD with 4k HP and give the PLD a 20% reduction. They would both be loosing the same % of their health, so one would not be better that the other in terms of taking damage cause they would both be taking the "same" damage. Although I do wish that the PLD AF set had higher base def. than the Cobalt set. But what can we do?...
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
What about instacast Holy Succor? I think that's the real answer... why is PLD punished for taking hits like its supposed to? HP getting low and you need to self cure in a pinch? Uh-oh, your cast got interrupted twice in a row and now your dead... It's not reasonable to expect the PLD to be not taking hits for long enough to cast that consistently. Since the MP thing was resolved, I feel like this is what's hurting PLDs survivability more than anything..
We need her!
Longsword
Thunder Slash Inflicts Thunder-elemental damage upon one opposing target.
Stock Break Inflicts non-elemental damage upon all opposing targets.
Climhazzard Inflicts heavy non-elemental damage upon all opposing targets.
Shock Inflicts massive physical damage upon one opposing target.
I agree PLD can use a natural damage mitigation boost. Something passive so that it is always active. All jobs can use some job exclusive traits as a matter of fact.
Some key things I think PLD need.
○ Damage Mitigation.
○ Auto Refresh
○ A weapon skill that inflicts more damage based on your current enmity level.
Adds more enmity when used. This could be a magical damage weapon skill.
I agree with OP about the objective of PLD's design.
If you ask me, I have my image of PLD and WAR like this:
Paladin (knight) - Tankers that have several skills/spells that can protect their allies and have great damage reduction.
Warrior - Mighty tankers that have strong body that can endure a lot of damage (which mean having a lot of hp) and can weaken foes that surrounding them (Provoke to reduce AP) and WARs have nothing to do with protecting allies, just fight by themselves.
Gonna be painfully blunt here but none of you are fit to share her skill set
We need her!
Longsword
Thunder Slash Inflicts Thunder-elemental damage upon one opposing target.
Stock Break Inflicts non-elemental damage upon all opposing targets.
Climhazzard Inflicts heavy non-elemental damage upon all opposing targets.
Shock Inflicts massive physical damage upon one opposing target.![]()
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
Dmg reduction has an impact on enmity reduction:except you're barking up the wrong tree.
paladin is an inferior tank because its rate of enmity generation is significantly lower than that of warrior. having lower base HP and doing less dps are contributing factors situationally, but damage taken really isn't the issue at all (unless your healers are slow/terrible). i mean we'd probably be using MNK tanks for mistress if they had just one more taunt.
reducing the damage paladin takes by a % does absolutely *nothing* for its enmity generation and therefore does absolutely *nothing* to solve the actual problem. which means people will still take warrior over paladin any day of the week, except for when learning an encounter.
dmg dealt == +enmity while dmg recieved == -enmity
Therefore a dmg reduction trait would help a pld hold hate, as would being able to spam Holy succor on someone other than themselves, these are simple game mechanics.
Most Plds also manage to hold hate just fine as is right up until they die, enmity isn't the problem so much as over working healers.
You really should stop trying to shoot down every idea out of hand. Or at least offer up some actual reason that it's a less than great idea, or maybe an alternative idea(god wouldn't that be fresh).
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