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  1. #1
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Firon View Post
    6. Ability to protect party members, Sorry but collusion beats cover in every way.
    Collusion and cover shouldn't even be compared. Cover is any extremely useful ability, if you are waiting to lose threat to use it, you are doing it wrong. You should be throwing it on a melee every chance you can. It makes any stray damage or AoE go to you. It makes it that monk or dragoon able to move to the front of the monster to start a front combo, with no threat of them taking damage.

    The paladin's strength is reducing the need to heal the party, saving the WHM effort. We don't see this because we avoid using melee in most fights. I already covered cover. Divine Veil makes casting cure heal all the melee, that saves the WHM mana and effort. The paladin's heal is designed to be most useful healing other over himself. Hallowed ground when paired with cover makes another party member invincible. All the paladin's abilities are far more useful when melee dps is near him.... and all we do is stack BLMs and bards.

    The paladin will remain broken until we start trying to work with what the paladin has to offer. Granted speed runs and raid timers don't allow for much experimentation. The paladin and warrior may both be tanks, but they are as different as night and day. At least, that is my humble view.
    (4)
    Last edited by Klive; 04-17-2012 at 11:44 AM.
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