
So I was thinking I want to edit this beside not getting healed to proc Confiteor, Why not get healed to get Proc of Free Confiteor, Also when in Requiescat if you able to get four holy spirits in, You get CRT + DHT Confiteor? What do you guys think?
[Recap]
Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yalms.
Duration: 30s
Barrier Effect: Prevents damage up to 10% of your maximum HP
Duration: 30s
Effect ends upon additional HP recovery via healing magic.[recap]
PLD Idea 2: Divine Veil + Trait: If Divine Veil is not popped in the duration it will give a Free Confiteor prox. Or Give 10% Barrier to the Paladin themselves.
Pro: Divine Veil don't feel like a waste.
Con: If going for free Confiteor the Paladin might get mad when healed the Divine Veil is been popped.
Still thinking some random ideas I put here more if you like comment too.
Oak Tree Paladin Kristian Fortnox



Baking an offensive edge of such magnitude into a defensive utility is a bad idea; it encourages using the ability for its offensive capability over its defensive benefit. Vengeance is already pushing it, frankly.


I honestly would appreciate having the Parry ability of the DRK back in some form. I guess TBN->Dark Arts is kind of it, but I'm thinking of something a bit more dynamic, as it was in HW. It gives a pretty pleasant feel.

I've decided to upgrade my meme DRK change to
LD Cooldown reduced to 20 seconds.
One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)




Funny thing is, the bigger buff to DRK would be to reduce Holmgang, Hallowed, and Superbolide's cooldowns to 20 seconds. Then we could just take Living Dead off our bars.


-Nascent Flash (and RI) needs to be reduced to 20 secs (personally I want 15) and they need to merge the Nascent Glint effect. NF should only give you or a target party member with the 50% healing on damage dealt and reducing dmg dealt by 10%, instead of trying to split it between two players. Keep it simple. It should work like TBN and only affect one player, but as a heal. TBN prevents the damage and NF heals the damage. You still need to do 3 gcds to heal yourself or target.
-Onslaught also needs to be buffed to at least 150, or cd reduced to 5 secs to make it more utility. Personally I want it on a shorter cd because I value its utility more so over damage. If you buff onslaught you have to nerf another skill to keep the balance.
-Shake it Off changed to give your current active buffs (ToB, Vengeance, RI) to all your party members but at half the potency for 15 secs. So you can SiO a ToB to your party to increase their HP by 10% for a Succor crit or Vengeance for a 15% party wide dmg reduction and 55 potency deflect. SiO one buff at a time or combine them depending on the situation.
-Upheaval dmg increased from 450 to 600 if hp is above 80%.
-Equilibrium affected by IR's effect to crit. Cure Potency increased to 1500 when under 50% HP
Last edited by Marxam; 05-08-2021 at 07:14 AM.




I've always wondered why WAR was so consistently powerful across every expansion. But for every average player who comes along and says something like "Gee, I hope Divine Veil was less clunky and just did the shield thing without having a weird proc attached" or "Hmm, maybe Living Dead should be designed to achieve parity with the other invulns instead of being an unsalvagable burning trashheap attached to a rocket aimed to collide directly with the sun", there's a WAR main who comes along demanding "Shake it Off should outperform Tank LB3, or "Onslaught should let you teleport anywhere on the map at will on demand," or "WAR shouldn't ever run out of HP." I think if the playerbase at large made more embarrassingly overpowered demands across all jobs, the dev team would average things down such that we finally achieve a consistent balance.
Warrior certainly does not need more defensives or selfheal.
SiO is already superior to Divine Veil and potentially superior to both Heart of Light and Dark Missionary.
Nascent Flash heals on average more than TBN can absorb. Making NF give yourself a -10% damage debuff would basically kill the ability, you can play without Nascent and in XIV's current design you never want to gimp your own damage if avoidable...which in this case it would be.
Warrior certainly does not need more useless defensive potential, it is already pretty much the strongest tank in that regard. The extremely strong defensives are just mostly unnecessary since they aren't needed to survive any mechanics.
What you should be asking for is something to make the gameplay more engaging, to make warrior more interesting to play, and not for warrior to be overpowered.

-Nascent Flash (and RI) needs to be reduced to 20 secs (personally I want 15) and they need to merge the Nascent Glint effect. NF should only give you or a target party member with the 50% healing on damage dealt and reducing dmg dealt by 10%, instead of trying to split it between two players. Keep it simple. It should work like TBN and only affect one player, but as a heal. TBN prevents the damage and NF heals the damage. You still need to do 3 gcds to heal yourself or target.
-Onslaught also needs to be buffed to at least 150, or cd reduced to 5 secs to make it more utility. Personally I want it on a shorter cd because I value its utility more so over damage. If you buff onslaught you have to nerf another skill to keep the balance.
-Shake it Off changed to give your current active buffs (ToB, Vengeance, RI) to all your party members but at half the potency for 15 secs. So you can SiO a ToB to your party to increase their HP by 10% for a Succor crit or Vengeance for a 15% party wide dmg reduction and 55 potency deflect. SiO one buff at a time or combine them depending on the situation.
-Upheaval dmg increased from 450 to 600 if hp is above 80%.
-Equilibrium affected by IR's effect to crit. Cure Potency increased to 1500 when under 50% HP
I've always wondered why WAR was so consistently powerful across every expansion. But for every average player who comes along and says something like "Gee, I hope Divine Veil was less clunky and just did the shield thing without having a weird proc attached" or "Hmm, maybe Living Dead should be designed to achieve parity with the other invulns instead of being an unsalvagable burning trashheap attached to a rocket aimed to collide directly with the sun", there's a WAR main who comes along demanding "Shake it Off should outperform Tank LB3, or "Onslaught should let you teleport anywhere on the map at will on demand," or "WAR shouldn't ever run out of HP." I think if the playerbase at large made more embarrassingly overpowered demands across all jobs, the dev team would average things down such that we finally achieve a consistent balance.
Unrelated: Cover should EITHER have the old 20% mitigation returned to it or lose the gauge cost for using it. As-is it's one of the more bizarre mitigation tools. It's not a necessary buff for PLD, but I kinda miss trying to use it as much as possible.
Last edited by DaulBan; 05-08-2021 at 03:10 PM.
One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)




It's important to always have an escape route to backtrack with. "My post wasn't crossing the line, t-this was all intentional, just to elicit a response!"
Cover doesn't need any buffs. There's no other ability in the game that directly allows you to transfer damage from another player, which has historically made it one of the most exploitable abilities in the game. This goes back as far as ARR, if you don't know your history.
Last edited by Lyth; 05-09-2021 at 12:38 AM.
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