"Guys have you even seen the DPS value of Plunge ? Insane range, oGCD and it recharges in 5 GCD ! That's the best rotation outside of burst phase!"
"Guys have you even seen the DPS value of Plunge ? Insane range, oGCD and it recharges in 5 GCD ! That's the best rotation outside of burst phase!"
Gae Bolg Animus 18/04/2014
They just want to pull a Final Fantasy 4 Cecil going from DRK to PLD. And it will work because Paladin actually has good mechanics that work together. You build Gauge off of Autos for your TBN that wait for it costs 0 MP. Your main GCD combo gives you Inner Release/Delirium for 3 uses of Atonement which is PLD's Fell Cleave/Bloodspiller equivalent for free and you have Req that makes your big magic attacks do more damage/healing and will now branch off into a 4 GCD Confiteor combo that also restores MP.
Not to mention now that the PLD Magic AoE kit will now give you healing. PLD can lifesteal better then DRK.
And I think if the core issue is it is bad to use TBN because of MP issues then they need to bring back Blood Price at lvl 35 and upgrade it to TBN and 70 and upgrade it again for Endwalker where it gives you extra mitigation mileage but also gives you MP everytime any enemy hits you.
Because if you are getting lots of MP restores it would be a much more engaging Tank to play and would be busier with not capping on MP by spending a lot on DPS or TBN. I feel like TBN should just cost 50 Black Blood and keep MP strictly for damage.
PLD/WAR/GNB are all fun to play on the basis you can use your stuff a lot but DRK always has the caveat of not having the MP around to spend. Or needs to ration it out in a way that it is very restrictive.
A quick trip to Bozja with all 4 tanks tells you everything you need to know about each of the Tank's individual performance.
Blood Price was so good. They need to bring that back and add it to where you can place it on another player.
1. Clemency retains its utility regardless of other self healing sources specifically because of its trait that gives you healing in return.
2. You would be using your magical burst rotation regardless of whether or not it had a heal or not.
3. Since most PLD's agree that Clemency is always a DPS loss in any situation and you can only use Holy Shelltron every 25 seconds or so, the healing gained from the new trait is a fine addition to a strong kit.
4. The small amount of healing you gain from Holy Spirit, Holy Circle, and Holy Shelltron will never be enough to offset the damage of most encounters, only slow it down. You will always need sharp mitigation and recovery as the encounter demands.
- That also-heals-self factor is only applicable to when you need healing on both your target and self that wouldn't already be eclipsed by your healers. Moreover, if it now stands as a smaller part of your overall healing throughput, and is less likely to see use because of the change in context, yes, it has been devalued.
- That's precisely my point. If that's budgeted into our mitigation/sustain but it's something we'd have to use as often as possible already because it's tied to our regularly rotated damage CDs, it's effectively not timeable.
- Clemency's being a DPS loss under typical conditions is exactly what let it be strong as an emergency tool, however. Do we really need to turn every tank's healing capacities into barely-differentiated shades of Aurora? Moreover, any "addition" that does not break the job's balance within its role will take budge from somewhere. Is non-timeable small ticks of healing really where and how we ought to spend that part of PLD's budget?
- I never said a 200-potency-per-tick/GCD heal would remove the need for mitigation, only deemphasize sharply timed mitigation. For a change that came on the heels of promises to make well-timed mitigation matter more... it's badly out of place.
One community-based problem with tanks is the instant one job gets something vaguely unique and interesting, players start demanding it on other tanks as well.
Self-sustain is not mandatory for tanks. Group content is designed to be done with a healer backing you up. If you have a passive regen restoring your health every time you breathe, and you simply invuln-swap through every tankbuster, then it really just devalues the healing experience and makes it such that nobody cares about damage on tanks. Healers can safely ignore you and focus on raidwides, which are the real threat to your team. Games which have 'self-sustain' tanks have said tank be designed from the ground up around the concept. Warcraft's Death Knight is the classic example, where you have to use timed lifesteal to reverse the damage and make your HP bar less erratic. I don't think that works as well in this game because of the heavy focus on tankbusters and invuln-swap. The end result is a tank that can get hit by everything and survive to the end of the fight, only to die to the enrage because everyone else is dead. You're invincible, but also irrelevant.
What needs to happen is for them to stop creating more and more jobs and focus on what's already in the roster.
We already have so many jobs which mainly are DPS. They have an opportunity to give budget to tanks and healers only for one expansion, in exchange for only one job. People love to play new jobs on release but usually stick to what they like after a while.
New jobs are one of the main attractions to new expansions. That's why pulls in new players who do not know the story yet. There will always be new jobs added, maybe after a bit it'll be job specializations to lighten the workload.
Apparently it was told recently that with Endwalker they reached the maximum number of actions a job can have, so we could assume most jobs will mainly have skill upgrades in 7.0. Hopefully this will leave room for those like Dark Knight to get the attention needed.
I'm aware of that. But maybe it's better to focus on what's managable than trying to print short entry passes for more and more players. The servers are already overpopulated and unstable at times; we don't need more players in my opinion.
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