
This is how it already works though. You flash PoA and it applies immediately and for 5 seconds. All buffs that don't have timer on them last at least for 5 seconds. If you are channeling PoA you are using it wrong.3) I'd like for Passage of Arms to get the same fix as AST's Collective Unconsciousness instead of needing to be channeled. The ability is already limited by the need to be positioned behind the PLD when it's used and right now it's just janky and not as competitive with the more versatile and consistently useful Heart of Light, Shake and Dark Missionary.
It's true that it lasts for a few seconds and you can snapshot the mitigation for a raidwide. However if that raidwide has multiple hits like Ahk Mourn or J waves from TEA it just ends up sucking. They can't even use it for the damage on simple spread mechanics. The additional limitation of having to be stacked behind the tank for the effect just makes it that much worse.
Just because you can make this ability work in some circumstances doesn't mean it's not still bad, especially when compared to every other tank alternative. When I play AST I often snapshot the mitigation from CU on the tank for the busters. CU still sucked which is why it got balance changes and is a lot better now. There's no reason for PoA to not get the same treatment.
Last edited by AbremSev; 07-01-2021 at 05:40 AM.




I agree with you. As a former Paladin main, after switching to Dark Knight, Paladin feels weak and squishy. Blackest Night makes its equivalent, Sheltron, seem like nothing. I absorb whole tankbusters with Blackest Night while on Sheltron the healer actually has to heal me.1) Paladin is currently balanced around players using Clemency a certain number of times per minute. The problem is no Paladins doing Savage/Ultimate actually plays this way resulting in them being worse at taking damage and generally just annoying for healers to deal with in fights like TEA and Leviathan Unreal. It's not just “my Paladin” either, all Paladins play this way in high level content. I believe this job needs to be adjusted for how players actually play the game rather than how the devs think Paladin should be played. My suggestion is to make Clemency an ogcd and give it a set number of regenerating charges.
Even GNB feels better with its partial combo heals and shields and Aurora, and WAR just heals itself with some very powerful heals, a lot of which are not on the GCD.
Paladin could be balanced better with a 100% block rate to make up for not having self-heals and shields in its combo. Sheltron's effect could be to increase how much is mitigated by the blocks, such as doubling it.
I think Paladins have less mitigation cooldowns because Bulwark was merged into Sheltron. Bulwark was the "extra" mitigation like Dark Mind, Camouflage or Thrill of Battle. Nothing replaced that.
Yeah. Really GNB is better than people give it credit for, most tanks aren't using camoflauge for periods of heavy autos. A GNB cycling HoS/Camoflauge/Rampart/Aurora is actually very solid at taking autos. I think a lot of GNB just forget to use Camo and Aurora because their DPS rotations are so busy during their frequent burst windows. It's sad but even an inefficient GNB not making good use of his defensives is still less squishy than a good PLD.I agree with you. As a former Paladin main, after switching to Dark Knight, Paladin feels weak and squishy. Blackest Night makes its equivalent, Sheltron, seem like nothing. I absorb whole tankbusters with Blackest Night while on Sheltron the healer actually has to heal me.
Even GNB feels better with its partial combo heals and shields and Aurora, and WAR just heals itself with some very powerful heals, a lot of which are not on the GCD.
Paladin could be balanced better with a 100% block rate to make up for not having self-heals and shields in its combo. Sheltron's effect could be to increase how much is mitigated by the blocks, such as doubling it.
I think Paladins have less mitigation cooldowns because Bulwark was merged into Sheltron. Bulwark was the "extra" mitigation like Dark Mind, Camouflage or Thrill of Battle. Nothing replaced that.
Last edited by AbremSev; 07-01-2021 at 06:33 AM.
PLD has innate 20% Block rate (which works out at 4% base mitigation on average) that other tanks don't have.
However it's on demand mitigation Sheltron just raises this innate block rate to 100%, so whenever you use Sheltron you're essentially losing that innate block rate.


My biggest peeve with pld is still the fact they trashed aegis boon. Especially now warrior basically has it with narcissistic flash...
Aegis was one of the most fun skills to use in its day. Producing some serious hp restoration when you used it correctly
The only answer is: spam clemency in your Resquiescat window to make up for lost clemencies, you'll be the strongest healer in the game for those 12 seconds!
They should get rid of the now useless crossclass system, give tanks uniqueness back. What's the purpose of it if you get all skills anyway.. They just should be fun to play, doesn't matter if they have a 5-10% dmg spread to other tanks at optimal play. Otherwise they balance tanks into boredom, because of the babyrage of wannabe tryhard raiders who want to parse high with every tank.
And PLDs dying to leviathan lmao.. just use one clemency or yell at your healer and you survive, much wow, high iq gameplay.
The extra healing requirements are annoying to deal with and easily fixable with a small balance change like I suggested.They should get rid of the now useless crossclass system, give tanks uniqueness back. What's the purpose of it if you get all skills anyway.. They just should be fun to play, doesn't matter if they have a 5-10% dmg spread to other tanks at optimal play. Otherwise they balance tanks into boredom, because of the babyrage of wannabe tryhard raiders who want to parse high with every tank.
And PLDs dying to leviathan lmao.. just use one clemency or yell at your healer and you survive, much wow, high iq gameplay.
SE doesn't pay attention to wannabe tryhard raiders though (see Ultimate being pushed into next year). It's more likely that the simplification and dumbing down of Tanks was because the cross class skill system was too complicated for casual players and they were not able to understand how and when to swap stances.
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