Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
As a PLD, in terms of enmity generation against most WAR's, I beat them hands down, every time (this is not every WAR, I know there are those who are better. There is always someone better then you :P). I don't get picked to tank for the 2 simple reasons of that I have lower HP than a WAR, and I don't do significant damage.
These are both things I personally can live with. I don't want them to nerf WAR, all that i would like to see is Holy Succor go instant cast (for hate and curing myself before the WHMs get there / I'm interrupted), def raised to higher than a WARs, and Hallowed ground to cover magic as well as physical damage, 'cause most bosses attacks have some element associated with them and in a pinch Hallowed ground doesn't help.
Last edited by Hedge; 05-04-2012 at 10:49 AM. Reason: paragraphing
Considering tank DPS matters to a degree, STR makes sense. As I mentioned, shield blocking should simply scale with some STR so that STR has an additional benefit.
I think we're going to agree to disagree here. I'm fine with STR being a stat for PLD because I have an idea of what it could do to further benefit the job and not look like the odd man out. You want to just replace it with another stat. You're in favor of turtle tanking, whereas I had to learn the hard way that it's not good design unless you have only one tank class in the game. Even XI's PLD had to adjust and favor accuracy and attack because a tank's DPS is directly linked to their ability to generate threat/hate/enmity.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Great rationale. They need to make PLDs better healers so parties can ditch one (both) of its healers.With the current battle team's approach, Paladin will never be as good as Warrior.
Think about it. What do you need from a tank? Just enough damage mitigation to allow 1-2 healers to keep you alive as well as the rest of the group. Nothing more is necessary, and anything less is unacceptable.
Warrior and Paladin both fulfill those conditions. However, because no more is necessary for a tanking role, improving each classes ability to tank does not make them a more valuable party member. And it is what makes them a valuable party member that gets them in the party, not how well they tank.
The difference between Warrior and Paladin, is their sub-roles. Warrior (when tanking) subs as a DD, while Paladin subs as a healer (and DD to a degree as well).
Because the benefits of Warrior's sub role far outweigh those of the Paladin, it becomes obvious that bringing a Warrior is superior. It wouldn't matter if the Paladin took next to zero damage, or had a million health. Your party will still need healers for the rest of the group, and as long as the same number of healers can keep both tanks alive, they are essentially interchangeable ( as far as their primary tanking role is concerned).
Thus, the only rational way to proceed is in balancing their tanking roles, getting them roughly equal, while giving each class separate and distinct sub roles.
Now, Imagine that every encounter until now did not require tanks. The optimal group would be the Maximum amount of DD, with just enough healing to get by. If you were suddenly to introduce tanks into the game, you would have to choose between Paladin and Warrior.
When you choose a Warrior, you only sacrifice some DD, and because, with the addition of a tank, the group is taking slighly less damage overall and some of your healing potential is wasted (The healers you had were able to heal without a tank, with the addition of a tank, they have an easier job and no longer need to perform as well).
When you choose a Paladin, you Sacrifice a greater amount of DD, but this is supposedly compensated for the Paladin having healing abilities. Because (if we are to suppose the two jobs possess a similar ability to mitigate damage), the group as a whole is still taking slightly less damage overall, the exact same proportion of healing potential is wasted again. The healing abilities of the Paladin should allow one of the healers to take the role as a DD.
To summarize, if you really want to balance these classes, you must focus more on their sub roles, rather than their actual tanking abilities. As tanks, the Paladin and Warrior should be equitable in mitigation and survivability for both physical and magical damage. However, the choice should lie in which sub role fits your group more. The Paladin being part tank and part healer, should allow the group to approach encounters with less dedicated healers than a group using a Warrior tank. The Warrior being part tank and part DD should be able to deal enough damage to justify the extra healing necessary from not using a Paladin.
What Plds should be mad about is that SE isn't releasing any large / alliance based content. In a very large group, people will want the best tank possible and don't care about if the tank is a good damage dealer or not. That's the place where a turtle tank, like Pld, should be shining.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
That's more an attempt to sidestep the problem instead of solve it. Not to mention that having a "best" tank should not be the goal. Multiple tank classes are a good thing. Just like multiple healers.What Plds should be mad about is that SE isn't releasing any large / alliance based content. In a very large group, people will want the best tank possible and don't care about if the tank is a good damage dealer or not. That's the place where a turtle tank, like Pld, should be shining.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I'm just saying Pld has their own niche, but SE doesn't provide content for that niche.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
There's that, but content like the Primals should be that niche shouldn't it, single mob single tank, where PLD supposedly should shine, but nope it's WAR content, no DRGs MNKs or PLDs allowed lol
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I don't really get why Pld should shine in single mob content. And the situation I described can be multi mob content too.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
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