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  1. #1
    Player
    Denji's Avatar
    Join Date
    Sep 2013
    Posts
    894
    Character
    Daddy Milkers
    World
    Behemoth
    Main Class
    Marauder Lv 86
    Quote Originally Posted by Xirean View Post
    The fact that WAR and PLD can both relatively comfortably keep their party alive without a healer is bad.
    In non-endgame, sure. Which is useful when you're dealing with casuals and people who are there for story, crafting, etc and are only in a dungeon to progress in those said areas.

    Been doing savage and nascent flash/bloodwhetting is like a fart in the wind -- mostly because raw damage isn't what kills you in those; failed mechanics/DPS checks are. The only time I use nascent flash in endgame content is when I'm about to take a tankbuster to the face OR someone gets a vuln/DoT debuff.
    (2)
    Last edited by Denji; 06-09-2022 at 07:32 AM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,741
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I don't think I could decide on a worst, but it certainly wouldn't be PLD.

    Quote Originally Posted by SeaJay13 View Post
    Cover: Model it after Dancer's Closed Position. 'Cover' 1 party member, 30s recast, instant, lasts until removed or the Paladin dies. When you use Sheltron the 'Covered' character receives a 5% mitigation buff for 12s.
    Then it would have to be changed to not transfer all of the damage to the PLD, otherwise you could have the main tank never take damage which would be strange. If it doesn't transfer 100% of the damage then it would not be useful the way it currently is, where you can quickly cover someone who is about to die.

    Passage of Arms: The change to this is that it's a puddle the Paladin drops then stays there for 10s. The Paladin can still attack and move without removing the cone. Also, the Paladin can stand inside the area to receive the 15% mitigation buff and does not get the 100% block rate.
    The 15% mitigation on the PLD instead of a block would be a nerf. At the moment, players use this mid-GCD by pressing it the moment before the cast bar ends so it mitigates, then they continue attacking uninterrupted. It's also used for Ahk Morn stacks if everyone has vuln stacks, people are dead, a healer is down or everyone is undergeared and the healers can't manage it alone. It's used a lot in phase transitions for visual effect but that doesn't count because it doesn't seem to be necessary.

    Divine Veil: Press the button and everyone inside 20y gets a shield of 10% the Paladin's max HP, 90s recast (even the Paladin)
    This is annoying but it was improved recently so that magic attacks activate it. The PLD doesn't really need it because they are a tank and can survive anything that would kill a DPS.

    Clemency: Instant OGCD 750 potency, 2 charges, 120s cooldown. If used under Requiescat uses a Requiescat charge instead a Clemency charge and the target also receives a 150 potency regen for 18s (regen can be applied to the Paladin) as well as healing the Paladin 50% of the heal (only if used on someone else).
    I don't like this. Further homogenizes tanks by making it a cross between what WAR and GNB has. Clemency is one of the really cool things about PLD. You feel like a tank, a melee DPS, a caster DPS and a healer all in one and that's how it should stay.
    (6)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  3. #3
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    The main issue with cover is the strict range requirement.
    As it now, it's inferior to intervention in nearly eveey scenario

    It would still be situation with the 2 drastic nerfs it received in SHB, but removing or merely increasing the effect range would make it feel way better to use than it does now
    (1)

  4. #4
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Tranquilmelody7 View Post
    The main issue with cover is the strict range requirement.
    As it now, it's inferior to intervention in nearly eveey scenario

    It would still be situation with the 2 drastic nerfs it received in SHB, but removing or merely increasing the effect range would make it feel way better to use than it does now
    The range makes sense considering you're stepping in to take damage for someone else. 10y is quite generous too. I'm curious how far it's "supposed" to reach.
    (1)

  5. #5
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Though I would like to see some changes, I'm not sure I agree with these proposed changes. But I'm one of those who misses the variety we used to have (i.e. I'm one of those still mad about AST cards, among other things).

    Cover I think is fine as is, despite it being situational.

    Passage of arms could maybe have a lingering defense buff for those who were in the cone at half it's normal potency if the paladin moves (like AST's collective unconscious) as a QoL.

    I like divine veil's uniqueness in how it gets applied, though perhaps an additional buff to the shield would be nice (half of amount cured + 10% of pld's max HP?). Just applying to self would be a great buff in general since it also does a 400 potency cure if I recall.

    Clemency should use more MP outside of requiescat for the amount it heals. PLD and WAR heals are a bit overkill in general for tank jobs.

    Quote Originally Posted by Deveryn View Post
    The range makes sense considering you're stepping in to take damage for someone else. 10y is quite generous too. I'm curious how far it's "supposed" to reach.
    10 yalms is exceedingly generous. FFXI's Paladin also has Cover, but you literally have to stand in between the ally you're covering! That's how it's supposed to work!
    (1)
    Last edited by File2ish; 06-09-2022 at 07:22 AM.

  6. #6
    Player
    Espon's Avatar
    Join Date
    Aug 2013
    Posts
    984
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    These don't really fix the issues that paladin really has, such as the low potency on physical abilities compared to magical, skill speed not affecting spells, an annoying opener with an early Fight or Flight, and a weird 63 second rotation.

    Why would you use Cover over Intervention? If I'm not tanking, I don't need the effect of Sheltron, and it would be better to give the main tank Intervention instead of a 5% damage reduction. Giving random 5% damage reductions to a DPS or healer when I am tanking wouldn't really do anything. I just want to have Cover's cost to be removed.

    Clemency is fine how it is and is one of the skills that really draws me to playing paladin. While it's not needed in ideal situations, I do like having it available for when things go bad (such as the healer dying) or when soloing old content. We also don't need an oGCD way to heal after they've added healing effects to our offensive spells.
    (1)

  7. #7
    Player
    SamsonBlacke's Avatar
    Join Date
    Oct 2020
    Posts
    48
    Character
    Samson Blacke
    World
    Behemoth
    Main Class
    Blue Mage Lv 80
    Instead of just taking perfectly servicable buttons and making them do something different just for the sake of it, why not tackle the button bloat that plagues the job? That's my one major issue with Paladin.
    (0)

  8. #8
    Player
    ZeraSkiratea's Avatar
    Join Date
    Sep 2021
    Location
    Gridania
    Posts
    80
    Character
    Zera Skiratea
    World
    Louisoix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by SamsonBlacke View Post
    Instead of just taking perfectly servicable buttons and making them do something different just for the sake of it, why not tackle the button bloat that plagues the job? That's my one major issue with Paladin.

    i honestly dont see how PLD has a button bloat issue.
    the only 2 abilitys that could be maybe condensed are Sheltron and intervention(and i rather have them be seperate buttons so i can macro intervention)
    and Requiscat and the Magic Finisher maybe
    Some say Attonment should take over royal authority. but thats a terrible idea unless it would just "dissapear" if you start a normal 1-2 combo again(which would still be horrible)


    and a lot of "problems" are really just problems because people want to optimize to much.


    63 Seconds rotation or dropp 1 attonment? if people wherent so obsessed with optimizing so everything perfectly aligns with raidbuffs that would be a non issue(not to mention PLD being a very stable, altough low, DPS class which profits from raidbuffs, but is far less relient on them)
    17 Second Prepull FoF? also mostly an issue with people and optimisation, the Regular opener(aka without prepulling FoF) is still good in most encounters, and only a marginal DPS loss.




    NOW I dont say optimising is bad, i play PLD, and Dear god its a meme in my static how i HATE the 17 Second prepull and how i made everyone else hate it too but i still do it. But saying "there is a fundamental issue with the class" when the class plays fine and said issue only takes place if you try to optimize it to the ground?
    (3)

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