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.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) I like running dungeons and rouls lol. I don't hate doing the contentIt's absurd to say you don't need a healer... unless you're running with some savage raid tier friends, then you can get away with melting stuff. Once you're at that level it begs the question, what are you even doing running dungeons? Roulette is the norm I deal with and I either need a better healer or better DPS so I don't have to use up too many mits per pull.
2) I also run roulette, ya there are times when DPS/heals/tanks slacks, but for the most part, nah you literally sit there mostly pressing your DMG skill and an ogcd skill every now and then. I've been doing rouls for a while now as a healer, legit it's probably the most boring role lol. You maybe only have something to heal maybe 5% of the time in a dungeon. If you have a WAR, even less
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.
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!
Last edited by File2ish; 06-09-2022 at 07:22 AM.
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.
Last edited by Denji; 06-09-2022 at 07:32 AM.
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.
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.
this.
Or just design encounters where tick damage is applied constantly and healers have to manage healing and esuna's ontop of their regular dps rotation.
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?
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