This rework was the equivalent of spraying a dog turd with a slightly different shade of brown paint.
This rework was the equivalent of spraying a dog turd with a slightly different shade of brown paint.
Came back to the game after stopping playing in 2019 when Endwalker first released. I had been playing since 2.0 re-released.
This is honestly the best version of PLD I have played. Shelltron and Divine Veil were always wonky mechanics and now they are actually user-friendly. Goring Blade being a DOT was kind of stupid on a tank, now it can be used as part of bursting on bosses, bursting on mob packs and bursting adds during raid mechanics. Three different ways to single target burst makes PLD more useful in encounters where burst is required.
Having a rotation for AoE is also good, much better than the Flash spamming PLD had to do for two expansions that contributed nothing to DPS.
I can't recall if Intervene was in Endwalker but it was something PLD should have had from the beginning.
Spirit's Within no longer being a silence and instead focused on more burst DPS is also good.
Blades combo at lv90 is a ranged burst for a tank, which is amazing. The only way it could be better is if the graphics looked more like the Holy Knight skills in Final Fantasy Tactics, which seems to be what the inspiration is. Honestly this is what I was hoping a FF MMO Paladin would be, the holy Knights from FFT. So I love this, even if the spell animations aren't the same.
This is the most fun version of PLD I've played.
Last edited by therpgfanatic; 03-28-2023 at 07:57 AM.
I can't get into it and definitely preferred the old rotation which sucks because it's likely never coming back, even if there's a major shift in job design for 7.0 away from doing big burst damage. On the other hand, the Divine Might buff is actually a neat idea and I would have loved it on the pre-6.3 rotation in some form.
Tbh, I didn't like ShB PLD because of Atonement, and Atonement is still the reason why I have some dislike for current PLD. That move is basically a Fell Cleave/Bloodspiller spam that you use at the end of every combo. It's boring as hell and does not feel good to use. Hell, it doesn't even fit into the burst window properly.
I actually I really like the new PLD after getting the hang of it.
Of all the reworks of Jobs this game has had, this is probably one of the better ones. And, overall, has done things that the Job needed/could have used in the past. Though I do get it being upsetting for some people that liked the old one better.
The only changes I don't like are Requiescat and Goring Blade. I don't dislike Requiescat for the same reason as others, however, as Holy Spiritx3 into Confiteor wasn't really that much more skillful than Confiteor into Blade of Valor combo. I just don't like what they did with the ability because there just wasn't more done with it. As soon as you hit level 90, you will never use Requiescat for Holy Spirit/Circle anymore. Goring Blade is just a bad change because it feels clunky during my opener as all I can think is: "I need to get my Requiescat burst off ASAP before Fight or Flight expires." They could have made it a less potent oGCD if they really wanted to give it the Sidewinder treatment. Other than that, I like everything else. I like how I get to use my spells more often with Divine Might, I like how there's semi-legitimate mp management, and I love the Sheltron change.
Last edited by Iedarus; 04-04-2023 at 08:22 AM.
I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.
Still think Req can be 'solved' by making it a GCD that lasts 3 stacks. At 70, you go Req, 3 Holy Spirits. At 80, it upgrades to Confiteor, 3 Holy Spirits. At 90, you swap it to Confiteor, 3 Blade combo. This way, Req feels cool-ish and part of the rotation even at lower levels (say, GCD for 600-700p), then at 80 and the upgrade to Conf, it gains a bump in potency and AOE, which feels good a second time
I also hate Atonement, and I think it'd maybe feel better if it wasn't just 'press 3 of this'. If they changed it to give one Atonement instead of three for finishing a combo, afaik that lets us fit a whole extra combo, it's Atonement and HS into the newly made gap in the rotation. I'd also prefer it if Atonement had a ranged aspect to it (maybe just a midrange like Phlegma on SGE, or the new Continuation range) so you have a little bit more leniency on moving in/out for mechanics. Also, HS doesn't cancel combos now, so why does Atonement still do it?
Honestly, somewhat agree, but not quite.Still think Req can be 'solved' by making it a GCD that lasts 3 stacks. At 70, you go Req, 3 Holy Spirits. At 80, it upgrades to Confiteor, 3 Holy Spirits. At 90, you swap it to Confiteor, 3 Blade combo. This way, Req feels cool-ish and part of the rotation even at lower levels (say, GCD for 600-700p), then at 80 and the upgrade to Conf, it gains a bump in potency and AOE, which feels good a second time
I also hate Atonement, and I think it'd maybe feel better if it wasn't just 'press 3 of this'. If they changed it to give one Atonement instead of three for finishing a combo, afaik that lets us fit a whole extra combo, it's Atonement and HS into the newly made gap in the rotation. I'd also prefer it if Atonement had a ranged aspect to it (maybe just a midrange like Phlegma on SGE, or the new Continuation range) so you have a little bit more leniency on moving in/out for mechanics. Also, HS doesn't cancel combos now, so why does Atonement still do it?
I think it should just be 1x Atonement. Rotation should be Fast, Riot, Royal, Atonement/HS, HS/Atonement, repeat (though HS can be delayed until after the next Fast or Riot Blade). Basically a 4 hit combo with a 5th bonus ability that can be used between the 3/4th hit, or the 4/1st (of the next cycle) or 1/2nd (of the next cycle). It's variable but less draggy than Atonement x3. And if non-buffed HS is correctly balanced, it could be used by the player to scoot their rotation 1 GCD to the right here and there if they wanted to.
The other things I'd change is have FoF upgrade to Requiescat, and make it NOT melee range, and be one of those abilities that can be used with or without a target (obviously only does damage if an enemy is targeted). It's pointless for those to be two separate buttons, and Requiescat being melee in general is unnecessarily clunky considering it leads you into a ranged rotation and FoF doesn't require melee range.
Finally...change Goring. I'm not even sure to WHAT, but something. It can be a GCD with a CD (like SGE's Plegma) or an oGCD to give PLD's a third one of those, or could be a 5th part of the melee combo somehow, or can just be removed. ANY of those would be better than its current iteration, imo.
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