This will mostly happen. We might even get potency buffs to our basic 1-2-3 combos should our dps falls behindPLD:
- Atonement combos into 2 new actions.
- Holy Spirit places a mark on target, which is detonated by Goring Blade or Royal Authority, dealing damage proportional to the attack that triggered it.
- Holly Circle places the same mark, triggered by Confiteor.
- Cover no longer has a gauge cost.
As for my wish, let Requiscat and Divine Might reflect on our job gauge
Last edited by rawker; 01-26-2024 at 09:35 AM.
I was talking with another player the other night and we both agreed that we'd like to see a merger of the Gunbreaker and Red Mage classes. Perhaps calling it something like Redstar Gunbreaker. Anyways, The Gunblade from back in Final Fantasy VIII never seemed to be a tank role. More like one that could jump back and forth to relieve a tank who needs to recover and hop back to doing mid range magic with for lack words having ultimate finishing moves. Like combos that utilize both melee and magic attacks.
PLD:
PLD can no longer block if not in range of target.
Royal Authority: Grants Devine might still but no longer grants Atonement.
Goring Blade: Make it oGCD, and reduce Cooldown to 30 sec. Now grants 3 stacks of atonement.
Atonement: Using atonement increases the damage of the next atonement by 10% if used within 3 seconds of each other, (10%,20%,30%)
Shield Bash: oGCD, now Costs 25 oath. 1 min cooldown. Grants sword and board buff. Grants 1 Atonement. (atonement can now stack to 4 with sword and board buff) If attonement stacks are present, then the number of attonements will be 4, and attonement 10/20/30 damage also applies and the 4 attonement is 40% damage up. No longer interupts
Fight or Flight: Removed
Requiescat: Potency increased by 20%, grants 25% damage up buff, now calls down a holy bolt on target increased range to 10yalms. Duration increased to 23 seconds. Grants Confiteor ready.
Circle of Scorn traited up to Holy Bastion: Potency is greatly increased, and grants a 10% damage mitigation for the PLD
Espacion: Now also Grants 10 Oath
Bulwark: Duration reduced to 6 seconds. 100% block rate, but each block grants 5 oath.
Intervene: Potency removed. Now able to use on other party members, but grants a damage mitigation of 10% for 5s.
Cover: Removed
Shield Brother: Grants a party/raid member a buff (dance partner). Gives party member 5% of the healing generate by Confiteor/Blade Combo.
Clemency: now oGCD, costs 3000 MP, grants a 500 potency heal to Shield Brother target, and party members within 5 yalms. This potency is increased to 750 if intervention is present on shield brother target.
Passage of Arms: Now costs 3000 Mana. No longer a cone, but a raid wide 30 yalm buff, that gives a 100% of blocking the next attack for 20% damage reduction. Each block absorbed within the party grants the paladin 5 oath each.
Divine Veil: No longer grants shields but increases healing from incoming sources for entire party by 10%. Gives a 1000 potency heal over 10 seconds. *The Divine Veil heal does not benefit from the healing from incoming sources*
Last edited by Sqwall; 02-06-2024 at 04:36 AM.
Passage of Arms only work against one attack and you get 5 oath for each member hit ?
Why not something like this : still 18sec duration but you get 5 oath for each member hit ?
That way, it continues to protect against multiple strike (like the final boss of The Fell Court of Troia).
Last edited by Jidka; 02-06-2024 at 05:11 AM.
The idea is to get away from the cast time of passage of arms...which is dumb since most of the time in a raid setting as a MT...I have to move to the party...position myself looking in correct direction....hit the button...sit there doing 0 damage, while also having the boss looking at the party...so there goes positional for some melee. Very poor design.Passage of Arms only work against one attack and you get 5 oath for each member hit ?
Why not something like this : still 18sec duration but you get 5 oath for each member hit ?
That way, it continues to protect against multiple strike (like the final boss of The Fell Court of Troia).
This way you can use it and forget it and get the oath eventually...Passage of arms has always been garbage and VERY niche. 18 second duration cast time is an ETERNITY of doing nothing so what do most PLD's do...they just flash the skill without sitting there. Does it look cool when you use it? Yes. Does it matter when you simply flash it and the party gets the buff? No.
So just rip off the band aid and just make it instant with no cast then I can move, attack, use other skills, etc;
Using Passage of arms correctly will net you 20 oath or 40 oath if you use it when it matters, and you help out the heals a bit, and there is such a thing as balance in mitigation. I'm reducing the amount of mitigation of Passage of Arms to a one hit 20% mitigation in exchange for 3000 MP. The reward is 40 oath in an 8 man pt. This would make it MUCH more viable in a raid setting to soak up raid wides that are pretty common. P12s has raid wides nearly every min.
I'm also trying to lean into the whole mage/tank that is PLD. PLD lore has always had it as a protector and knight/healer. Which is BARELY present currently as Clemency is relegated to a DPS loss, and healers HATE, HATE, HATE when you use it. So our passive healing is all we get along with Divine Veil.
Plus with the way I would like PLD is very oath spender heavy, and putting those choices back into the game is something SE has removed with "homogenization" everyone is so afraid of.
Last edited by Sqwall; 02-06-2024 at 05:36 AM.
PLD - Clemency is now an oGCD with a 5-sec CD costing 25 oath
I'd like to see the tank jobs actually play different enough to actually make the jobs feel differently. If you align your hotbars up properly, the jobs are nearly interchangeable. However, when we play a game with such rigid roles as tank, healer and DPS with no room for anything that can fit between those roles, the devs aren't left with another option due to the hyper focus on job balancing.
They could give each tank actual job mechanics deeper than 'get gauge, spend gauge, press cooldown for more gauge,' have new mechanics that take advantage of their gauges and resources in new interesting ways, actually have you WORK for those mechanics, and make that work FUN while maintaining a sense of identity and job fantasy for each job. All of that can be done without stepping on other roles' feet and while maintaining a sense of balance...I'd like to see the tank jobs actually play different enough to actually make the jobs feel differently. If you align your hotbars up properly, the jobs are nearly interchangeable. However, when we play a game with such rigid roles as tank, healer and DPS with no room for anything that can fit between those roles, the devs aren't left with another option due to the hyper focus on job balancing.
... but they seem to be allergic to creative job design in this role, though I'd love to be proven wrong come media tour.
A PLD change I would want would be that Divine Might turns Shield Bash into like Holy Shield Bash making it a cone aoe including the stun.
Agreed DRK's Shadowclone Jutsu belongs with ninjas. Give it a big whopping SORD.
Last edited by eldritchAvatar; 02-13-2024 at 10:29 AM. Reason: I mistakenly didn't tag the guy I responded to
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