
Originally Posted by
Rithy255
I actually like the first suggestion, but not fot the same reasoning, I just think Oath gauge currently is very tacky and based off auto attacks, Personally I'd want Sheltron/Intervention to be 2 Charges 25s, as that removes the Jank, but more Importantly opportunity of adding Attacks and better stuff to the gauge, Atonement for example could be a low cost attack (costing 25 gauge?) while maybe adding a Ogcd attack that could cost higher but is a gain ect. That and actually giving tanks like PLD more combo paths would be interesting (who are generally slower)
Clemency Imo, should cost MP but should be OGCD, Spamming it would ruin your damage output during magic burst, but properly using it wouldn't effect that, I'd want to say a good Idea would be around 1-2 uses per minute before it becomes a massive strain on your MP, which can be balanced out with MP costs/gains changing around, I'd also like them to Remove Self Healing from attacks as a trade off for this, This would also make PLD have some self/target healing early which i think is a good thing as PLD lacks any proper self healing until 82. I think if you gave a Early weak version of Clemency around 35 and a early version of holy spirit around 30, you could introduce this Concept Pretty early to Pld, Other tanks by then will have self healing on combos by then, which PLD lacks.
I don't want Holy sheltron to become a "heal per block" I'd sort of like it if it became part barrier part mitigation (similar to pvp without dps being tied to it), Warriors AOE healing isn't good for the game nor is it healthy for healers in particular to have a tank that can 100% ignore them, instead it should be about tanks/healers working together to keep you up.
Hallowed ground should stay the longest Invul, I want PLD to have strong upsides mind you but the long Cooldown of Invul should be a actual Downside to PLD.