This is in fact what I just said... Dunno where you were going with this.
This is incorrect. Many cross-class skills are good for the other jobs. Raging Strikes, Infernal Release anyone? Blood for Blood, Invigorate, Second Wind.. I could go on with the cross-class skills that are useful. The problem is that the only cross-class skills that are useful belong to the physical classes. The DoM have a pair from THM in the form of Swift/Surecast, but that is all.To be entirely honest not many cross-class skills would do some classes any good. BLM and WHM get almost everything they need from their base class there is nothing from any other class other than other DoM That would even help WHM. They don't really need anything else. BLM gets a cure via Arcanist which is a good thing, but again other than the crit+ from pugilist. I don't think anything else would help.
Yes, why not? I noted the reason why the spells were merged. But there is something to be said for the "fun" factor that is (at least for me) seeing and hearing shell go up on the party.
I think you didn't fully understand where I was going for here. So let me try and explain it better. I do not want cross-class traits. I do not want to gain traits from other classes. That would be hard to balance yes. What I am asking for is JOB specific traits. As it is Traits are something we only gain from our Class, not our Job. We gain 5 abilities from our job and that is it. What I want to see is some Job Traits that enhance both abilities/spells we gain from both our Class and Job but also ones that enhance/alter spells & abilities we gain from our 2 synergy classes. Why can't a Paladin Job trait be to give the Paladin Pro/Shell? He wouldn't have it if he was merely a soloing Gladiator, but with the soul equipped he would buff those cross-class spells as well. The whole concept of the Job system is that we sacrifice the utility of being able to "equip" abilities from all classes and are enhanced by focusing on only 3. Why does that enhancement have to simply mean 5 abilities and a little damage/healing boost?Except you run the risk of creating a balance clusterf*ck if you make traits accessible to more than just the job they originate from.
As I mentioned, PLD is designed around a modern MMO tank with utility on the side, where utility going unused does not break the job in any way, as the foundation it is built on is very solid.
We may not need cure as a mainstay for hate, but with an enhanced toolkit comes a deeper experience. Remember the days when a Paladin could hold hate on a number of mobs simply by curing themselves over and over? I am not advocating us being D&D Paladins, or even WoW Paladins. I would just love to see what they put in our kit to be more valuable than a token "lore" ability or two.We don't need cure as a mainstay for hate when we have the needed hate tools to do our job as tanks. We're not D&D paladins or WoW paladins; our faith does not manifest through awesome divine power with which to smite our foes. We don't summon giant glowy hammers out of the aether to hit people on the head with. We're par the course of Final Fantasy paladins, as they are knights with weak white magic. We currently fit that bill to the dot.


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