I totally agree. The cure spell on the paladin is pretty much worthless. It needs to have a boost added to its power or what is the point of it at all.
I totally agree. The cure spell on the paladin is pretty much worthless. It needs to have a boost added to its power or what is the point of it at all.
Storm's Path's heal is not instant. Its tied to when the damage is done and the damage is done at the very end of the animation. If you've actually used it, you'd know it takes about 2 secs to come off.... the same as Cure. Funny that.
Cure's heal scales better per point of determination than Storm's Path's heal scales per point of strength, determination, and weapon damage combined. Have you not noticed how the healing from healers outscales the damage from damage classes? It isn't just MND thats doing that. Another factor in the scaling discrepancy is that each point of str, dtr, and WD is only worth 75% of its original value due to Defiance. And the final factor is that Storm's Path only absorbs HALF that amount.
Cure will be interrupted if you're being hit repeatedly in a short time span, mostly from tanking multiple mobs. If you're main tanking, you're most likely not tanking multiple mobs.
Yeah, I only really use it when taking fate bosses and need to keep myself alive or when pulling back mob packs in a dungeon => Shield lob, run back and spam Cure to generate threat until they come in melee range.
That still makes it an instant ability rather than spells like Cure which will be cancelled if you take damage or try to move. Despite long animation, Storm's Path will successfully hit even if you move during the animation and getting hit won't cancel it. Also, Cure will get cancelled on one hit, casting it while tanking a boss with faster attack speed than it takes for you to cast a cure will require either stunning or getting a lucky dodge/parry. While high scaling via Determination sounds nice, it's a DPS stat that you don't see on tanking equipment.
I agree they do need to make cure more lucrative for a Paladin. It would be nice if the ability got retooled if it was used for the paladin job and changed to say "X% of amount healed is based off of Str or Vit." Then make the ability reactive off like a block, but could only be used once every 15 seconds or something. Just spit balling here.
Either way the secondary class Gladiators must have to become a Paladin should have at least one really nice ability.
Remember, you're unique... just like everyone else.
The term Paladin comes from Charlemagne's court. They were foremost among his knights, and held no mystical healing powers or even basic first aid skills as far as we know. :P So Paladon=Knight fits in translation.
Cure will not be cancelled by a single attack. I use it often while tanking and I only get interrupted by Paralyze and special attacks. Also of note: Cure's cast time is less than a GCD, so while you miss out on auto-attacks you can still dive right into another ability as soon as you're done casting with no additional time lost.That still makes it an instant ability rather than spells like Cure which will be cancelled if you take damage or try to move.
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Cure will get cancelled on one hit, casting it while tanking a boss with faster attack speed than it takes for you to cast a cure will require either stunning or getting a lucky dodge/parry...
Honestly people, you're so focused on the small numbers compare to WHM/SCH (which are healers and thus should have vastly larger numbers than a tank) that you fail to see the big picture. There are several benefits to casting Cure as a Paladin.
1. Your MP actually gets used. The only time Flash (our only MP using ability) gets spammed is during AoE mass trash pulls. In a boss fight you only ever need it to apply Blind, which has diminishing returns. The rest of the time your MP bar sits at full being utterly useless. So trade that MP for HP and you've got pure profit.
2. You can cast it on anybody. This makes Cure vastly superior to Storm's Path. You can (and I often have) save a party member's life with a single 200 HP Cure. DDs and Healers have small HP pools, so a Paladin can quite easily Cure them from the brink of death back to full in short order.
3.. You take pressure off the healer. The healer gets to conserve a bit of mana, can work in Esuna while you keep yourself/your party member alive for a GCD, and generates less threat.
Y'all need to start using Cure more often and in a broader scope. I guarantee it will improve your game.
He who rides a tiger cannot dismount. - James H. Howard
How about it sharing Shield Swipe's proc and allowing a buffed Cure after you block. Gives you a choice between damage/pacification or healing for X% more.
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