I would gladly drop one, or even two, of my "prized" mitigation cool downs for a useful cure so that I could actually feel like a PLD.
I would gladly drop one, or even two, of my "prized" mitigation cool downs for a useful cure so that I could actually feel like a PLD.



You've obviously never been in a situation where our weak cures can actually save someone near death. I've seen it happen a couple of times so far while grouping, and it feels pretty nice to have the option to cast cures on people if needed, while at the same time not being mandatory by any stretch of the imagination.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Up to level 50 I was in plenty of situations where cure had some marginal use. But level 50 content those situation are almost non existent. I want cure to be an important part of our basic rotation/gameplay.You've obviously never been in a situation where our weak cures can actually save someone near death. I've seen it happen a couple of times so far while grouping, and it feels pretty nice to have the option to cast cures on people if needed, while at the same time not being mandatory by any stretch of the imagination.
Last edited by MomoOG; 09-23-2013 at 11:54 PM.



And I don't because mandatory off-healing on a tank is a bad idea when the tank already has plenty to look out for. We'll have to agree to disagree there.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

This thread seems really whiney. On a side note I think medica would be hilarious

Fracture is pretty decent if you already have threat established to add a touch of extra DPS, but yeah - I agree that PLD cross-class skills are thoroughly mediocre at best. PLD native skills, on the other hand...

I use cure a lot on solo just because its nice for when you have bitten off more than you can chew or nobody is healing you in a fate group. But otherwise, I usually rely on my Paladin abilities. I play on PS3 so I try to keep my attack/buff hot bar clear of anything I don't plan on absolutely using.
Tanking in MMO's for over 10 years.
"For by fire, I am reborn!"

This thread has no actual discussion.
1. Foresight. While only offering a small amount of overall mitigation, 5% I believe from testing, it is helpful enough to warrant a spot.
2. Stoneskin. Do you know what healers aren't casting on you during fights because it isn't mp efficient? That's right, stoneskin. Now, your stoneskin only covers 10% of your hp, but this is actually more efficient then cure. Now, imagine if you will, you're fighting titan hm and you're in the last phase, titan turns from you and uses landslide, which means hes about to use mountain buster, why not use stoneskin and make that whole mechanic much easier on your healers? Stoneskin is situational, but its great.
3. Raise. Always useful to have on the bar, not great in battle but great utility.
4. BloodBath. Yeah, it doesn't heal much but every little bit counts.
5. Fracture. Extra dps, Whats not to like?
Those are my choices, while I agree that PLD doesn't have the best CS skills, they are useful if you use them correctly.
Last edited by Alwryn; 09-23-2013 at 11:19 PM.
Agreed with all of this, but I'd replace Fracture with Mercy Stroke and Raise with Cure.
Despite it being less efficient than Stoneskin, Cure casts faster, so you have more chances to squeeze it in when you can't with Stoneskin (such as when Titan makes a jump).
Fracture's DPS increase is very tiny and I feel it doesn't warrant a GCD use. Mercy Stroke is off GCD and it's pretty decent for DPS phases. Also, pelvic thrusts.

Cure may cast faster, but I get more out of a single stoneskin then two cures. You also have to think about when the healers are toping you off. After a jump you're going to be cured to full anyway, making cure redundant in that scenario, however if you used stoneskin instead you'll have 500+ more hp while people are getting into postion. Don't get me wrong, having cure on your bar isn't a bad idea, I just feel its more situational then stoneskin.
With fracture I believe testing shows it to be around 300 pot, but I may be mistaken there.
I have three problems with mercy stroke, you can only use at certain hp levels, the heal isn't going to help you in endgame and I was also under the impression cross class mercy strike was actually on the gcd.
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