Wednesday, June 19, 2013

Paladin Job Abilities (Datamined from XIVDB.com)

I know these have been up for a while, but I hesitated to post them because we are not certain they are accurate until the next test begins this Friday at 5am EST.

Regardless, I am posting them now to hopefully talk about some of their strengths, weaknesses, or quirks!


I am torn on whether to consider this an ok ability or a horrible one.  Had it read "Increases the potency of all attacks by 25." then I would have been incredibly excited, this alone would have been a reason to use Paladin over Gladiator while soloing and definitely in dungeons.  Auto-attacks are such a minimal amount of damage that this ability equates to a small amount of passive threat gain.  Definitely use it, but it could have had a lot more potential.


Ahhh Cover, I've loved you since FFIV when I put Cecil in the back row and did every fight with yellow HP party members so you would defend everyone.  6 yalms isn't too far, the duration is more than enough time for you to get hate back, and the recast would be overpowered at 60s but maybe not at 90s (120s is fine).  All-in-all it is pretty much what you want in order to take damage for that crazy mage or melee while you get threat back.


Perfect, with Sword Oath, this is exactly the stance mechanic Paladin needs in a raiding environment.  Since SE is borrowing a lot from other MMOs we can fully expect tank swap mechanics to be on some of the raid bosses.  The main tank should be in Shield Oath being a brick wall with that lovely mitigation while the secondary tank is in Sword Oath for a little extra damage and so they do not accidentally take hate.  You really could not ask for more on this ability, -25% damage while increasing enmity to counter the damage dealt penalty, marvelous, and it has essentially no CD.


Holy shit....  I don't know of any other attack with a 300 potency, this will be HUGE for burst threat on fights.  With the 1 second Silence it is essentially an interrupt on the GCD as well, 30 seconds isn't too bad of a CD considering how much damage this thing will do, granted this is on Paladin, the weakest melee, so a higher potency is there to counteract our weak offense, but still, damn this thing is good.


7 minute cooldown, 10 second invincible to most attacks, not bad.  As long as this does not drop threat like bubble in wow then it is a great tanking cooldown you will get to use once a raid boss.  Now, if "most attacks" turns out to be just "physical attacks" it is a little lackluster, but still helpful if you healers are having a hard time or you get dropped really low.


All in all, I feel the Paladin abilities fit the Job well.  My only complaint would be buffing Sword Oath to allow it to effect all damage, not just auto-attacks, still not bad though.  Cover and Hallowed Ground are pretty standard when it comes to tanking cooldowns.  Shield Oath is an amazing toggle stance that will ensure Paladins do what players expect, take the least amount of damage of any job.  Spirits Within, if this ability were on a DPS class it would simply be OP on that CD, look at Dragoon's Jump, 180 potency at 60s cooldown.  I am just thrilled Paladin gets this awesome tool.

I don't know about any fellow Paladins out there, but I can't wait to do some testing on Friday!!!

-Ventus Invictus

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