PLD slight "rework" (yet another)

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A few months ago, I did an exercise for fun and tried to propose a rework of DRK which was pretty well received ( https://forum.square-enix.com/ffxiv/...-(yet-another) ). So, I wanted to try to do it for other jobs I do play, even so it will probably be far worse given that I’m far less aware of what people like and want for jobs other than DRK.
So, here is an attempt to do a slight rework of PLD, for fun. I’m not doing it with hope of any of this to be implemented in the game. I do think that PLD is already in a far better place gameplay wise than DRK, so do not expect many changes. Also, it’s made with current job design in mind, so I have to cater to the 2mn meta.

To explain my aim, here were my guidelines while working on it:
1 – Trying to take inspiration to some removed points of PLD toolkit.
2 – Keeping PLD identity as being the most selfless tank.
3 – Make us have to think a bit more of the rotation.
4 – Adress button bloat a tiny bit.

So, here we go.

Skill merge and removal:

Removal:

Shield Bash
=> It’s a relic of a time far far gone. While it can be useful marginally (in theory at least), there is not enough of them to justify wasting a skill slot on this skill. Also, no content will ever require having a spamable interrupt unless they give the same tool to other tanks. Given low blow exists and have a quite low cooldown, and with Shield Bash being a GCD with a really low potency, it’s basically a dead skill.

Merge:
Holy Spirit/Holy Circle merged, with Holy Spirit upgrading into Holy Circle. Make Holy Circle targeted.

Holy Circle:

Deals unaspected damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 75% less for all remaining enemies.
Divine Might Potency: 500 and 50% less for all remaining enemies.
Requiescat Potency: 700 and 50% less for all remaining enemies.
The effect of Divine Might will be prioritized over Requiescat when under the effect of both.
Additional Effect: Restores own HP
Cure Potency: 400

=> Since we’re in need of remove a bit of bloat, I don’t think we need to have two skills with the exact same usage, with one single target and the other AOE. So, I merged them. It would be targeted, which is a change for the AOE version. It’s mostly a QoL here to try and gain button space, I, myself, would not be opposed to keep both skills separated.

Changes to the rotation:

Goring Blade:
Deliver an attack with a potency of 250.
Fight or Flight Potency: 400
Additional Effect: Damage over time.
Potency: 30
Duration: 30s

=> Quite simple, Goring Blade is back being a DoT, just not linked to a recast timer nor a combo. It’s quite strong if you manage it well to have its full duration. Just a little thing more to manage. I still made it have a potency increase under Fight or Flight to keep a good burst in the 2mn window.

Intervene:
Rushes target and delivers an attack with a potency of 100.
Maximum Charges: 2
Cannot be executed while bound.
Recast Timer: 20s

=> Here is a tiny bit of change, reducing the cooldown to 20s to make it both more available and also have a non-standard recast timer. It “forces” a usage outside of FoF, which also helps for its usage as a mobility tool. I also lowered the potency, both because of the new cooldown and the new goring blade.

Defensive changes:

Cover:

Take all damage intended for another party member as long as said member remains within 20 yalms.
Additional Effect: Reduces damage taken by 10%.
Does not activate with certain attacks.
MP is depleted by 500 periodically. Effect ends upon reuse or when MP reaches 0.
Recast timer: 120s
MP Cost: 2000

=> I took a bit of inspiration from a bunch of things. First, from Stormblood’s version of Cover, I put back some mitigation on it to make it a bit stronger, but only 10% to not make it as strong as back then. Then, from Scholar Fey Union, I took the idea of the skill lasting until canceled or the resource needed for it depleted. Finally, from old DRK Heavensward Darkside, I took the idea of draining MP. The MP drain would be every server tick (about 3s).
I chose to remove cover from the Shield gauge to make it not compete with intervention, which is the clearly superior skill. I still wanted it to not be totally free, and Cover draining MP is not a big cost given how much PLD can generate and how relatively little it uses it but can still be problematic if not used well. The recast timer is finally to not make it abusable.

Divine Veil:
Creates a barrier around self and all party members near you that absorbs damage equivalent to 10% of your maximum HP.
Duration: 30s
Additional Effect: Gradually Restores HP.
Cure Potency: 100
Duration: 15s
Additional Effect: Restores target's HP
Cure Potency: 400

=> Just to make Divine Veil a bit more equal to Shake It Off (like Heart of Light and Dark Missionary are equal), I added the regen effect, but you don’t have the ability to boost the shield further – even if it’s on basis stronger for the party, given it’s based on the PLD max HP and not each party member max HP.

Finishing words and last explanations:

PLD is in a good place, so I did not change too much of the job. It flows well and my only real gripe gameplay wise is Goring Blade being a really boring button to press and forget every minute. I do think that PLD was quite good and unique gameplay wise before its 6.3 rework, but it would not work with the 2mn meta as we know, which is why I didn’t revert the changes made. And of course, potencies are something you would adjust to balance the job, as usual.

It's not a total rework, as I said I do like current PLD playstyle, but I tried to make it a bit more in depth for its rotation and tried to make cover no as niche as it is now.

Remember that this is a rework for the current expansion, Dawntrail. I can’t know which direction SE will take the job design philosophy for 8.0 and I mostly did this for fun.

That’s all. Thank you for taking time reading this. Don’t hesitate to share your thoughts.

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