FFXIV – How 6.3 Paladin Adapts to the 2 Minute Meta



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34 thoughts on “FFXIV – How 6.3 Paladin Adapts to the 2 Minute Meta”

  1. nice to know that i can somewhat theorize a rotation similar to the balance discord. it also felt clunky to do the old opener, but after i did my first thought was: "can you save divine might and atonement w/o it disappearing?" and thought of magic then atonement opener

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  2. The new PLD feels like a good blend of new and old design direction, it's similar enough to old PLD to not throw all my memory out but fresh enough to grind out the old pain points. I think the simplicity of the job overall is something to be praised, as I naturally came very close to the "optimal" rotation just by reading my tooltips and seeing how the timers lined up, but the fact that it has some flexibility and room to feel out its rotation while still being able to fit into the meta is promising for the ability to make more flexible job designs in the future.

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  3. I think it's alright, but Goring not doing DOT anymore is so weird to get used too haha
    I like how you don't have to press Holy spirits 4 times anymore to go Confiteor combo

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  4. I feel like any issues PLD has right now, are issues that are with the game, less than the PLD itself, and personally i think the Job is one of the better designed Jobs in the game right now, next to WAR.
    Even in comparison to the other Tanks, its maybe not as clean as WARs rotation, but its better than DRKs, and GNB is a complete farce in terms of design and comfort.

    I feel like peoples issues with PLD will smooth out, when everyone adjusts to using the "priority" rotation, which is basically just "Hit your buttons" and not skipping Atonements, or adding additional Holy Spirits. When you play the Job like that, i think its actually one of the BEST designed Job within the 2min rotation meta, since about 80-85% of its burst damage, is entirely from skills that are up every 60s. There no reliance on gauges, or meters ect to do damage, so doing your burst without "3 Atonements", or "2 buffed Holy Spirits and a RA", doesnt actually matter

    What ultimately matters is UPTIME and standard rotation flexibility, which i think ALOT of the naysayers are overlooking. While its still primarily a semi-fixed rotation, no Tank or Melee isnt, the fact that you have a 5 GCD window in which you can use a Holy Spirit is the best feeling in this game, especially with how mechanics are designed, with alot of movement and pressure on downtime, and then its burst window is literally free.

    There a plenty of Jobs like Reaper (hilariously) and Gunbreaker, that have absolutely zero leg room both in their standard rotation and their burst window, and i think Jobs like that are generally the pain point of current Endwalker Jobs design and the 2min meta… and Paladin doesnt have those issues.

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  5. This is basically how MNK was when GL was traited: dumbass boomers that couldn't see through their blind ass eyes how GL was holding MNK by the balls, doomed MNK's rework…meanwhile, it opened the job up to so much EW and masterful blitz, something that can be interactive and built upon. It was for the best. Same with PLD: When you think of PLD, you don't think fucking DOTs, you think holy swordsman with a shield casting holy magic and protecting their party…PLD still does that, and has a phys and magic phase, it's just condensed. PLD has retained its innovative and flexible identity with two rotations: 60s and 120s, allowing for adjusting between the 2 at will depending on what is needed. Sounds a lot like old PLD to me, just better.

    MNK was held back by GL by having so much shit devoted to maintaining GL… just as PLD was held by the balls by that nasty 21s goring blade dot. Everything in its kit was build around that dumbass dot. Now it's free and can be more than just a slave to the Goring blade dot.

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  6. as the saying goes, you cannot please everybody. the intention is good, but the reception of the targeted audience may not align with that vision.

    As far as my limited experience with the adjusted PLD goes, it is alright. There are a few getting-used-tos, as expected with every rework, but overall is less punishing. Getting rid of the 3x Atonements or probably another branch to that combo may be planned for the future of the job… i have no clue. But nevertheless, I am still giving it a thumbs up.

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  7. To me the change feels like a panic band-aid. Goring blade is now boring blade, burst literally takes no thought because it is blade combo and gorging blade, and it now conforms to this burst meta rather then its old identity. I think that being flexible is fine, but back in Shadow bringers before this 2 minute burst meta paladin was a great tank with a similar rotation to pre 6.3 paladin. I think the problem with pre 6.3 paladin rotation was not paladin, but the 2 minute window that ruins class diversity. I just want a job that is not the same with all the burst jobs. If I wanted to play burst I would have played DRK or GNB. I enjoy the moving between rotations that paladin has and they have moved away from that. That is what disappoints me the most. Is paladin perfect pre 6.3 no, but it felt different and fun to play to me. Long story short class design feels like it is uninteresting and it is just what flavor tank do you want because they are all basically the same with different named abilities. I hope they have a huge gameplay shake up because if not I feel myself falling out of love with this game because class identity is so bad from a gameplay perspective.

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  8. What i like about the new Paladin is if i want to insta cast clemancy it comes with a price and the price is reducing the damage of the Confeteor combo. Otherwise his healing isn't that strong anymore which is good in my opinion. Because now i have to make more choices about the situation. Also with the changes Paladin deals a little bit more damage now, i was able to do Delta 4.0 Savage alone fast than before.

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  9. Paladin was my main since I started playing about two years ago.
    These changes are all good, save for pre lvl 70 PLD but pre lvl 70 PLD is a mess.
    The burst is very flexible, FoF is no longer a detrimental timing issue, the removal of Goring Blade's dot and making it a separate GCD helps keep the rotation up without worrying about keep a DoT that may glitch or not up, the buff to sheltron makes it a better TB mit, especially with bleeds, the reduction on the caster rotation is IMMENSELY better, going from 8 to 4 is so much more comfortable, Divine Veil actually works, etc.
    My only real gripes is that Divine Might feels very tacked on and would have preferred just to have stronger atonement. Though, I say that, but I do like having a divine might ready to pull a boss in a dungeon.
    The only real downside to PLD is that its still not high end savage ready, DPS isn't quite there yet but that burst is nuts, and I feel it kind of pushes WAR even further down the totem pole. Its burst is ranged, does more DPS if my, personal, comparisons are correct. Not bash talking warrior but rather reminding people that the balancing on some jobs still needs work.

    I am a tanking main, DRK is still my go to for bosses, but man, this new PLD is insane for dungeons and extremes. People worried about homogenized paladin, well, I still don't feel that even though other claims it. It still has a ranged ability, its rotation still has the stacks of atonement, only real difference is that the burst is quite strict and Goring Blade is a GCD (If we simplify it a bit). Like, Circle of Scorn is still useless, and you use it in conjunction with Expiacion every 30 sec. Only big time difference is that FoF is on spells rather than sword, which leads me to believe sword may get a small buff later down the line. Like, 20 potency buff at most.

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  10. The closer MMOs get to non-rotation based efficiency, the better. Players suck when it comes to math equations. You have people like me that just can't figure it out or don't have the patience to figure it out to the best it can possibly be. You also have people who get it down to the T quickly who can't help themselves but to expect the same of others in every capacity humanly possible. Again, players just suck ass on both sides. IMO, weaknesses are a better format than heavy focus on rotation.

    The PLD change is a nice medium to that issue. Rotations can be fun, but over complicating them for the sake of appeasing the idiots of one spectrum doesn't make it suddenly better. This is probably just my FFXI side speaking though, where you often have multiple choices to be effective and responsible enough to make a right choice.

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  11. Started in 4.55, PLD all the way up to current. Honestly not a huge fan of the changes, I liked moving through my phases, and having to maintain DoTs added some healthy pressure; now its just this weird, clunky, slapped together thing. Its not he worst case scenario of it becoming WAR 3, and the GNB comparisons I've seen are superficial at best, but at the moment I'm not really a fan.

    I'm switching to WAR for a few patches to try and kill some of my muscle memory before giving it another shot, I had been meaning to get the other tank mounts for a while and this seems as good an excuse as any

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  12. While discussing with friends I pointed out that pld feels like it's missing some abilities in its rotation. I think they are readying paladin to gain attacks in the next expansion that will fill the gaps. Hence the atonement flexing. In short were playing a level 100 pld "synced" down to 90.

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  13. I am not entirely sure what makes the change special but from my point of view as a Tank Main (primarily Drk Main), I see the new Rotation nothing more then a Less MP Management Dark Knight in Rotation with a dash of Gunbreaker.

    Paladin now has it's own Personal Bullet with Divine Might, and PLD Fight or Flight + Requiescat, is practically a DRK using Blood Weapon + Delirium Only real Difference. PLD is more Filler because of Fight or Flight buff length, while DRK is more compressed dealing with only 3GCDs but with double weaving.

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  14. It seems like there is a divide between people that want jobs to be complex and those that like when they are simplified/streamlined. My idea for trying to please both sides would be to create a “Weapon Master” job that can equip any melee weapon and armor (including tank gear). No matter what weapon they have equipped they will have the same simplified/straight forward rotation. So, this lets the main jobs have their complexity and if people want a simpler dps or tank they can be the Weapon Mater.

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  15. For me, my only gripe about PLD right now is how Atonement can break your combo. If it doesn't do that, I think it will make optimizing burst window a lot less clunky.

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  16. Still prefer the old PLD to the new PLD, but the nice thing about this new PLD is that since all of the abilities outside of burst hit for pretty much the same potency, is only ever so slightly more damage, you can actually pretty much freestyle.

    The biggest problem with the changes is that PLD feels absolutely horrible in lower level content. You don't really gain any meaningful burst abilities until you get req at level 68 and the bulk of the potency doesn't really come into play until you hit 90. This makes PLD feel incredibly weak in any of the lower level content (including eureka and bozja which force you to sync down). I'm not asking for perfect balance, but since our filler does about a third of the damage of our burst it would be nice if we actually got some semblance of the new playstyle sprinkled throughout the experience.

    At least we can kind of freestyle as we please. I guess that's something, but I preferred the previous PLD. I also don't think these changes were tested outside of an 8 player raid environment, and that they forgot that 95%+ of the content isn't savage raiding 🙁

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  17. The 2 minute burst meta, boss hitboxes being massive, bosses auto-centering, and every job getting homogenized really needs to change. The devs have to know how people feel about this, they're usually aware.

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  18. long-time paladin main here, and i've actually really been enjoying paladin. a lot of people thought this would kill the "spreadsheet"y-ness of it, but honestly it's still there in some ways (most notably you can manipulate your 'filler' gcds to fill out a fixed phase or killtime with the highest number of high potency gcds, including adding hardcasts and removing atonements, just like old paladin). the job is more flexible than ever, and i've been finding it more fun. unfortunately, it still is holding hands with warrior for overall damage, so i do hope that they get a little bit of a boost to lessen the gap between pld/war and gnb by the time ultimate releases. i'm super excited to prog on this, and i'm very happy with the rework!

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  19. I've seen a lot of comparisons to gunbreaker, but man I wish gunbreaker was more like paladin. In terms of strict rotations, it's the strictest of the tanks by far. Downtime is your worst enemy. P8S is so punishing towards it, if I fuck up at all then my burst windows in the later half of the fight, both part 1 and part 2, are just shot. Sometimes I have to use my aoe combo just to "catch up".

    I've been gravitating more towards jobs that just aren't so resource dependent. Warrior has its beast gauge sure, but the bulk of its damage comes from your inner chaos and your free IR fell cleaves, so not being perfect in your rotation doesn't feel bad and isn't that punishing. Certainly less punishing than double down being pushed out of raid buff and potentially losing a use.

    I'd honestly main paladin in a heartbeat if my cotank wasn't a paladin already. It still has some odd stuff, boring blade ultimately feels like its just there cuz they knew people would be more upset if they removed it. But it's nice to have another tank to play besides warrior where it doesn't have such a busy 2 minute window (drk) and I'm not really fretting over maintaining perfect uptime.

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  20. As someone who isn't particularly a fan of DoT maintenance anymore, and doubly so with the slightly weird way old PLD had to do it, I've been generally liking what was done, but I can see why people wouldn't, of course. It's definitely felt kinda weird in lower level content, and I think it could do with moving some things to earlier levels, but then again, who couldn't?

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  21. If anything, PLD is easier to understand now if you just read their skills. I have not checked out the posted openers and rotations but I came up with something on my own and it ended up being the same as everyone else's. PLD before was way too complicated just to optimize DPS.

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  22. I played Machinist when it turned into a completely different playstyle every expansion. I lived through Dragoon when it had a 2-second Jump stunlock, no magic defence, and made you die faster for a bit of extra damage. But the changes to Paladin in 6.3 marks the first time I will stop playing a job until it gets another rework.

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