If you gauge your parties dps correctly, you can plan the whole fight ahead. For pugs I also look at my dps'es buffs (when sorc uses igniter, surge blade has stacks etc). Planning out when to use judg+conv awakening so everyone always gets full buffs for stagger, keep an eye out if anyone needs a cleanse or protection and moving in front of the boss for counters. Pally is super fun for me as well since I play a lot of burst classes. Right there off the top if 20% of the groups collective damages enough to make you competitive towards the MVP spot but that in and of itself might be enough to get people to flock towards the class The psychological warfare, all that added damage counts toward fighter rewards on mvp because internet people feel validated by that. What if, all the damage you add to other players was displayed on your screen as your own damage? So for example, someone hits for 100mil you add 20% a 20mil pops up on your screen? And then go a step farther I. But I stand on this, even though damage numbers are arbitrary they mean nothing, big numbers equal big happy with most of these people. I don’t know how cluttered this might be. Perhaps make some sort of display where you see what you add. Feels good all around and you feel accomplished for adding that to the team. You as the support are primary counter person, and then with a longer window people can react to and utilize your counter. that would make it an engaging engraving. For example the engraving that increases damage to countered monsters make the window for that longer, and set the damage to whatever it needs to be effective and balanced. I’ve said in the past but off the top more dedicated support stuff, and interactive. You can’t be self sufficient even though more than half the game is solo chores, you lose out on income opportunities that everyone else gets, any investment into your own character is not felt by you at all, any investment into your character past a bare bones setup is a large waste of resources, your skills are unengaging (which is in fact an issue, anyone remember in other games like d3 where they tried to move away from buttons that were just press w for 10% more damage aura, even though they were incredibly effective) your identity is half useless and prime to be wasted, etc etc There is a mountain of things that could make playing paladin (and support) a more rewarding experience. There's just very little incentive for some paladin players to try to play more optimally. my shield/ult timing is off, or I haven't prepared HA for a burst window). I find most of time when I do mess up, I seem to be the only person who notices (e.g. Most dps players would just see buffs and shields getting used and that's it. On the other hand, having a few badly played dps characters in the party sends my stress level through the roof and I end up focusing more on my play than if I had been on my dps characters.Īlthough with that said, it's quite hard to tell the difference in paladin player performance. I admit that there have been times when I get 3 great dps in my party and I almost fall asleep playing paladin because there's very little I need to watch out for. Overall playstyle also tend to vary depending on the quality of dps players in the party. Paladins lack burst heal, so you have to know how to rotate through your damage reduction and shield to keep up with party survival. I agree there's a lot that a good paladin player can do other than just smashing buttons off cd. No argument that it's an easy class to play, because it's straightforward but that does't necessarily make it boring. There's definitely an issue with how paladins are generally perceived.
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