Just for Fun FF14 pally abilities how they compare to WOWs

So a few things Enmity=agro and Potency = damage, I understand the math is different so they point to point damage is different. Just wonder what people think compared to wow pally.

Primary Starting attack.
Fast Blade - Weaponskill Instant Delivers an attack with a potency of 160.

Primary Agro Rotation Single Melee
Savage Blade - Weaponskill Instant Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Fast Blade Combo Potency: 210

Rage of Halone - Weaponskill Instant Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Savage Blade Combo Potency: 270

Shield Swipe - Ability Instant Delivers an attack with a potency of 100. Can only be executed immediately after blocking an attack. Additional Effect: Pacification Duration: 6s Additional Effect: Increased enmity

Single Agro
Provoke - Ability Instant Gesture threateningly, placing yourself at the top of a target’s enmity list.

Shirk- Ability Instant Diverts 25% of enmity to target party member.

AOE Agro
Flash – Spell Instant Increases enmity in all nearby enemies. Additional Effect: Blind Duration: 12s

Ultimatum - Ability Instant Provoke nearby enemies, placing yourself at the top of their enmity list.

Circle of Scorn - Ability Instant Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: Increased enmity Additional Effect: Damage over time Potency: 30 Duration: 15s

Primary Damage Rotation Single Melee
Riot Blade - Weaponskill Instant Delivers an attack with a potency of 100. Combo Action: Fast Blade Combo Potency: 240 Combo Bonus: Restores MP

Royal Authority - Weaponskill Instant Delivers an attack with a potency of 100. Combo Action: Riot Blade Combo Potency: 360

Goring Blade - Weaponskill Instant Delivers an attack with a potency of 100. Combo Action: Riot Blade Combo Potency: 250 Combo Bonus: Damage over time Potency: 60 Duration: 21s

Shield Bash - Weaponskill Instant Delivers an attack with a potency of 110. Additional Effect: Stun Duration: 6s

Spirits Within - Ability Instant Delivers an attack with a potency of 300. Potency decreases as own HP decreases.

Requiescat - Ability Instant Delivers an attack with a potency of 350. Potency decreases as own MP decreases. Additional Effect: Increases attack magic and healing magic potency by 20% if current MP is at 80% or higher. Duration: 12s

AOE attacks
Total Eclipse - Weaponskill Instant Delivers an attack with a potency of 110 to all nearby enemies.

Range Attack
Holy Spirit - Spell 1.5s Deals unaspected damage with a potency of 380. Shield Oath Bonus: Increases Oath Gauge by 20

Shield Lob - Weaponskill Instant Delivers a ranged attack with a potency of 120. Additional Effect: Increased enmity

Tank Stances
Shield Oath - Reduces damage taken by 20%, while reducing damage dealt by 15% and increasing enmity generation. Cannot be used with Sword Oath. Effect ends upon reuse.

Sword Oath - Deals additional damage with a potency of 75 after each auto-attack. Damage affected by weapon delay. Cannot be used with Shield Oath. Effect ends upon reuse.

Damage Mitigation
Sentinel - Ability Instant Reduces damage taken by 40%. Duration: 10s

Cover - Ability Instant Take all damage intended for another party member, suffering only 80% of it. Duration: 12s Can only be executed when member is closer than 10 yalms. Does not activate with certain attacks.

Bulwark - Ability Instant Increases block rate by 60%. Duration: 15s

Hallowed Ground - Ability Instant Renders you impervious to most attacks. Duration: 10s

Sheltron - Ability Instant Blocks the next attack. Additional Effect: Partial MP restored upon block Duration: 10s Oath Gauge Cost: 50

Divine Veil - Ability Instant Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yalms. Duration: 30s Barrier Effect: Prevents damage up to 10% of your maximum HP Duration: 30s Effect ends upon additional HP recovery via healing magic.

Intervention - Ability Instant Oath: 50 Reduces target party member’s damage taken by 10%. Duration: 6s Additional Effect: Increases damage reduction by another 50% of the effect of Rampart or Sentinel if either are active. Oath Gauge Cost: 50

Passage of Arms - Ability Instant Increases block rate to 100% and creates a designated area in a cone behind you in which party members will only suffer 85% of all damage inflicted. Duration: 18s Effect ends upon using another action or moving (including facing a different direction). Cancels auto-attack upon execution.

Rampart- Ability Instant Reduces damage taken by 20%. Duration: 20s

Awareness - Ability Instant Nullifies chance of suffering critical damage. Duration: 25s

Anticipation - Ability Instant Increases parry rate by 30%. Duration: 20s

Reprisal - Ability Instant Lowers target’s damage dealt by 10%. Duration: 5s

Rescue
Tempered Will - Ability Instant- Immediately cures Bind and Heavy, while preventing most knockback and draw-in effects. Duration: 10s

Convalescence - Ability Instant Increases own HP recovery via healing magic by 20%. Duration: 20s

CC
Low Blow- Ability Instant Stuns target. Duration: 5s

Interject - Ability Instant Silences target. Duration: 1s

Healing
Clemency - Spell 1.5s Restores target’s HP. Cure Potency: 1200 Additional Effect: Restores to self 50% of HP restored to target if target is a party member

Buff
Fight or Flight – Ability Instant Increases physical damage dealt by 25%. Duration: 25s

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I have to put on my sunglasses when I play my paladin in FFXIV from all the spell flash. It’s spectacular.

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hehehehehe. I do like ff14 pally, but prefer Dark knight.

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I love the Dark Knight in FF14, but I miss the FF11 Dark Knight more.

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Never play ff11, how was it compared to ff14 and wow?

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The classes in FF14 have so much more flesh to them, then WoW classes.

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Alright, that was a bit intimidating to look at… I guess I’ll summarize it a bit to make it a tad more “approachable”.

Combo Abilities (1-2-3 combos)

  • Fast Blade
  • Savage Blade
  • Rage of Halone
  • Riot Blade
  • Goring Blade
  • Royal Authority

Other Single Target Melee Attacks

  • Shield Swipe (reactive)
  • Spirits Within
  • Requiescat

AoE Abilities

  • Flash (blinds, high aggro)
  • Total Eclipse
  • Circle of Scorn

Ranged Attacks

  • Shield Lob
  • Holy Spirit

Utility Abilities

  • Shield Bash (stun)
  • Clemency (heal)
  • Shelltron (block)
  • Intervention (damage mitigation on other player)

Stances

  • Shield Oath (tank)
  • Sword Oath (DPS)

Class-Specific Cooldowns

  • Fight or Flight
  • Bulwark
  • Sentinel
  • Cover
  • Tempered Will
  • Divine Veil
  • Hallowed Ground (it’s pretty much Divine Shield, aka: BUBBLE!)
  • Passage of Arms (the awesome “Get behind me!” ability)

Role Abilities (all tanks have these)

  • Rampart (damage reduction)
  • Low Blow (stun)
  • Provoke (single target taunt)
  • Convalescence (more healing)
  • Anticipation (parry)
  • Reprisal (reduce enemy damage dealt)
  • Awareness (uncrittable)
  • Interject (silence/interrupt)
  • Ultimatum (AoE taunt)
  • Shirk (REVERSE taunt)

Totals are…

  • 6 combo abilities
  • 3 other single target attacks
  • 3 AoE Abilities
  • 4 general “utility” abilities
  • 2 stances
  • 8 class-specific cooldowns
  • 10 role abilities

Grand total of 36 abilities for Paladin in FFXIV.
… plus two more for Sprint and Limit Break, which everyone has.

Now, I think Pallies are one of the FEW classes which can actually fill up 2 whole skill bars in WoW?


EDIT:
Forgot Divine Veil… I knew I’d miss one.
… and somehow forgot both stances too.

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In Eorzea, I go by Highbrow Stonebender and I loooove being a Paladin.

For dps I favor monk.

You trying to get us play weeb game Dansgame :face_vomiting:

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Yet it’s somehow still easier to see and understand what’s going on in a fight in FFXIV even though there is no boss mod addon.

Doesn’t Divine Shield completely drop your threat? (I haven’t played a WoW paladin in a VERY long time.)

Hallowed Ground is more like a Shield Wall that reduces damage by 100%. (Everything does 0 damage.) It doesn’t drop your threat, remove debuffs or make you immune to debuffs. It’s completely safe to use while tanking.

Cool how tank can turn from sword oath or shield oath to be more dps or more tank.

Warrior was always my go to Job in FF14. Idk something about being a tiny Lalafell with a giant axe and murderspinning all the things.

You do not need DBM, since the FF14 UI has it all, and what does that have to do with characters that are more fleshed out, with a lot of real useful abilites, and character progression.

To be honest, I think WoW has some technical limitations which are preventing this from happening here. A big part of FFXIV’s approach is that the graphics engine is REALLY good at overlaying textures on top of the existing geometry; this means it’s easy to lay out where attacks are going to land.

… then Square being Square and the Final Fantasy pedigree (good graphics and art design), they turn this into a SPECTACLE.

At this point, dealing with multiple overlapping AoEs is typical for FFXIV.

I don’t think Divine Shield ever caused players to completely drop aggro… but at one point, enemies did ignore the paladin in his bubble and went after his or her friends (until s/he was out of friends).

Currently… I actually don’t think it does. It’s too useful as a tank cooldown – when isn’t temporary invincibility useful? – to keep the aggro-drop mechanic. People would use it to bypass certain mechanics on fights, and it was a “perk” of being a pally tank.

… and then they start talking like this:

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That’s certainly a Gnomes eye view of things.

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FFXI DRK/WAR right here. I was tanking as DRK before FFXIV decided it was cool. Hurt a lot, but I had a pocket healer and no one else wanted to tank.

It has since BC (or before but that’s when I started) and still does. A lot of tanks don’t understand that. Before the threat drop threat generation was such that you could get away with using it because you could get threat back easily enough. Now though at least in levelling dungeons mobs will eat your party, but at least you’re okay…right?

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Thank you for cleaning it up, i’m always worried I leave too much out or not given enough info.

No problem. The actual issue was that it was just an information overload (full ability descriptions, without giving them an easy-to-understand context) and not really “presentable”.


That being said, it’s not a real comparison without a Prot Pally’s abilities being listed as well, isn’t it? Going for a role-to-role comparison here, and I’ll ignore the paladin’s other specs considering that you can play all jobs on one character in FFXIV.

That being said, onto the comparison!

Single Target Attacks

  • Judgement
  • Shield of the Righteous

AoE Attacks

  • Avenger’s Shield
  • Consecration
  • Hammer of the Righteous

Other Combat Utility

  • Cleanse Toxins (dispel)
  • Divine Steed (movement speed)
  • Hammer of Justice (stun)
  • Hand of Reckoning (taunt)
  • Rebuke (interrupt)

Self-Buff Cooldowns

  • Ardent Defender
  • Avenging Wrath
  • Divine Shield
  • Guardian of Ancient Kings

Utility Cooldowns (usable on other players)

  • Blessing of Freedom
  • Blessing of Protection
  • Blessing of Sacrifice
  • Lay of Hands (a big heal, but has a significant cooldown)

Healing

  • Flash of Light
  • Light of the Protector

Resurrection

  • Redemption (out-of-combat only)

Flavour Abilities (no use, but the button exists

  • Contemplation

Talented Abilities (Replacements)

  • Blessed Hammer (Hammer of the Righteous)
  • Blessing of Spellwarding (Blessing of Protection)
  • Hand of the Protector (Light of the Protector)

Talented Abilities (New, max of 4 available)

  • Bastion of Light (3 charges of Shield of the Righteous)
  • Blinding Light (AoE disorient)
  • Repentance (Crowd Control)
  • Aegis of Light (Passage of Arms’ very underwhelming little brother)
  • Seraphim (self-buff)

And to summarize:

  • 2 single target attacks
  • 3 AoE attacks
  • 5 combat utility abilities
  • 4 self-buff cooldowns
  • 4 group-utility cooldowns
  • 2 heals
  • 1 out-of-combat resurrection
  • 1 flavour ability
  • Up to 4 talented abilities (non-replacement)
  • Up to 2 on-use trinkets

This is a maximum of 28 abilities for Prot Pally, with a minimum of 22 if only passive/proc trinkets are used with no on-use talents. Keep in mind, this actually a HIGH number of abilities for a tank in WoW (largely thanks to the Prot Pally gaining some healer utility from the class’ other specs). So based on that…

The FFXIV Paladin has 8-14 additional buttons/abilities to hit over the WoW Protection Paladin.

… kind of make it a pointless argument when people try to use the fact FFXIV supports controllers by default, doesn’t it?


I did leave out all the procs of the Prot Pally, though keep in mind the procs generally boil down to “reset cooldown” or “make ability stronger on next use”. This are all but absent from FFXIV.

Passives from both games are left out. Early passives (called “traits”) in FFXIV are just stat boosts, but other modify and enhance abilities. PLD doesn’t get a lot, but one notable trait HALVES all of their MP consumption and prevents spell interruptions. For WoW, it should be noted that most talents are passive upgrades to current abilities.

Procs from gear are a huge variance, but can be hard to pin down. That being said, most procs tend to be “passive extra effects”.

Anyhow, an interesting little comparison.

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