I apologize for the book. PLD has 33 buttons. Of those buttons:
- 9 are Weaponskills (GCDs)
- 20 are Abilities (oGCDs)
- 4 are Spells (GCDs)
Of the 9 Weaponskills only 2 of them offer unique effects. Shield Lob (ranged physical attack) and Goring Blade (DoT). Every other Weaponskill either only does damage, or does damage and restores MP, which is a superfluous resource on PLD anyway in EVERY single content form in it's current implementation. Shield Lob one of the "unique" Weaponskills may as well not exist given how useless it is in actual gameplay. There are technically 10 Weaponskills, but one is replaced by a trait later on.
Going to skip ahead to Spells since they'll be quicker. Of the 4 spells they're all pretty unique to a degree barring Holy Circle and Confiteor, but Confiteor is different enough to qualify due to it's requirements. Clemency rarely sees use, but is still a good niche ability. I'll touch base more later on my thoughts about Holy Spirit vs. Holy Circle.
Of the 20 Abilities I find 6 of them to be redundant or completely irrelevant from a gameplay standpoint:
- Fight or Flight is a flat damage buff. Does literally nothing for gameplay. You could simply bake the 25% damage in with ~35-40% uptime across physical damage abilities and I genuinely wouldn't notice a difference. To people who don't parse? You could remove it and they probably wouldn't even notice.
- Iron Will is a tank stance and I think tank stances are dumb. They're dumb because they're binary and offer little to no gameplay decisions. I will touch more on this later.
- Spirits Within is a plain ass damage oGCD. It literally does nothing special. You simply press it on CD even if you're not at max HP. You sometimes feel bad hitting the button because you're low on health, but optimal healing dictates that you shouldn't be topped off unless you need to. Bad design.
- Circle of Scorn is another plain ass damage oGCD. It just adds a DoT and is AOE this time instead, but is still mindless press on CD.
- Divine Veil is needlessly annoying to use and overlaps with Passage of Arms in it's utility.
- Rampart is just flat % DR, like Sentinel. One is enough, don't need 2. Yeah yeah, tankbusters blah blah, will cover more on that later.
Now since you asked me how I would condense them I'd start by moving some GCDs to oGCDs and consolidating duplicate powers. In fact, the entire crux of my design idea is that oGCDs would be made much more meaningful and impactful rather than binary presses and decisionless items and I would tie it to meaningful Oath gauge interactions and opportunity costs:
- Shield Bash/Low Blow/Intervene - I would scrap Low Blow and Intervene entirely. I'd then add Intervenes mobility function into Shield Bash so that it doubly serves as a CC and mobility power and give it an Oath cost. I'd also remove the damage component from it entirely and make it an oGCD.
- Arm's Length - Scrap it and bake it into Sheltron. In 9/10 scenarios you have knockback when you need it because encounters are tuned with the cooldown in mind, so it being shorter is little consequence and all but irrelevant in anything but the highest content. Plus it kinda fits in the PLD theme of "immovable object".
- Intervention - Could honestly go; just bring back old Cover, make it more responsive/more range and put meaningful opportunity costs inside the Oath gauge.
- Divine Veil - I'd honestly scrap this. I think you could in theory take this functionality and bake it into Passage of Arms and decouple it from channeling. I.e. PLD could throw their shield at a targetable location and it generates the field effect there. Shorten the cooldown, and make a compelling Oath opportunity cost.
- Rampart - kill it. Shorten Sentinels cooldown and lower it's effect accordingly. Bake some extra utility into it to make up for it. For instance maybe increasing Block chance and allowing Blocks to lets you use combo enders regardless of where you are in your chain for the duration.
- Provoke - kill it. Bake it's effect into Shield Lob. Make Shield Lob an oGCD.
- Interject - I would kill it, bake it's effect into Spirits Within (heh ARR, except apply silence early on in the animation not after a 5 and a half minutes for you ARR PLDs who remember coil), removing the damage component entirely and maybe add an additional boon for successfully interrupting something.
- Reprisal - kill it, I would actually bring back Shield Swipe and have it be an old styled active mitigation mechanic where perhaps upon hitting something with Shield Swipe (honestly I'd probably call it Reprisal cause I like that better) it applies the Reprisal effect (tuned appropriately). Something to give a PLD a little more control on incoming damage.
- Holy Spirit - I understand the need for a ST/AOE differentiation but given their identical cost structure I honestly don't see much of a need, especially considering how infrequently encounters use AOE outside of dungeon trash. I'd honestly posit they just use the normal target scaling mechanics other jobs use and scrap Holy Spirit.
I just think FF14 can do better by adding more depth and synergy in the job toolkits and as such will be able to make more compelling encounter design decisions as a result. Some of this touches more than what you asked for, but I have a lot of ideas regarding tanking philosophy, encounter design, and general job design. Speaking personally I don't think tanks need a bunch of different binary defensive cooldowns, but rather a single engaging and complex cooldown to manage alongside a brainless short duration minor cooldown (like Sheltron) and maybe one old styled active mitigation (aka maintenance) mitigation mechanic. I don't think tank stances are needed and can be done by actively managing it (via weaponskill trees/oGCDs designed for that function). This would also help get rid of shirk which I think is an insanely stupid ability.
If you want to read an old thread I made back in early 2018 for fun that has some of these ideas in slightly different detail feel free.
https://www.mmo-champion.com/threads...Paladin-rework. These are exercises I like to do when work is slow.