Originally Posted by
Economizer
Paladin might be all about tanking, but it isn't the only tanking job. Also understanding how enmity works (or if you prefer, doesn't work) helps when making suggestions.
I don't see why this should be the case if having party members assist you is good game design.
Animus Augeo is crap though (Animus Minuo is -10 enmity, Animus Augeo is +20, and if I remember correctly, they count as gear enmity which caps at +100/-50 so all this does is make things easier).
Trick Attack, another enmity related move, doesn't transfer any enmity from the user, only makes that attack transfer enmity. Decoy Shot works in much the same way.
The best abilities that "do the Paladin's job for it" really are hate resets like Enmity Douse, which actually lower the enmity on the user.
If spells and job abilities actually contribute to the tank keeping hate or the user not getting hate without making fights slower (and thus less survivable due to AoE spam), I'm sure they'd be appreciated by players rather then viewed as annoyances.
Divine Magic itself doesn't really get a lot of spells in general. The only current self-cast Divine Magic spell is Enlight, which the damage of doesn't actually increase enmity (like all enspells). And while Paladin is overdue for Banish III (WHM should have IV or really even V by now...), and should probably get Repose (WHM should have Reposega), we have to remember that spell-casting is just one part of what Paladin can do.
Additionally, we have to ask if perhaps this spell would be better as Enhancing Magic - Reprisal for example, despite being Paladin only, is Enhancing Magic.
Like Sentinel? Additionally if the spell worked like gear enmity like the Animus spells, it wouldn't be as useful, so new behavior would probably have to be coded in.
Still, with all that, this would be completely useless without core enmity changes, since all you'll see is everyone who is hitting the mob reach enmity cap really fast, then whoever hit the mob last would get enmity.
Barring much needed changes, the only thing that is going to make Paladin tank better is to be able to break the delay cap (which really just makes PLD a better DD) or have a higher enmity cap (Paladin isn't the only class that tries to tank, also, a bad solution).
Paladin's problems are deeper then being able to generate enmity.
Why? Paladin isn't the only tank. Shouldn't other jobs be able to have useful subjob combinations?
Spells shouldn't be set at levels based on "it has to be this high so nobody can sub it" but rather based on when that job can get that much power. Why do we even have a subjob system if half the jobs aren't even useful?
Flash isn't the only reason to have Divine Magic skill as a Paladin.
Enlight and Divine Emblem + Holy II (Holy Laser 2.0: Afflatus Solace Laser, Go Home).
---
I've just come up with a better suggestion by far for a spell, but I would say it should be subjob usable, and it could either be Enhancing or Divine.
A good spell for Paladin that would fit not only the current enmity system but also be useful when it gets adjusted would be something that worked like shadows for hate reset moves. This wouldn't protect against AoE hate resets, which makes the Paladin have to work if the whole party gets hate reset, but would protect against a mob resetting enmity on the tank and then killing the healers.
Such a spell could be lower level (probably somewhere in the 35~45 range) and enhanced by skill, meaning that it would scale up in usefulness as players get higher, but less so for jobs without native skill, like other current common tanks. In fact, this could be a reason for it to be Divine Magic, since it would not benefit Rune Fencer (which will be getting Enhancing Magic natively as far as rumors go), but would be more benefit to Paladin and in extreme cases Red Mages, Scholars, and White Mages.