So I realized something about Paladins the other day while I was leveling my Warrior, and thought I'd bring it up for discussion.
To preface, this thread is not about needing more DPS, or needing more ways to generate enmity. This is a thread aimed at the core mechanics of Paladin gameplay, and the general boringness of the gameplay. Because even if our DPS is buffed, and even if our mitigation is fixed in 3.1 to put us "back at the top," the core mechanics of the class will likely remain unchanged, and those themselves are a big part of the problem.
Paladins are simple, sturdy tanks. The challenge in playing a Paladin comes in keeping enmity, especially on large groups, because of our comparatively low DPS. There is some complexity that can be found in managing your cooldowns, but so long as you keep one or two up at all times and save your big CDs for points where you need them, you'll be able to stay alive.
But...that's it. We have our Rage of Halone combo, we have our Goring Blade combo, and we have our Royal Authority combo, all of which are DPS boosters. Only Rage of Halone offers any kind of help to our mitigation, which is a -10% Str debuff. On one enemy. Against casting mobs and magic bosses, it's useless.
But both of the other tanking jobs' rotations have a very active role in their mitigation. For Warriors, you have Storm's Path, and every action that you take while in your defensive stance directly contributes to your mitigation, and leads up to Inner Beast, which is a huge part of your self healing. Dark Knights, too, have a very active role in mitigation, with Dark Arts empowering cooldowns and defensive abilities to very great effect.
In both of the other tanking jobs, the player has a very active role in their ability to mitigate incoming damage.
Paladins...don't.
Paladin mitigation comes, mostly, from passive absorption of white damage, and from our cooldown abilities--which are mostly shared with other classes. And when coupled with the fact that our rotational abilities are extremely generic and lackluster, we have a perfect recipe for what Paladins have been complaining about since before I started playing: mundaneness.
There isn't anything distinctive or special about Paladin gameplay. Paladins are the generic tank. We're "the tank with a shield." We're "approachable." We're "sturdy." And because of this, we are completely unremarkable.
But we can be "the tank without a shield" and also remarkable.
We can be "approachable" and also compelling.
We can be "sturdy" and also interactive.
There is a way for Paladins to be distinctive, and there is a way for Paladins to be special, and I think a lot of it relies on Square Enix realizing Paladin identity, and building the job out from that. But I think that is best saved for another thread, which is best saved for another night.
What are your thoughts on the matter? Do you agree with my assessment of why Paladins feel mundane, especially in light of other tanks? Am I completely missing the mark?