Summary: The Warrior tank at the moment appears to be the best option for a tank in all encounters, it can hold aoe threat reliably, take damage effectively and dish it out to hold single target aggression with ease. Proposed below are changes which would make Paladin a more valued member of the team, without stealing the thunder of the mighty warrior.
The changes are not intended to make Paladin’s DD’ers, but to embody their described role as the cornerstone of the Party’s defenses. Also nothing suggested below I believe will ever be competitive with the might of a well played Dragoon, Monk , or Black Mage’s damage output, nor is that a desired feature of any true tank lover to be on a tanking class.
Please do not nerf Warriors to make Paladins more attractive! Some of the changes will help solo play while leveling/questing less of a headache as well for both classes.
Note: The fields below are color coded in accordance to the Job referred to. Blue for PLD, Red for WAR, Green for Both.
PLD Specific - Changes to make PLD a valued member of any Party, and fit the description given as being the cornerstone of the Party’s defense.
WAR Specific- Changes to preserve the pride Warrior carries as the meanest, hardest hitting and most intimidating tank in the Party in the face of proposed PLD changes. C’mon, look at that helmet!
o Switch trait obtained at Lv. 40 for improved physical defense by 12 to 10-25% damage reduction overall, similar to Paladin’s trait in XI; this made them competitive in the face of the elusive Ninja.
o Change calculation of VIT to begin to incorporate higher block rate, similar to how Warrior’s version of VIT increases AA.
• Enmity Production & Redirection
o Add a significant enmity bonus to Holy Succor, staple enmity increase for healing spells to Paladin; most likely as an addition to Rampart or Divine Veil, or perhaps just a trait on GLA to give +10-15 Enmity from casting ANY healing spell.
o Not sure if it’s possible, but have all enmity produced by a healer casting spells on Paladin during the effect of Divine Veil be transferred to the Paladin, after all a Paladin sending healing energy every which direction is pretty daunting /irritating to an evildoer I’d think.
o Cover to also steal enmity from target. (This could be awesome when used with a Warrior in trouble, or for after the untimely doom of our Paladin hero to steal agro off of whomever Ifrit wants to incinerate for their insolence)
o Synopsis: Tanks should not miss (as often as they do anyway), they shouldn’t hold agro with an iron fist either! They should be challenged by their DD’ing peers, but they should not miss so frequently; they’re trained and calculated defenders. It’s also no fun to see miss repeatedly, I mean we don’t exactly get fancy moves like Jump or awesome spells.
o Incorporation of an ACC for STR calculation. (IE 3 STR = 1 ACC)
o Incorporation of an ACC for MND calculation. (IE 3 MND = 1 ACC)
Increase accuracy of all enmity based Weapon Skills, save those intended to have low accuracy by devs.
Development of arms which have higher +ACC ratings, or giving MRD/GLA arms natural acc pools to arms.
o Slightly higher TP generation to assure continual management of large amounts of trash mobs on high pulls. (With cure/succor blasting out higher Enmity, Warrior will need some love)
Significant TP generation for damage sustained to Warrior from enemy mobs/players some day in pvp too.
o MP Regen trait, unlocking of the spell Blessed Mind (assuming it’s a spell as I can’t use while silenced on my WHM) to GLA, or implementation of a significant MP Regen mechanic to Divine Veil.
Addition of MP Regen up to 25% over x amount of time after a successful strike from Spirits Within.
MP Regen per damage mitigated via shield blocks (at a reasonable percentage).
o Abstract Analysis: I hate to inject WoW into this discussion, but, the Paladin class there has an ability which produces “Mana” per successful use of the ability “Judgement” on targets at a percentage of “Mana” over time returned. This is a fun mechanic for magical tanks. Please don’t hate me.
Another Player's Thoughts, by Darkvision
* Natural magic damage mitigation
* * starting at -5% MDT, MND increases % reduction max -25%
* Decent accuracy
* * This should not hurt as they do alot less dmg but would be great not to wiff WS for combo's
* Improved Defence mitigation
* * A natural PDT of ~10-15% reduction
* Better shield mastery
* * Increase the block rate
* Natural reduction of spell interuptions
* * ~50-60% reduction at max level
I think the changes above, mixed with an MP Regen mechanism based on class, not on AF as AF inevitably won't be forever, would be nice.