Some of the suggestions seem pretty good, but that doesn't change the fact that a PLD tank isn't needed on most things.
To those offering up Ochain as the solution to Paladin's problems, I sincerely hope you're donating your time to these Paladins in competing the obscenely long trials involved in upgrading this shield. I highly doubt it, though, nor do I believe you would give these Paladins the time of day were they to complete it. The suggestion itself suggests a problem beyond equipment, as Ochain only serves as a cover rather than a solution.
I really believe Paladin is ok defensively, but is in need of a better way to keep monsters' attention for longer periods of time. Contrary to the beliefs of some, I believe Paladins need their own hate cap that is 1.5~2 times the amount of any other job as well as adjustments to their current abilities that allow Paladins to reach that cap in short order and maintain it for longer intervals.
Hayward: Cerberus-San d'Oria
5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]
5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'
Sure when SE put SMN on Facio Bliaut and Staff trials allowing them to become the 2nd best healer in the game XD
Sorry couldn't help but post this, as an old school SMN from back in the days of "Cure or GTFO WHM-1" I was sad when I did the math and learned SMN can hit 49% Cure potency before Sky Augments....
new paladin ability "finest hour" its full invincible mage breath and physical dmg mixed with mighty strikes and hundred fist will be its new 2 hour and invincible will be a 5 min ability where all dmg that would of been taken will be returned in reg attacks duration 30 sec also give paladin triple attack starting at lvl 60 and an increase in rate every 10 lvls triple attack starts at 10% rate finish at 45%
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