Not about "can't win", it's about "win faster". Obviously if the problem is "can't win" you should be more considerate.
Like someone said, things die quicker with 4 DPS than 3. (We're being generous and counting tank as one here)
Printable View
Warrior gets Defiance at level 30, Paladin gets Shield Oath at level 40. However, there's a reason for this.
Warrior's only mitigation skill during that point is Foresight. Testing shows this mitigates physical damage by a measly 5%, and Bloodbath's use is minuscule at best. Their best mitigation tool pre-Defiance is actually Convalescence.
Paladin however gets Rampart super early, which mitigates all damage by 20% for 20 seconds, and they have Convalescene which increases healing received by 30% for 20 seconds. They can also cross-class Foresight (which every Paladin should have) and Stoneskin.
Warrior gets their tank stance earlier than Paladin because they need it to even the playing field. Paladin gets a DPS stance instead because they have all the tools necessary to survive. Shield Oath at that point would've just been overkill.
Not going to argue with you on when each should get their stance or whatever, but I'm personally of the opinion that both Paladins and Warriors should get their abilities earlier, or at a faster rate. Glads, especially, have a very hard time holding AoE threat until much later than Warriors, whereas Warriors have to depend on pure RNG at points to not take so much damage that they overstress the healer. I guess what I'm getting at is that it feels "bumpy" with those two classes.
I still think scholars should get Leeches at 30.
Healer = Healing. Simple as that.
Just wanted to note that you should include Shadow Flare in SMN/SCH rotations. I'm not sure why, but it hits as hard as Bio II despite reading as 10 less potency. It should be Swiftcasted pretty early in the fight for a SCH.
Here's a SS I took yesterday to show it. These were both non-crits: http://i.imgur.com/mwMPcwO.png
Oh absolutely, and I do it myself. This is just really dumbed down on all parts to show that we're not THAT far behind if we so choose to. This is more directly answering the "healer DPS is inconsequential" element than the "healers shouldn't DPS" element. Going just by potency Shadow Flare is slightly better than Bio/Thunder (250 vs 240).
Aside: SCH doing the same thing I listed for SMN (so completely excising heals from the "rotation") and subbing Energy Drain for Fester is 2442 pot/30s.
Paladin doesn't really have trouble holding AoE threat. It's not faceroll like Warrior, but I wouldn't call it difficult. Warrior simply frontloads their AoE threat with Overpower spam and occasionally uses Flash. Paladin has to use Flash within their rotation. Either way, if both tanks tab-targets their Enmity combo on all mobs, it's essentially a non-issue.
I'm not sure what you mean by Warrior has to rely on RNG. Granted, Warrior's abilities need to be retuned. I personally believe their Wrath abilities shouldn't take away all of their stacks, since it ties strongly to their ability to survive.
Don't know when the last time you ran with a low-level tank was, but the only tanks that have been able to hold threat for me are ones I personally know, and even then they had trouble because Flash simply doesn't hold threat over direct damage and healing. Yes, the tank can hit the mobs, but it's a good deal more frustrating for Glad tanks at low levels (especially before they have any cross-class abilities, as I know a lot of new players are leveling their main class to 50 before cross-classing, and while we could argue that it's "poor play," these are people who don't even know what the forums are, so...). The tanks I run with on a regular basis have told me that I am one of the few WHM who rarely pull threat off them, so I don't think that it's me (could be wrong of course).
Speaking of very low levels, Marauders generally hold threat much better than Glads, but there are points (some of the mobs in Copperbell mines come to mind) where they just seem to take far, far more damage than a Glad would - and not just from one hit, but consistently. In terms of higher-level dungeons, I think the only place that really stands out for this is Stone Vigil, but that instance tears up both Jobs, so I think that's just a tuning issue, personally.Quote:
I'm not sure what you mean by Warrior has to rely on RNG. Granted, Warrior's abilities need to be retuned. I personally believe their Wrath abilities shouldn't take away all of their stacks, since it ties strongly to their ability to survive.
Paladin is my main job (check my sig), and I've played Gladiator a number of times when I rerolled characters or played through Beta. Never had a problem with holding threat through those levels. However, I've definitely had tanks who did. The problem though isn't the job itself, it's that they're new and haven't fully grasped the mechanics behind their job. Cross-Class skills help in this endeavor, especially DPS ones, but you definitely don't need them.
Circle of Scorn would be amazing during the low levels (And I don't believe it deserves a level 50 spot, myself), but Paladin has a pretty good MP pool and also Riot Blade. In the low levels, after your first Savage Blade combo, you can just spam Flash up to 3-4 times and by the time your DPS gets to the 2nd mob, the Gladiator's threat is pretty solid.
Marauders naturally take more damage on the simple basis that they don't have a shield or can utilize Rampart. The gap isn't severe though. Personally, I've only felt the discrepancy during Tam-Tara.