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Clemency costing oath IS an idea, but I would suggest its heal value is directly tied to your oath gauge and it empties it on use coupled with a cooldown. currently I barely touch my oath gauge if im not MT, mainly using it to cover someone who got rezzed
The question is, do we want it to keep its solo potential? That should be a guide to how strong it should be.
Slow cast raise- cost it 100 oath and make it on the condition that a melee gets a raise too.
Warrior getting cover? Absolutely not. Warrior already gets the best survivability and dps, lets not give it paladin's niche of party support too.
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How about we just stick with a no cast raise? I know that pre-expansion everyone is keen to get in their game breaking suggestions in the hopes that the dev team is clueless enough to implement them (hint: they are), but lets all have some restraint. Tanks have enough design problems to worry about without PLDs using Hallowed Raise to bypass raid mechanics in prog.
This might be me, but I would very much like the game devs to crack down on raises and invulns this next expansion, even if only on harder difficulty settings. Part of what made Titan historically challenging wasn't the threat of falling off, but rather the fact that you had to sit and think about what you had done at the bottom of the cliff. Even Warcraft players are able to work with restrictions placed on their battle raises. I think we need to set some minimum standards of competence.
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Sure, PLD could get a raise or whatever other likely ridiculous option has (and will again be) been put forward on these forums, but perhaps we should be looking at something that won't get it penalized into oblivion instead? Like oh, say, another personal mitigation button? PLD's utility is certainly wonderful, but being relegated to permanent OT is something that rubs a lot of PLD players the wrong way. Having even one more personal mitigation tool could do a lot insofar as convincing groups to let their PLD MT.