that's nice, a darklight paladin solo tanked him.
if you haven't experienced it yet, there's actually a progression through coil
killing caduceus isn't exactly hard, people were doing it months ago without a single piece of i90 gear on anyone in the entire raid.
ADS actually adds some mechanics to worry about, but nothing jarring
the turn 4 gauntlet actually gives tanks something to do, and has a higher dps/heal check than caduceus
and turn 5 is an even bigger dps/heal check than 4, not to mention you have to know how to position/dodge correctly or things will go poorly real quick like.
...honestly I know there was a post a while back about how paladins were 'stronger than intended', but i refuse to believe there wasn't anyone at SE that was capable of reading ability descriptions and realizing what that would mean for progression tanking.
when that stuff was datamined back in phase 3 of beta the players were acutely aware that paladins would be the preferred progression tank by miles and miles
all you're essentially arguing here is that every class in the game is balanced except paladin, whereas most people are arguing that every class in the game is balanced except warrior.
from a design perspective.. it makes sense to me to give tanking cooldowns to tanks.. much the same way that dps have dps cooldowns.. and healers have healer cooldowns..
so i fall on the side of warriors being out of whack.. where are their tanking cooldowns?
makes more sense to give some mitigation timers to warrior rather than delete rampart/sentinel/raging strikes/blood for blood/internal release/divine seal/lustrate/benediction etc...
then again i suppose that is an opinion, the only real fact is that there was a disparity between the two tanks.
tldr - i don't buy that SE was simply unaware of how strong paladins were any more than i buy that warriors were performing as well as paladins in their in-house testing.
both were simply PR statements to calm the player base down


Reply With Quote







