Since the Warrior buffs in 2.1 went live, I am sure a number of Paladins have started peeking over the fence and trying out the other tanking class... I know I have.
At this point my PLD is 50, and my WAR is 36, but even at this level I can feel the playstyle difference.
Simply put, Warrior "feels" more fun because there are more things to do. You have 2 distinct combo chains, and the Wrath mechanic to play with.
But with Paladin, you have 1 primary combo chain, and 1 rarely used chain, which feels incomplete and is in itself insufficient to regen enough mana for a single Flash per use.
With that in mind, I want to make the following suggestions to make Paladin's playstyle a little more diverse and fun, without making it overpowered.
1. Add in a 3rd part to the Riot Blade combo.
War has 2 3-step combos, so why cant Paladin? I see two options here.
First, we can make Flash combo off of Riot Blade, generating extra hate, or costing EXACTLY 133 mana when using after Riot.
Secondly, we could make a change to Shield Swipe, and make it a dual purpose ability, like so:
When used after blocking, Shield Swipe has 210 potency and applies Pacification.
When combo'd with Riot Blade (after Fast Blade), Shield Swipe has 100 potency, hits all enemies in front of you within 5y (front 180 degrees), and reduces their INT by 10% for 20 seconds.
I am personally leaning towards the second option, as this gives us 2 combo chains that serve different but useful goals.
The RoH chain generates significant threat and debuffs STR by 10% for 20 sec.
The Riot-Swipe chain generates less threat, gives mana, and debuffs INT by 10% for 20 sec.
Now we would have some things to rotate around depending on the situation. Granted, if you have a monk in the group, the Riot-Swipe chain becomes somewhat useless... but this just means that PLD wont be magically stronger in raids.
2. Add a "Wrath-Like" stacking mechanic to Shield Oath.
Yes, I am practically ripping off Defiance here... sue me. Defiance adds a nice short-term mechanic that makes tanking less monotonous on Warrior, which after playing a Warrior, Paladin REALLY needs.
My idea is as follows: When you have Shield Oath on and take damage, you gain 1 stack of "Divinity", with a 1 second internal cooldown to prevent instantly getting stacks in something like a WPSR.
When you have 10 stacks of Divinity, the next spell is instant and costs 0 mana. Once you use a spell under this effect, you lose all stacks of Divinity.
The idea is simple, things hit you, you counter with divine magic... Which in our case is limited to Flash, Cure, Stoneskin, and Raise...
So, bunch of mobs beating on you? Every 10s you can cast a Flash for free.
One big mob beating on you? Every 20-25s you can cast an instant Stoneskin for free.
Is the fight almost over but someone died? Well, keep your stacks up and after the fight, toss them a quick Raise.
A mechanic like this will in no way make Paladins amazingly powerful. It reduces our dependance on Bards for aoe aggro, and lets us be just a tiny bit more self sufficient using Cure and Stoneskin, namely Stoneskin.
Plus it adds a little more depth to the playstyle of the class, and differentiates us from Warriors. Both would have a stacking mechanics, Warriors gain stacks by attacking and use the stacks for offensive abilities, Paladins gain stacks by being attacked and use them for defensive abilities.
So what do you guys think? Would these be worthwhile changes? Would adding a little bit more depth to the Riot Blade combo and an extra buff to watch make Paladin a more fun and engaging class to play?
Or do we want to stick to Warriors being the dynamic skill-based class, while Paladins are extremely stable, but kinda boring?