If a Paladin isn't in Shield Oath when they're tanking, then they need to stop being a Paladin. And now I really don't feel like listing out all of the CD's a Paladin has, and their cooldown times compared to Warrior (I'm sure you're already aware of them), one of which is Enhanced Convalescence which essentially gives them the benefit of having the extra healing as a Warrior for 20 seconds, every 2 minutes, on top of all of the mitigation they already have.
As you said,
Ya, that's somewhat true, but there is far more room for error, and wipes with that type of system, when the warrior is unable to fend for itself in any viable way at all. The most a Warrior can do is just stand there and take what is coming, they can inner beast, they can Vengeance, but as soon as Vengeance is over, they are right back to needing full attention and heal after heal. A Paladin is far, far better at giving healers more breathing room during rough situations than a Warrior can, and if things start to hit the fan, they have hollowed ground. Save for Thrill of Battle, all Warrior HP recovery skills are pitiful in terms of how much HP they recover. Bloodbath is useless as the MT. Path is likely only ever used to apply the debuff and that's it, assuming you can keep it up without losing aggro. And IB, being the better of the 3, still isn't all that great in terms of the HP it's recovering. Sure it's ok if it crits while you have all of your big buffs up such as unchained and berserk, but without them that heal will probably be a triple digit (If a 4 digit hit, it'll likely be just breaking 1k), which is nothing when you have 10k+ hp, and bosses are hitting you like a jet.
As a Warrior, there are times where you cant do anything but eat a blow head on, unlike where paladins can rotate their CD's to increase their survivability throughout entire fights. (T9 for example. Mitigating the damage Ravensbeak does is a must, which a Warrior can not do every time unlike a paladin if they were to rotate their CD's) While this can be applied to both classes, if a hit manages to kill you, it's killing you, and with bigger numbers going in and out, your HP is going to spike up and down, in and out of that danger zone far, far, far more than a Paladins would. And if you're in that danger zone, you can very easily be finished off before a heal even comes in.
Warrior = Jumping in and out of the danger zone.
Paladin = Reducing the time it takes to hit that danger zone.
What I really feel like SE did was make it so that our smaller heals on our self would add up in the long run, but that just doesn't work. Sure every bit of healing you get can mean life or death, but in smaller portions like that, it's overridden so easily by life or death from every bit of damage you're taking. That 39 HP you just got back from Bloodbath isn't saving anyone. That 500+ from Inner Beast possibly could, but as I said, it's the better of the 3. And then Storms Path is just.. better than bloodbath, but it doesn't hit hard enough to make 50% of what you hit save you. Damage wise, it's the weakest of a Warriors 3 combo finishers.



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