There's truth in this, but also in what TraeSnow posted. Paladin -theoretical- DPS is fine. We don't need any bigger potencies on anything. DPS in sword oath as OT is 100% fine. It would be nice to have some kind of TP refund of similar impact to the blood weapon buff when in Sword Oath, because when tanking we have Shield Swipe (kinda). But that's all.
Our AOE dps is terrible... that's kind of the point, and has always been the case with Paladins. DRK having an advantage here is fine as Paladin unquestionably mitigates the most damage in situations with big AOE add packs.
The issue we have as paladins is we have a much lower dps -floor- rather than a low ceiling. We sacrifice SO MUCH of our potential DPS in order to maintain threat compared to the other tanks. It's part of the main reason DRKs often are parsed doing more damage as MT - they can just do their optimal DPS rotation with minimal threat adjustment and the only real difference is whether they need to be in Grit or not. The damage difference between swapping out a delerium for a power slash combo is minimal (10 potency) and dropping Grit for DPS only adds the use of Blood Weapon.
Paladins though... Not only does our threat combo do noticeably less threat/damage than War/Drks (balanced for when Paladins just spammed halone combo all teh time) but paladins lose a huge amount of potency when they can't do Royal Authorities and have to swap in a Halone for threat reasons (80 potency difference). There's also a much higher difference in DPS between Sword/Shield oath due to how impactful the 50 potency auto attack boosts are.
Paladins do NOT need a DPS/potency increase on any of their abilities. What they really COULD do with is a substantial threat boost on certain things that mean they can actually do their DPS moves more consistantly and not just in situations where there's a huge threat lead or a ninja is spamming their transfer stuff all the time. It's the consistancy thing.


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