And here is the second part of hybrid off-healing: it's not there to be used all the time. Not to mention in scenarios with continuous damage it would still be useful because no healer is everywhere at once.
As I said, we could make it instant but you'd need a cooldown (30s sounds good). Could also halve the cast time while in Sword Oath (since it is something better put to use while off-tanking).
This is where I point to the healers, since raid healing is largely responsible for helping a raid recover from heavy raid-wide damage. Divine Veil in its current implementation is a nice addition to overall raid mitigation and certainly helps, but is not something that should be up every time. It's not that different from a cooldown that would essentially be AoE Testudo or that increases the raid's HP by a certain amount, and such skills would have cooldowns equally as long as DV, if not longer.In savage content there is never NOT high damage and raid wide AoE. At times people will survive raid wide AoE with only hundreds of points of life (2k life if everything went somewhat according to plan). In content that doesn't hit like a pool noodle Paladin falls flat for every skill it brings with maybe the exception of Rage of Halone. A regen tick, I believe, should also activate Divine Veil but if used soon enough it doesn't really need changed for the activator. Cooldown is really this skill's weakness.
I can agree on regen ticks triggering Divine Veil, but at that point I would want the middleman removed. You hit the button, the raid gets a shield equal to 10% of your max HP.
That's because the design is pointing to you staying in Shield Oath as PLD has been designed to and allow the DPS to carry the part of the raid's performance that is their responsibility. The tanks stay alive and mitigate, the healers heal damage taken, and the DPS carry the bulk of meeting DPS checks in content tuned around it. That's generally how these things work.Paladin stances punish you entirely too much in savage content. You lose a GCD, your combo, aggro, dps, and mp JUST for 20% better damage reduction or an extra auto attack each time you switch. At the end of an encounter you will have lost perhaps 5-7 GCD's if you switch twice for each tank buster....that WILL wipe the group. I can accept 3/4's of that punishment but not all of it. This isn't conscious design, it's flat out ignorance of combat flow at this point.
Non-sequitur: Feel free to say "well, WAR can get away with it, so PLD should too" and "the tank meta allows it with WAR so all three tanks should be like it", at which I will reply by saying "tank design points to tank stances being used to tank because that makes sense" and "the tank meta is wrong when it butts heads with design, which is what is currently happening".
In the struggle between design and the metagame, design should win since design is what shapes the metagame, not the other way around.
The penalties are there to discourage what some people have been trying to do with the job, because as I've said, the job is not designed around it. You're essentially trying to force a square peg into a round hole, and are blaming the peg for not being round enough.
Part of the issues come from encounter design (savage tank busters being magic damage; and really, what the hell were they thinking aside from "let's make DRK look good"?), part from the design philosophy for tanks (defensive niches, certain utility skills being better than others, and trying to pass off DPS as utility), part from PLD's need for improvement.Paladin has more than just some room for improvement. It's living in a two-room apartment when it needs a football stadium in terms of adjustments.
If people were still discussing Shield Swipe's poor scaling, the fact PLD was more affected by the Determination nerf than the other tanks, the fact that defensive niches are a bad idea, and that utility incongruities between the three tanks are equally bad if not worse, that would be one thing. Those are actual problems the job has that need to be addressed.
I respect your request and understand why you say it, but I will reply as is customary of me in discussions like this: shit rolls downhill. Any change made for your sake will end up affecting people like me because that's how MMOs work. I also know I'm not alone in disliking the current tank meta and what it's done to the tank community as a whole, so if any change is going to be made to my favorite job, I'll support it if I agree with it or denounce it if I disagree with it.I ask you to please, before you speak on behalf of why and where Paladin needs improvement, do savage content. You're most certainly not seeing what you need to.



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