Oh I see, you seem to think I've been playing since 2.x, when PLD only had one combo finisher.
I was actually born and bred in 3.0. I've done my share of reading, and while the new abilities in 3.0 helped, they didn't follow through to give Paladins anything to make them unique. DoT maintenance is something shared by every other job in the game (and less restrictively), and while Royal Authority is nice, it doesn't really help Paladins in what they're struggling with at the moment (AoE enmity and MT DPS--every other tank has a 450-potency attack in tank stance, while RA is stuck at 340). Couple that with the fact that these attacks are in no way unique to PLD, and they don't really do much to help the job feel less boring.
Sheltron is a guaranteed block, but blocking in itself is relatively lackluster, and not really all that exciting.
Clemency takes too long to cast, and only has very limited usefulness that make it worth two GCDs to use, and Divine Veil relies on the healers for usefulness, so is inherently awkward.
Any of our 2.0 utility abilities are also lackluster, if only for how long it takes them to be useful again.
So really, yes, Paladins are objectively boring. Part of it is how clunky and hard to use our new abilities are, and part of it is how generic everything else is.



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