First of all, it doesn't matter if you've been a pld pvp main since ShB, this is 6.1+ PvP. Your main skillset that transferred from it is tracking and paying attention to enemy cooldowns and the basics of syncing up a burst. Now to address your post though...
While I can undestand your pain about the animation lock, it comes from the movement component, which is a remedy to allies running out of the effective range by putting you close first (since the dash reaches further than the tether).
However, given how unique and dare I say BROKEN covering someone is, having a wind-up window before it goes into full effect is fair. No other job has the ability in PvP to essentially completely undo the work that came from expending multiple ressources (including crowd control abilities), especially when paired with Guard or Phalanx (Hallowed Ground).
Personal opinion - I think Cover is an effect that should not exist in PvP without serious downsides. They made the same mistake since Stormblood all over again by bringing it back.
Your view on this surprises me since you are a pre-6.1 Paladin player. Phalanx is essentially Tank LB on steroids. Self-Hallowed, -50% on everyone around you and giving you access to the Blade of Valor combo is a fairly loaded effect. 120s is a very fair duration for a Limit Break this powerful on top of a kit that is already defensively loaded. The extension of the Confiteor-style effect and comboing off that is also a lot of value for your teammates who already take half damage in that window.
While it is true that Paladin does not exactly do Dark Knight or Gunbreaker levels of damage, Paladin qualifies in other areas that the other tanks may lack.
1.) It has access to an OGCD stun on a short CD. Unlike WAR and GNB, your main damage is not tied to using it and unlike WAR, it has no animation lock and doesn't resposition you
2.) It has the most readily available and arguably strongest self defense in Holy Sheltron (%-mitigation is very strong) without restriction to a conditional buff (GNB Nebula)
3.) Cover alone makes this fair.
That said, I am perplexed about how you calculate your damage in that table. Whole combos? Hitting all optimal conditionals? Is Gunbreaker in DPS Junction or not? Additionally, none of those numbers actually highlight whether a tank focuses on sustained damage (Paladin, Dark Knight, GNB-Tank/Heal) or burst damage (Warrior, Dark Knight-ish, GNB-DPS) nor do they take into account if their effects help the whole team (Onslaught, Plunge). For reference, here is a burst of each tank (2 GCDs max):
PLD - Confiteor (8000) -> Intervene (2000) + Shield Bash (4000) -> Atonement (8000) -> Intervene (2000)
WAR - Primal Rend (8000-8800) -> Orogeny (10000-11000) -> Chaotic Cyclone (8000-8800) [add +5000 dmg depending on if and where Onslaught is placed]
DRK - Plunge (2000) + Shadowbringer (6000) -> Bloodspiller (6000-7600) -> Shadowbringer (6000) -> Bloodspiller (7600-9400)
GNB - Rough Divide (2000) -> Double Down (14400) -> Burststrike + Hypervelocity (12000) [add +12000 Blasting Zone and +2400 on Hypervelocity if DPS Junction]
Burst results:
PLD - 24000
WAR - 26000 without Onslaught, 31000-33600 with and depending on placement.
DRK - 27600 with Dark Arts: Shadowbringer (0HP spent), 31000-ish without
GNB - 28400 without DPS Junction, 42800 with DPS junction
These are the bursts, however the damage potential varies a lot on conditionals. Paladin can extend the multitude of 8000 dmg Atonements over a fair bit of time and has relatively high access to it while Warrior does minimal damage via combo outside of the burst. Dark Knight actually has more potential in sustained damage through multiple instances of Shadowbringer and cycling HP, while GNB damage potential can extend at the risk of overusing Rough Divide (which also serves as HEAL +20% for defensive purposes).
Conclusion - Paladin has very little room for a damage buff given their damage consistency over burst, mitigation and stun access. IF they decide to bring back +4 actions like from 5.05 to 5.1 again, then we could see the return of more damaging actions with variance.



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