Before I begin, I would like to make two points clear:
1. I'm not talking about usefulness, as the Paladin seem to have no problem with that, but about the enjoyment a player gets by playing a Paladin.
2. While fun is subjective, I'm making this thread to hear different opinions from different Paladins. So it's very likely that we do not agree with each other, but please keep it civil
I'm not the first to bring it up, but to me, Paladin seems very dull to play when compared to other classes; even when compared to the other tank, the Warrior. And in my opinion, this need to be addressed just as warriors' "usefulness" is being addressed. Let me explain:
It's as if every class has a little something that makes it interesting, a little dept that keeps the gameplay dynamic. If you played any of the DPS class, you'll notice they have time where they get proc (using a skill has a chance to make another one more powerful), placement bonus (being behind or on the side of a target) or different ways of managing your resource (think of Black Mage). Those make sure that the same fight won't happen exactly the same way, thus why I used the word "dynamic". Healers have the most dynamic job at the core, but that's just how they work.
Now, let's take a look at the Warrior. Anyone who played both Paladin and Warrior will know the "complexity" difference between the two. While Warrior is nowhere near complex, when compared to the Paladin, it sadly is. I'm not talking about self heal vs mitigation cooldowns, because those are pretty much the same. I'm talking about skills like Maim, that you must almost always have on, making their rotation more dynamic. Wrath stacks are also that little thing Warriors have to keep track of on top of their main resource, and you have different ways of building/using it.
Then we have the Paladin, devoid of all kind of dept/complexity. You are AoE tanking? Spam flash. You are single target tanking? Fast Blade > Savage Blade > Rage of Halone. Oh, and use those skills on cooldown: Fight or Flight - Spirits Within - Circle of Scorn. The only arguable complexity others have talked about is the defensive cooldowns. Since the Paladin has a lot of them, they must "manage" them and use them intelligently to be as efficient as possible. I'm sorry, but it looks like an utterly lazy design of a class. Not only do they all have long cooldowns (90s+), but it's not even remotely as complex as the other mechanics listed above. You press a button and you get rewarded for 20 second. That's what a cooldown is, and that's all Paladins got. It becomes dynamic for the rare times you actually make those decisions of using said cooldowns, and then nothing else.
If you do the same fight as a Paladin again, it will be the exact same fight as the previous one, besides very slight variables on the defensive cooldowns. Still, you'll know when to use the good cooldowns as you know when the big hits are coming. Basically, it's almost as if you could macro your -entire- rotation and movements (when there's actually movement involved) and no one would be likely to notice.
So, do you agree or disagree?
If you disagree, then can you explain why is Paladin fun for you? Why do you think it doesn't need any change at all?
If you agree, then what could be changed to make the class more interesting to play? Feel free to post your ideas here.
Here is my personal idea. It will most likely never happen, but this is a revamp I would love to see.
Basically, remove Paladins Awareness and Sentinel and replace them with 2 additional oaths, while changing the 2 current ones. Also, make Riot Blade (which would still always need to be combo'd from Fast Blade) and Flash affected by the current oath you are in. Both would keep their same cost (80tp/212mp)
All oaths should be off the global cooldown, cost nothing, and have a 5 second recast.
Sword Oath - Increases potency of all weaponskills by 50% and doubles the TP cost of all weaponskills.
Riot Blade: Doubles the potency.
Flash: Adds a potency 100 damage.
Shield Oath - Decreases physical damage taken by 20%, while quickening TP regeneration rate (80 instead of 60)
Riot Blade: Removes the TP cost. Restores 40tp on hit
Flash: Restores 20tp
Divine Oath - Doubles the healing potency of healing spells and doubles the MP cost of healing spells. Every time you receive damage, grant one stack of Divine Power (stacks up to 10)
Riot Blade: Changes the cost to 212 MP (same as flash). Consumes all Divine Power and cast a healing spell on self (100 healing potency per stack consumed).
Flash: Consumes all Divine Power and cast a healing spell on self (100 healing potency per stack consumed).
Holy Oath - Decreases magical damage taken by 20%, while quickening MP regeneration rate (double the rate)
Riot Blade: Restores MP (Same effect as of now)
Flash: Reduces MP cost by half.
Now to explain what these changes actually affect. Basically, you have 2 oaths to burn down TP/MP and 2 oaths to regenerate them (a little similar to Black Mages).
Sword Oath should make you almost as good as a DPS, if not as good, but you may not stay in this oath for very long as you'll be TP starved very quickly. Uses of this oath:
-Great aggro spike, if you use the Rage of Halone combo during it
-Good if you want to add DPS on the AoE pulls
-Good DPS in general if you're on OT duty and you are not tanking anything. Doing the Fast Blade > Riot Blade combo would result in highest DPS without taking additional threat
You have no mitigation in this oath, though.
Shield Oath uses:
-You need to regenerate TP
-You need to take less physical damage from a boss or a group of adds
Divine Oath is the "self healing" oath that will help when healers aren't as available or to give healers time to breath a little more. Like Sword Oath, you cannot stay in it for very long as you'll be MP starved quickly. (And c'mon, this is also to make the Conjurer's cross class skill shine just a tad more!) Uses for this oath:
-You need to give breathing room to healers during a boss fight or an AoE pull
-Not die (or less) when you are solo
-You may even be a sort of side healer for the time of the oath, as I hope cure would heal for around ~600-700 (or as much as a Black Mage's physick at least)
Like Sword Oath, you have no mitigation, but the self healing should be more worthy than the mitigation.
Holy Oath uses:
-Regenerate MP
-When you foresee magical damage coming at you, helps you mitigate it. Would be the preferable defensive oath against a magic exclusive boss
-Great for constant AoE threat, as you can spam flash without running of MP (but MP wouldn't regenerate when spamming flash, obviously)
There it is. This way, we would bring the "stance dance" concept to Paladins. The short cooldown and the fact that they're not on global would make it easy and rewarding to often switch oaths, according to the situation you're facing.
This is just a few ideas I had when I went to bed last night. I'm aware they are nowhere near perfect, balance issues would arise and more, but it's just an example of how more interesting Paladins could be.
I'm eager to read your replies.