Thread title: Paladin is horribly unbalanced and weak compared to Warrior.
ISP: Ziggo
Type of Internet Connection: DSL
Internet Connection Speed: 30Mbit/s
Date & Time: At any time
Frequency: Always, able to reproduce everywhere.
Platform: PC, Windows 7
Character Name: Surian Bedivere (ilvl100 Paladin)
Race: Elezen M (But any race)
World: Behemoth (But also any world)
Class/Level: Paladin 50
Area and Coordinates: Every dungeon, field or instance.
Party or Solo: Solo and Party, 4 and 8 members
NPC Name: Any/All
Monster Name: Any/All
In-Game Time: Irrelevant
Steps/Explaination:
Warrior and Paladin are fairly equal in damage mitigation now, up to the point of it being neglible. The major difference is that Warrior does FAR more damage, has a far greater arsenal of attacks, far more (and much better) self-heals and naturally has 25% more HP.
25% more HP and 20% more healing, combined with Inner Beast's 13% overal reduction (has 6s of -20% damage taken on what is pretty much a 9 second recast) MORE than equals Shield Oath. I say equals since i dont want to step on anyone's toes, but it blows Shield Oath completely out of the water. Math-wise it means that warriors get hit for 87% on average, while paladins get hit for 80%, so just on the defensive aspect you're exchanging 7% more damage taken for 25% more HP and 20% more healing. That's rediculous.
Which could have been more than enough to "fix" the not even slightly broken Warrior job before. Moving on from there, it also has the following.
- It has all the ability effects Paladin has now combined unto its own abilities, but those abilities themselves have their own Warrior-Exclusive effects on top of that as well which Paladin do not have.
Storm Path = Rage of Halone + Absorb HP for 50% of the damage done
Inner Beast = Rampart + Absorb HP for 100% of damage done, also circumvents Defiance it's damage reduction.
Foresight = Convalescence (20% defense for 20% cured, roughly the same)
Vengeance = Sentinel
Holmgang = Hallowed Ground + draw in and bind to prevent people from running.
- Enchainment lets it circumvent the damage reduction from Defiance.
- The Potency on all of it's spammable attacks is rediculous. 280 to 300 points of potency on things they can throw out every 5 seconds if they so desired.
- 50% HP Absorbs from Storm's Path they basicly spam every few seconds regardless.
- Insane AoE attacks with high potency. Which are spammable opposed to the 25 second wait on a Paladin's Circle of Scorn with a measely 100 potency which has no enmity bonus :/
- Warrior has a lot of self heals that arent laughable like a Paladin's 200 HP Cures costing 133 MP from Conjurer sub.
- Warriors have Lower TP costs on all their abilities now.
- They have Shorter Recasts.
- Do not have Stun on the Global Cooldown, which is amazing for them allowing them to stun without having to stop their combo-rotation.
- They have Higher Critical Hitrates, but ok, fair enough.
- They have Longer Duration Buffs.
What does Paladin have going for it?
- 10% more damage blocked on sentinel for 10 seconds, every 3 whole minutes. (opposed to warriors getting 30% for 15 seconds)
- Insignificant blocks from a shield that happen less than 10% of the time, blocking 20% at most when you're using a i100+ shield. Great, a whole 2% reduction overal. And that's asuming most attacks arent non-physical and thus unblockable, which most boss things are.
I'm not sure what you have against Paladin at the moment, but the simple fact of the matter is, Warriors are way too strong now. They can keep up with any respectful DPS class in damage dealing, while also retaining all their insane tanking prowess. Just look around the boards for all the Coil-2 players bragging about how their Warriors are reaching the DPS requirement that would normally take a true DPS class in the best of gear.
If you're going to make changes and additions to a tank job, make additions and changes to the other tank job too. All paladin got was a supposed "fix" of the enmity problem that Shield Oath was having ever since 2.0, which after the last update (2.3) got broken again regardless.
There was nothing wrong with Warrior before, it was just people who didnt know how to play them or use them properly in a party, and people still more often than not dont have the faintest clue.
I'd like to see either Paladin get a massive boost to bring it back up to Warrior Levels. Or Warrior gets a massive nerf to bring it back down to Paladin levels.
Warrior used to be a specialized Damage Dealing Tank, while Paladin was the specialized Mitigation tank.
Now Warrior is a Damage Dealing Tank who also has all the same Mitigation Paladin has and more. Way way way more. While paladin just runs around flashing these days because they have nothing else (Warrior can set Flash too).
At the very least give Paladin another 25% HP as well. And that should be the bare minimum to start with. More AoE attacks, abilities and enmity grabbing tools would still fall in that minimum category. Re-introduce Luminous Spire and Spinstroke. Circle Slash? Howling Vortex? Deflection?Right now, why would ANYONE want to use a tank (Paladin) that has 25% Less HP, deals Less Damage, Has no real form of self-cures, Has a harder time holding Enmity on anything that has more than one opponent, while taking pretty much the exact same amount of damage?