Part 1. Rage of Halone
So Rage of Halone was developed as an all purpose attack, the only three hit combo a paladin had. While it lagged behind a Warriors butchers block in terms of potency, because you 'spammed' this ability, the general threat out put a Paladin was putting out was about parity with a Warrior whom was also using other combos. The single ability has a partly 240 potency for a 3rd hit, but had bonus aggro and a debuff tied in. It worked very well in a single combo paradigm.
Turning to a muti combo paradigm, and things differ---Rage of Halone lags behind very good dps, and while Paladins have other combos, rage is not generating enough aggro to allow for Paladins to more freely use other combos and retain aggro. An easy example of this is that both Warriors and Dark Knights can hold aggro just fine with their basic aggro combo with their tank stances turned off, while using other combos as needed. A paladin cannot do this in sword oath--generally reduced to spamming rages inefficiently if wanting to 'offensively tank'. You might say 'well that isnt a role for them' and that is fine--I dont disagree with the view point, but this still wells up in defensive stances. Where a Dark knight can use an aggro combo 'as needed' and a warrior can do the same with a butchers block here or there, a paladin is basically required to fit in rage of halone into at best a 3 finisher rotation. The solutions for this are generally things like 'bring a ninja' or 'have less good dps' or 'stack strength' but these are not as necessary for other tanks (which to note, I've leveled all 3 to 60, I like all 3 of them as well).
Of course having 1 ability that does 3 things (extra emnity, a debuff and damage) isnt going to fly. The solution is not merely 'buff rage of halone.
Suggestion:
Increase Savage Blades Potency from 200 to 220 (in line with Spinning Slash).
Increase Potency of Rage of Halone from 240 to 250(inferior to other classes threat builders still, but not as stinging for the Paladin)
Remove Shield Swipe from GCD. Remove Pacification. Shield Swipe cannot proc within 5 seconds of having been used.
The Added damage from Sword Oath is effected by the triggering abilities increased emnity if present (i.e a rage of halones 'extra sword oath' damage is also treated to have increased enmity).
Part 2. AoE Tanking
A terrible aspect for Paladins is how -bad- they are at AoE Threat in general. Flash spam is generally not useful, and only makes monsters quickly immune to blind (if they are even affected by it) and does nothing for dps where War and Drk contribute. This is not to say Paladins should have excellent or even comparable AoE DPS---only that theres is -so- terrible it could use a look at.
Suggestions:
Circle of Judgement: New Trait for Circle of Wrath. If 3 or more targets are struck by Circle of Scorn, the cool down is reduced by 10 seconds. This drops it from 25 to 15, which basically allows for it to be reapplied just as the DOT ticks off.
Flash: While in Shield Oath, Flash a 1.3x threat multiplier (currently 1.1x). While in Sword Oath, Flash deals damage equal to 100 potency, but looses blind. This gives OT paladins some aoe damage, and helps MT paladins generate a little more aoe threat to not lag so far behind.
Part 3. Self Healing and Utility
Paladin has great utility. No one will dispute that--but some of that utility is very clunky, hard to use, and has multiple hurdles to achieve. This is not an attempt to make Paladin easy mode, but acknowledging where certain things could be better for gameplay.
1: The casting time on clemency.
---You cannot parry or block during this. This seems out of flavor for a paladin.
---Very very prone to interruptions in anything higher than dungeons. If you take 20% of more of your health in damage, you are interrupted, so what seemed great leveling up will become harder to use in things like alex extreme.
---Slowness of cast means most healing on self or others results in an over heal because healers will always out pace you.
Suggestion: Remove the cast time, and make it a GCD power (not oGCD like Wars). This means it will eat up 2.5 seconds (as opposed to 3 sec cast) but allows
A) Skill Speed to affect it. This seems more logical than spell speed which is on no tank gear.
B) It cannot be interrupted, and hits the target faster.
Keep in mind, Clemency is a spell that consumes about half your mp bar--and takes a while to recover (Paladin mana recovery is not, nor should it be, comparable to Darks--but just because these forums are full of Dark Knights, keep in mind it takes a paladin much longer to recover from mana usage in combat. Yes even with sheltron).
Obviously potency may be adjusted, mana cost may be adjusted, since it may not perform in the same light in which it was balanced.
2. Divine Veil is nice...kind of.
Having an ability we trigger that really requires a macro for others to then...really trigger is strange. This should be left to the paladins skill and determination. It would be nice if the trigger was removed requiring an external heal, and 'maybe' if it effects the paladin (this last bit, hardly required--but it be nice).
Part 4. Stances
Do I want buffs for stances? God no.
Warriors enjoy the ability to change stances without a cost, ogcd and without breaking their skill chains. I feel frankly, while the mana cost can remain, that Paladins and DRK should be able to change stances on and off without consuming a GCD and instead incur the 10 sec CD like warriors have.
In addition, Shield Slam breaks skill chains and is overly penalizing. No stuns elsewhere in the game do this, and while shield slam can be repeated (largely irrelevant outside of t5 and a3) and already costs a huge amount of tp.
Part 5. Smaller Suggestions
Blind (Also Effects DRK). This used to effect EX content, until Titan EX where blind was able to make table flips miss targets, which SE hated. The answer was making all raid content from that point immune---heavy handed I believe.
I would like to propose that blind affect 'all' targets in the game but that blind itself be nerfed to only affect non-ability (i.e, Auto Attack) damage. This allows blind to provide Dark and Paladins some mitigation, but not in a method that invalidates key mechanics, tank busters and more.
That is all
Feel free to tear it apart.