[i. Introduction]
Paladins, as they currently stand in 3.0, are a very solid tanking class. They've maintained their sturdiness, gained some new damage abilities to add variety to their rotation, and acquired significantly more party utility though Clemency and Divine Veil. The new Paladin additions solved most of my major complaints with the class from before (dull rotation without much else to do beyond it), and I enjoy playing it a lot more than I did back in 2.X.
What's missing, then? If you ask people who've been playing Paladin for a while, especially in the new expansion, it's "complexity". By "complexity," I mean a sense of constant decision making, either as a result of new information or numerous variables that have to be considered. It's a fair complaint: the optimal Paladin rotation is Halone -> Goring -> Royal Authority, repeated infinitely (or until you run out of TP). Clemency adds a bit of decision making into the game by providing you with opportunities to save healers some mana and acting as a pseudo-cooldown while forcing you to give up your current combo chain. However, there's still a paucity of complexity as far as the Paladin tanking game goes.
This is not necessarily a bad thing, to a certain extent. The developers have implied that Paladins are meant to be a relatively simple plug-and-play class. The comparison I like to use is the Heavy from Team Fortress 2: a character that packs a lot of innate power, but which is very simple for someone brand new to the game to pick up and do well on. This is reflected in their design, especially in 2.X, where the rotation was kept to a single combo alongside a bunch of bluntly effective defensive cooldowns.
My proposal is to therefore add non-critical complexity to the Paladin's decision making. "Non-critical" means that it's not something that's required to make the class perform its role well in the hands of a novice player. Rather, it's an added element that improves the performance of the class for people who are already able to capably handle playing Paladin without creating a massive gulf between them and novice players.
[ii. Key Proposal: Riposte]
The core change I want to propose is the addition of a short-duration buff called Riposte. Riposte lasts until either its duration expires (something around 6 seconds), or until a spell or weapon skill is successfully executed. The effect of Riposte is two-fold:
- Casting speed is increased by 20%.
- Additional effects are applied to certain actions.
The primary way to gain Riposte is through Shield Swipe. The new Shield Swipe description would be along the lines of:
Shield Swipe
- Cast Time: Instant (GCD)
- Cooldown: 10s
- Delivers an attack with a potency of 210. Can only be used immediately after blocking an attack.
- Additional Effect: Riposte for 6s.
- Additional Effect: Increased enmity.
Shield Swipe, as it currently stands, is a DPS loss, and is only really useful for grabbing additional single-target enmity in certain circumstances. It's a weird skill that doesn't seem to fit in at all with the Paladin's current rotation. It feels more like I'm shoehorning it in (because it's lit up), rather than cautiously considering its use. Repurposing it to give it some use seems logical.
The second reason is also an aesthetic consideration. Part of the description of the Gladiator class is:
This would work well with a revamped Shield Swipe. Shield Swipe would be used either before the final part of a combo, or in preparation before casting Clemency or Stoneskin. The cooldown period is intended to provide some additional thought to using it, since you won't be able to apply the Riposte effect to every spell or combo that you perform."Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme, these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye."
The other way of obtaining Riposte would be through Shield Bash. Shield Bash is another weird skill: still on the GCD and still burdened with a very high TP cost, it's strictly inferior to the stun options of Warriors and Dark Knights, especially in terms of interruption capability. There's only really been two cases where Shield Bash chain-stunning has held a practical advantage over Heavy Swing: Twintania and Leviathan (and I think the designers agree that building fights to specifically require chain stuns isn't good design).
My proposal for a revamped Shield Bash would be:
Shield Bash
- Cast Time: Instant (Off-GCD)
- Cooldown: 25s
- Stun for 3s (6s with Enhanced Shield Bash).
- Additional Effect: Riposte for 6s.
Paladin already gets two off-GCD damage-dealing skills, so I don't think it's strictly necessary for Shield Bash to have any potency applied to it. Shield Bash instead provides Paladins with a universally applicable interrupt and with a way of obtaining Riposte that isn't dependent on Shield Swipe, either as part of their rotation or in case of an emergency (e.g. when needing to get a Clemency out immediately).
The final change would be for Sheltron: if the Sheltron buff expires without being used, then Shield Swipe is activated as though an attack were blocked. This grants off-tanks a method of gaining Shield Swipe more regularly than with Shield Bash alone, though still not to the same extent that a main tank will be able to use Shield Swipe.
[iii. Secondary Proposal: Affected Actions]
As stated above, Riposte would provide an additional effect to certain weapon skills, as well as reducing the cast time of spells. For Clemency and Stoneskin, this would reduce the casting time to 2.40s, allowing both to applied more quickly in situations where it would be warranted (e.g. during a tank buster or if an emergency heal is needed).
Riposte would also provide additional effects to certain weapon skills and actions. My proposed list for this:
- Rage of Halone: Increase the duration of the Strength Reduction effect to 24/26 seconds. Increasing the duration provides more time for using Royal Authority to increase DPS, or assists the Paladin in keeping the debuff on multiple targets.
- Goring Blade: Provide a mild Refresh effect over a certain duration, with the potency being dependent on a percentage of the total damage inflicted by the Goring Blade DoT effect. This would provide a way for off-tanks (or main tanks who can find opportunities to move to Sword Oath) to recover mana more quickly for Flash or Clemency/Stoneskin.
- Royal Authority: Provides a mild TP Refresh effect over a certain duration. I'm of the opinion that non-Warrior tanks shouldn't really be so TP starved over long fights. This provides a method for Paladins to regain TP when necessary, though it requires some forethought as to when it would be best to apply the TP Refresh.
- Flash: Provides a low-potency DoT effect to affected targets. The intention here is to not make Paladins competitive with Warriors for AoE damage, but to provide them a bit more "oomph" in AoE situations that they're otherwise missing.
[iv. Conclusion]
As stated in the Introduction, the intention here is to provide a level of complexity that, while beneficial, isn't strictly necessary for people brand new to the class. The benefits from Riposte are mostly utility benefits and minor DPS benefits: more TP, more MP, faster casts, extra AoE damage, and the potential to squeeze out a bit more single-target damage through more frequent use of Royal Authority over Rage of Halone. I think that a change along these lines would help to improve the complexity of the Paladin playstyle for veterans, while still leaving the class accessible for brand new players.
Sorry that you had to read all of these words; please enjoy this video as a reward: https://www.youtube.com/watch?v=YrmEOgELheE