I want the contradictory issues with PLD's toolkit solved;
Divine Veil - requires Healing magic to activate, 10% of Maximum HP, 15yalm radius, 150s recast, doesn't effect the Paladin
If Paladin is the mitigation tank, the "guardian" tank, then why is Warrior the Job with the flat 10% easily maintained raid-wide damage reduction?
Divine Veil requires the party stack within 15yalms, a healer to pre-heal to pop the shield, and it's only useful every 150s - additionally the 10% of Maximum HP is rather backwards on a class that does not have a exorbitantly large health pool and suffers heavily when you stack more Vitality. For instance - at i196 if you were to utilize full Vitality Paladin would have just over 19000HP - this would be a 1900 shield; this is less than a single auto-attack from Oppressor in A1S. So if it is meant as a raid wide survival tool for massive damage it is borderline pitiful. Additionally Divine Veil does nothing to benefit the Paladin utilizing the tool.
Cover - Take all physical damage intended for another party member. Can only be used when member is closer than 10 yalms.
10-yalms distance... physical damage only... Cooldowns & debuffs don't effect the incoming damage. If they totter out of range or have to dodge out of range the skill becomes effectively useless. Pretty useless skill post-Coil or in fights with raid-wide magic damage.
Shield Oath & Sword Oath; GCD, MP cost, Sword Oath -> AA damage
I'd like to see the GCDs removed from Oaths, and another damage bonus added to Sword. The MP cost is odd and out of place - does it even serve a function?? It would if there were no GCDs... it'd limit the amount of swapping you could do and make you use your alt combos to maintain your stance dance - oh hi slight but not overwhelming complexity~
Clemency - interrupts, long cast time, short recast
Fixing Clemency -> make it instant, make the recast longer
Fight or Flight; Offensive buffs - Paladin only gets Fight or Flight every 90s & it's our only damage buff. Long CD, short buff. No wonder our damage is consistently the floor when it comes to Tank DPS potential.
Spirits Within - Potency decreases as HP decreases.
We're... a tank.... I... don't even...
Parry as a stat - can we replace Parry with PDT -% and MDT -% so we can control our mitigation via gear a little bit? Rather than a random POS RNG stat that most sensible tanks avoid like a festering plague.


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