So we generate less aggro when we pull monsters. We do less damage. We have fewer group cooldowns than all the other tanks. I just can't rationalize how SE can in any way shape or form think this is balancing the 4 tanks into OT and MT. What is it they think Paladin is supposed to do exactly?
I should also mention that Awareness, Convalescence, were originally part of Paladin's toolkit given to the other tanks at the beginning of Stormblood. We have honestly been gutted too significantly and need some of our abilities returned to us. Warrior's Thrill of Battle in fact was given the full powered Convalescence too.
DRK
Shadowwall
TBN
Living Dead
Dark Missionary
Dark Mind
War
Vengeance
Raw Int/Nascent Flash
Holmgang
Thrill
Equilibrium
PLD
Sentinel (weakened)
Sheltron 6cd
Hallowed Ground
Cover costs oath gauge and no longer mitigates.
GNB
Nebula
Heart of Stone
Superbolide
Camoflage
Aurora.
The biggest gripes I have is definitely the cover nerf, the lack of threat generation we're capable on pull. AHHH :P
Meta is GNB/WAR at this standing.
Just as a side by side comparison.
PLD: Cover costs oath gauge. No mitigation, 100% damage absorption to PLD. Not reliable to be used on main tank, but still useful for covering a DPS or healer. Useable whenever you can sacrifice 50 gauge.
GNB: Heart of Stone mitigates every 25 seconds 15% + they also get the effects of Brutal Shell. It's like intervention on crack.
DRK: The Blackest Night: 25% mitigation of target's maximum HP. No gauge cost, just 3k MP. Plus it helps them keep Dark Arts up.
WAR: Nascent Flash has 100% up time 10% damage reduction to the main tank, PLUS it also gives HP restoration on top of that reduction.
PLD vs GNB: Divine Veil vs Heart of Light. 10% vs 15% mitigation, doesn't need to be proc'd by healers.
DRK: 15% damage reduction for party for 15 seconds. Plus it doesn't animation lock like Passage of Arms.
WAR: Shake can now be used every 60 seconds instead of 90.