Hi Phobos and All,
Great thread with many great ideas.

I definitely agree with most of the ideas here.
While I was really looking forward to Paladin, compared to Warrior and what you lose from switching from Gladiator (Class) to --> Paladin (Job), there needs to be some key adjustments.
(These were all mentioned in some form on this thread, but I wanted to show my support and let the Development Team know that we have another "vote" to fix Paladin)...
- Paladin needs a Significant Defense Boost. It was stated in his current Job Description from Square that Paladin should be the highest Defense role, but compared to Warrior or just going on Gladiator, it's not noticeable enough.
I was helping on multiple AF Fights (going on Paladin with multiple instances of friends going on Warrior) and the damage they took while still being able to tank really marginalized Paladin (especially with the much higher Damage Dealing ability of Warrior).
- Paladin needs a greater Enmity Boost (inherent to the Job). If Yoshida-san wants to keep Paladin as the "main tank," there needs to be greater threat generation. Whether that's a global boost to all Enmity Values on all actions used on a Paladin, or some other method, something should be done here.
- Paladin needs increased Block Rate (globally). When Warrior can deal out massive Damage with attacks and Weaponskills, and still Parry, *and* use Featherfoot for Evade, the Paladin's Block (w/ Shield) needs to be a more effective ability than it is right now.
- Also agree that Paladin should have at least one ability that helps them gain *some* MP back (nothing that would invalidate Bard, but something like Featherfoot was useful helping Gladiator get some MP back every so often).
- Increase Duration and Add Enmity to "Hallowed Ground." I know it's not a "2 Hour" (like Invincible in FF11), but a slightly increased duration for Hallowed Ground and a big Enmity Bonus would be a nice way to make this a more standout move for Paladin.
- Consider adding in 1 AOE (Area-of-effect) Weaponskill (like Gladiator's old Circle Slash II) that could help *just a little bit* when tanking Multiple Mobs better. Yes, we have Flash and War Drum, but it still feels that Paladin has very little else to do to help tank multiple mobs (it doesn't have to be anywhere close to Warrior (that's fine), but Paladin is weak in this facet of the game)).
And like Phobos and others have said, I *don't* want them to nerf Warrior (I have fun playing my Warrior as well); I'm hoping they just balance it so that Paladin is a standout Job that's marked by very noticeable High Defense that can shrug off damage better than Warrior.
Here's to hoping Yoshida-san looks at everyone's feedback on Paladin and we get some improvements soon.
Thanks~