Do you enjoy playing Paladin in Shadowbringers?Yes. I think that Paladin's design is currently in a fairly good place, and that it is overall a fun Job to play.What is the purpose of this post?While I don't think that Paladin currently has any "severe" problems, I do think that the Job's current design still has some flaws and issues. I think that addressing these complaints would make Paladin feel smoother, more comfortable, or more enjoyable in a wider variety of situations.——————————————————————————————————————————
What do you currently enjoy about Paladin's design in Shadowbringers?——————————————————————————————————————————Overall, I think that Paladin is currently a pleasant and enjoyable Job to play. I have used the word "enjoyable" excessively here, because it feels appropriate to describe most of the current Paladin design: it's just comfy and positive in most situations.
- Paladin has a smooth, clean rotation that is predictable, consistent, and mostly enjoyable.
- Paladin generally has appealing aesthetics and animations.
- Paladin generally provides a good sense of payoff and satisfaction for trying to refine or optimize rotational decisions on a given encounter.
- Paladin's aesthetics and rotation generally feel more distinct and unique compared to other Tanks.
- The "Requiescat" cycle introduced in Stormblood was refined further in Shadowbringers, and remains an enjoyable point of variety in the rotation. The addition of "Confiteor" as a finisher makes this part of the Paladin's cycle more fun and more satisfying.
- "Atonement" has become an enjoyable addition to the melee side of the rotation, adding more rotational flexibility, and adding enjoyable variation to the basic 123-124-124 melee rhythm introduced in Heavensward (and yes, I know, it was technically 123-154-154 before Stormblood...).
- "Intervene" has become an enjoyable addition to Paladin's basic toolkit, allowing Paladin to perform more equitably with other Tanks in "melee disconnect" situations. Even in the absence of disconnects, "Intervene" is an enjoyable and satisfying additional OGCD to activate.
What do you see as the current flaws or complaints about Paladin's design in Shadowbringers?1. I think that there are some issues with certain aesthetics and a lack of "fun" for some actions.1a. Paladin's OGCDs are boring and unexciting.2. I think that the Paladin's "Oath Gauge" is a boring and unsatisfying aspect of the job.Paladin has been stuck with only two bland OGCDs since A Realm Reborn: "Circle of Scorn" and "Spirits Within". Compared to many other Jobs, I think that both of these actions are visually dated and bland, and overall quite boring:1b. The "Fight or Flight" cooldown is very important, but also very dull and bland.I feel like I only consciously use "Circle of Scorn" and "Spirits Within" because I know that I'm obligated to push them in order to meet the total rotational potency that Paladin is balanced around; they are very "instruction-motivated" keypresses:
- They don't do anything interesting.
- They aren't particularly powerful.
- They don't feel very satisfying or exciting to press.
I think that upgrading, enhancing, improving, or otherwise making both "Circle of Scorn" and "Spirits Within" more interesting would be a good change for Paladin. I think that both the rotational function and the visuals of these two OGCDs have a lot of room for improvement in order to make them actions that I would actually look forward to using.
- I don't press them because they seem fun.
- I don't press them because they feel exciting.
- I don't press them because they look cool.
- I don't press them because they do anything interesting in the rotation.
Note that I am intentionally not including "Intervene" in this complaint. I think that "Intervene" looks cool, and it is satisfying to press, and it has some satisfying strategy to managing its 2 charges, and it even has other fun rotational uses (maintaining uptime, canceling knockbacks, etc)."Fight or Flight" is one of Paladin's most important cooldowns, and due to its unusually-long duration, "Fight or Flight" windows end up occupying large portions of a Paladin's rotational time.
However, "Fight or Flight" is very boring. It does not actually change the rotation, and absolutely nothing interesting happens inside "Fight or Flight". It is entirely just a passive "layer" that happens "in the background" while the Paladin just continues doing the same 123-124-555 rotation that it would have been doing either way.
I think that "Fight or Flight" has the following issues:NOTE: Please let me be EXTREMELY CLEAR that I am absolutely, unequivocally, 100%, NOT asking for "Fight or Flight" to turn into yet another clone of Warrior's "Inner Release". PLEASE DO NOT DO THAT.
- It is too long. By having such a long duration, I suspect that it makes it more difficult to design "Fight or Flight" to have anything interesting happening inside its window, without having a dramatic disruptive effect on the overall rotation. And because it's so uninteresting, a large portion of the rotation ends up being occupied by a fairly uninteresting "rotational event".
- It doesn't change anything. Because "Fight or Flight" is entirely just a passive damage increase, it doesn't feel distinct, unique, or interesting to activate. Instead, it's just "business as usual", except if you squint at the flying text, the numbers are somewhat larger.
- Not enough happens. Because Paladin's rotation is so limited and methodical, and because Paladin has such bland and underwhelming OGCDs, there isn't a sense of excitedly dumping potency into its buff window in the same way that Gunbreaker's "No Mercy" window, Dark Knight's "Blood Weapon" window, or even Warrior's "Inner Release" window (Direct Crit "Upheaval" and "Onslaught") have. So "Fight or Flight" is also an underwhelming and unexciting rotation window, even as far as "big damage increase cooldown window" actions go in FFXIV.
- It's too fussy. Because of the performance necessity to fit 1 entire "Goring Blade" duration into "Fight or Flight", plus "snapshotting" another "Goring Blade" refresh before "Fight or Flight" ends, plus how reliant "Fight or Flight" is on cleanly completing multiple combo chains, it's very easy for frustrating failures and disruptions to occur if any sort of disconnect overlaps the "Fight or Flight" window. (This may sound ironic compared to the previous complaints, but please understand that "fussy" is not necessarily the same as "interesting", "fun", or "exciting".)
I don't find the "Oath Gauge" fun, for quite a few reasons:3. I think that there are some issues with some aspects of the offensive rotation's timings being awkward or annoying.
- It increments on auto attacks.
- This results in the Gauge totals being unstable based on randomization factors in encounters (some as-designed, some caused by the behavior of other players, and so forth) that cause unstable disconnects from melee range.
- Additionally, due to how "opaque" information about Auto Attacks is in the FFXIV UX, it's more difficult to anticipate or control how a given disconnect affects Gauge generation.
- Overall, I don't like the lack of precision that this adds to the "Oath Gauge".
- It has no offensive value.
- I think that it's bland and uninteresting to have a Gauge devoted entirely to defensive actions, because these are not always actually useful.
- For example, while soloing, or in many easier forms of content, no "Oath Gauge"-consuming actions are necessary at all. In these cases, the Gauge often sits full doing nothing, because I get tired of pressing a key that's not actually productive.
- During Stormblood, "Oath Gauge" could still be manipulated to force "Shield Swipe" to become active, increasing personal DPS. But with the removal of "Shield Swipe" in Shadowbringers, the "Oath Gauge" has become very dull and uninteresting in most situations.
- It gates defensive actions behind an unstable Gauge.
- I much prefer that other Tank designs can use their defensive cooldowns in a completely-predictable and consistent way using firm and clear cooldown timers.
- I don't like that the exact amount of defensive actions available to a Paladin during an encounter is tied to unstable factors such as melee auto-attack uptime, or uncontrollable "scripted Stuns", and so on.
- It's just not interesting or exciting.
- Almost every other Job "Gauge" leads to some sort of exciting finisher, payoff, buff, or other visceral and positive rotational result.
- "Oath Gauge" leads to almost nothing interesting. It is dull and flaccid. And in most situations, it can be summarized as: "Heart of Stone with extra steps".
3a. "Circle of Scorn" has a weird cooldown that doesn't sync nicely.4. I think that "Requiescat" still has some annoying "quality of life" and "usability" quirks and issues."Circle of Scorn" has a weird 25-second cooldown that doesn't line up cleanly with cooldowns. I would prefer if "Circle of Scorn" was given a more "standard" cooldown that cleanly divides into 60 second intervals — either 20 seconds, or 30 seconds.3b. The Paladin rotation naturally occurs at awkward intervals of approximately 63 seconds.Raid buff coordination in parties generally occurs at intervals of 30 seconds:However, the Paladin rotation naturally occurs at 63 second intervals, for the following reason...
- approximately 10 seconds: 60 second, 90 second, 120 second, 180 second buffs, Potion
- approximately 70 seconds: 60 second buffs
- approximately 100 seconds: 90 second buffs
- approximately 130 seconds: 60 second, 120 second buffs
- approximately 190 seconds: 60 second, 90 second, 180 second buffs
- approximately 250 seconds: 60 second, 120 second buffs
- approximately 280 seconds: 90 second buffs
- approximately 310 seconds: 60 second buffs
- approximately 370 seconds: 60 second, 90 second, 120 second, 180 second buffs, Potion
- (etc)
Alternatives to avoid this and "force" a 60-second cycle include:
- (Note: In this example, I will assume a Paladin with a 2.40 second GCD, but this issue occurs at basically any realistic "Skill Speed" quantity, because stacking "Skill Speed" until GCD = 2.26 is too much of a DPS loss.)
- 11 GCDs occur inside "Fight or Flight", occupying 26.40 seconds in total.
- 5 GCDs occur inside "Requiescat", and because "Spells" do not scale with "Skill Speed", this will always occupy a fixed 2.50 * 5 = 12.50 seconds in total.
- The Paladin then needs to refresh "Goring Blade" after ending "Requiescat", for another 3 * 2.40 = 7.20 seconds.
- Because "Fight or Flight" is not yet ready, and because the Paladin does not want to lose potency by overwriting "Goring Blade", and because the Paladin does not have enough MP to occupy the time with "Holy Spirit", the Paladin must necessarily perform a sequence of "Royal Authority → Atonement, Atonement, Atonement", for another 6 * 2.40 = 14.40 seconds.
- At this point, a total of 26.40 + 12.50 + 7.20 + 14.40 = 60.5 seconds have elapsed.
- However, the Paladin cannot activate "Fight or Flight" on-cooldown during the GCD of the third "Atonement", because then the Paladin will not be able to fit 2 entire "Goring Blade" inside "Fight or Flight", and this is a significant potency loss:
- "Atonement" GCD is elapsing...
- "Fight or Flight" begins — 25s remain in "Fight or Flight"
- "Atonement" GCD ends, "Fast Blade" GCD begins, as the first GCD inside "Fight or Flight".
- "Fast Blade" GCD ends — 22.6s remain in "Fight or Flight"
- "Riot Blade" GCD ends — 20.2s remain in "Fight or Flight"
- "Goring Blade" GCD ends — 17.8s remain in "Fight or Flight"
- "Fast Blade" GCD ends — 15.4s remain in "Fight or Flight"
- "Riot Blade" GCD ends — 13.0s remain in "Fight or Flight"
- "Royal Authority" GCD ends — 10.6s remain in "Fight or Flight"
- "Atonement" GCD ends — 8.2s remain in "Fight or Flight"
- "Atonement" GCD ends — 5.8s remain in "Fight or Flight"
- "Atonement" GCD ends — 3.4s remain in "Fight or Flight"
- "Fast Blade" GCD ends — 1.0s remain in "Fight or Flight"
- "Riot Blade" GCD ends — "Fight or Flight" has expired.
- "Goring Blade" GCD begins outside "Fight or Flight", causing a significant potency loss.
- As a result, the Paladin is forced to deliberately ignore "Fight or Flight" for one entire GCD after it naturally comes off-cooldown, and instead activate it during the GCD of the following "Fast Blade".
The result of all these constraints and factors is that for every "rotation loop" completed, the Paladin rotation slowly drifts out-of-alignment with the party's 30-second buff cycles. I don't enjoy this, for several reasons:Note: There is an alternate "optimization" cycle that deliberately rearranges the standard GCD order to push 1 extra "Atonement" into "Fight or Flight" for a middling and unstable potency increase. However, this particular cycle does not actually reduce the cycle duration: it is still 63 seconds long, it just rearranges where certain GCDs land (ie, "Fight or Flight" is still delayed by 1 GCD every loop).
- Stacking enough "Skill Speed" to have a 2.26 GCD: Due to the huge quantity of "sub stats" required to achieve this, it is a significant overall DPS loss, making it pointless, because more is lost than gained.
- Dropping 1 "Atonement" before "Fight or Flight": Deliberately allowing "Atonement" to expire with an unused stack is a large rotational potency loss, akin to breaking a combo chain.
- Dropping 1 "Atonement" inside "Fight or Flight": Again, this deliberately allows "Atonement" to expire unused. Or it deliberately places an "Atonement" outside of "Fight or Flight". Either way, it's a large potency loss.
- Dropping 1 "Holy Spirit" inside every "Requiescat": strangely enough, this is less of a potency loss than it seems like it should be. However, it is still not necessarily a gain (situation-specific analysis is required), and it is counter-intuitive to a player trying to just logically follow their tooltips.
Overall, I would like it if the Paladin rotation was tightened up to naturally be exactly 60 seconds long when done "optimally", rather than remaining at this awkward, "drifty" 63-second length, beset by bizarro and counter-intuitive "optimization" options.
- It's unsatisfying.
- I think that one of the most engaging aspects of trying to optimize a Job's rotational style in an endgame environment is the challenge of making as few mistakes as possible while doing mechanics, so that every time raid buffs such as "Trick Attack" and "Technical Step" become active, my own rotation is cleanly aligned with the phase of increased damage.
- By forcing Paladin to naturally drift out-of-alignment, it steadily removes this sense of reward as an encounter drags on, and instead cause the Paladin to feel like it's just kind of doing its own thing offensively... as if the other party members don't even exist.
- Likewise, it's disappointing to watch a big array of raid buffs all splash into my Enhancements tray, but know that my big cooldown windows are still 20+ seconds away, due to how far everything has uncontrollably drifted by the later stages of most encounters.
- It's unintuitive.
- Most Jobs train their players to use actions as soon as they come off cooldown, especially important buffs.
- Paladin, however, actually bizarrely "punishes" players for using "Fight or Flight" immediately off-cooldown, because it slowly deranges how "Fight or Flight" syncs up with the GCD combo cycle and "Goring Blade" refreshes.
- Alternatively, forcing the rotation to be 60 seconds long by deliberately getting fewer "Holy Spirits" inside "Requiescat" than possible is also counter-intuitive and feels bad. And what's even less intuitive is that sometimes it's actually higher personal DPS to deliberately do "Requiescat" in a way that is "wrong".
- It's frustrating with regard to OGCD uses.
- "Spirits Within" and "Intervene" are still fixed 30-second cooldowns, and there is a high risk of losing uses by allowing them to drift.
- Therefore, as an encounter progresses, even the Paladin's own personal OGCDs begin to desync from its own personal buffs, which feels awkward and frustrating and unintuitive.
4a. "Requiescat" can completely fail if the Paladin's MP isn't high enough.5. I think that Paladin currently has quite a few lingering issues and frustrations with its defensive design, that make it feel ironically less "Tanky" than other Tanks.I think that this requirement is unnecessary and annoying:4b. The "Requiescat" action requires a successful Melee attack to activate.
- The Paladin is already punished for entering "Requiescat" with low MP.
- Having partial MP drops the direct potency of "Requiescat", and additionally constrains the number of "Holy Spirit" that can be cast inside the increased damage window.
- So, I don't think the Paladin needs to be "extra punished" by having the entire action "fake activate" and basically do nothing.
- It's awkward and unintuitive.
- While the tooltip technically explains this, the wording is arcane and confusing.
- Most players are not expecting a buff to fail to apply correctly if it's actually lit up and usable.
- Also, while we're on the topic of this tooltip, another segment of players frequently needs to be explained that "Requiescat" doesn't stop working if the Paladin's MP drops below 80% after activation.
- Overall, I think that this aspect feels "over-designed" — it's not intuitive to players, and it doesn't add much fun or interest, rather than just situational headaches.
- It causes extra layers of punishment to any Paladin that tries to actually help their party by using "Clemency", and teaches Paladins to just let people die instead, so that they don't ruin their personal offensive rotation.
- It causes extra layers of punishment to the Paladin if they are forced to sustain a large amount of melee disconnects, due to party errors or bizarro encounter design (for example, many frequent messy Alliance Raid situations), and thus physically cannot regenerate enough MP before the next "Requiescat" cycle.
4c. "Requiescat" does not increase the range of auto attacks.
- "Requiescat" starts the Paladin's "ranged" cycle, but it requires a melee-range strike.
- In a vacuum analysis, I would argue that this design is interesting: it makes for a natural "transition" design between Melee and Ranged. "Fight or Flight" melee physical cycle → Magical Melee Attack → "Requiescat" ranged magical cycle.
- However, in actual practice, it's often just very annoying, because there are situations where the Paladin literally cannot remain in melee range quite long enough to successfully activate "Requiescat", and then is forced to stand outside melee range doing nothing, despite "Requiescat" being available.
- I think that this is a situation where the empirical assessment "This feels bad" should take priority over idealized design elegance.
"Requiescat" seems like it allows the Paladin the freedom of acting at range.To be clear, in situations where the Paladin would otherwise have to disconnect entirely, "Requiescat" is still a significant gain over not being able to keep GCDs rolling at all.
- However, because "Requiescat" does not extend the range of auto-attacks, the Paladin ironically still has to remain in melee range in order to maximize personal DPS.
- Therefore, part of the "fun" of "Requiescat" is undermined once a Paladin realizes that "Requiescat" doesn't actually allow them the freedom of being at range.
- Instead, this issue leads to trying to find ways to stay next to the target even while "Requiescat" is active, which is counter-intuitive, and makes the "ranged spellcasting phase" feel somewhat pointless compared to just having empowered melee attacks or something.
To be, uhm, "further clear":
- The problem, however, is that encounters
cannotshould not realistically be designed that way without significantly punishing the other 3 Tanks that do not have a similar "Requiescat" analogue.- Therefore, in any reasonably-balanced encounter design that does not unfairly punish melee players or Tanks, it is almost always possible to engineer some way to remain in auto-attack distance while "Requiescat" is active.
- Therefore, any clever or unique tactics that might be generated by Paladins having access to "Requiescat", are often undermined or scratched-out by the desire to preserve auto-attack uptime, because auto-attacks are actually a significant portion of total encounter damage caused by melee Jobs.
- "Requiescat" is still a powerful action that grants the Paladin a great deal of situational flexibility that other Tanks do not have access to.
- However, I think that "Requiescat" would be more flexible and more fun if some of its bizarre rough edges and "gotcha" caveats were streamlined away, and it was more clearly defined as a definitive "ranged" phase.
Interestingly, I actually have more complaints about Paladin's defensive design than its offensive design. Aside from the complaints above, I think that the overall Paladin offensive rotation feels very good.
However, despite being the fantasy-iconic shield-bearing Tank class, I think Paladin ironically feels the worst to me to actually "Tank" at the front of a boss with, out of all 4 Tank jobs. There are quite a few reasons for this...
5a. I think that "Oath Gauge" feels sloppy and bad to use, even defensively.As discussed above, but I'm going to repeat here: I don't like my defensive actions being tied to unstable factors such as melee auto-attack uptime. As a Tank, I prefer to be able to anticipate exactly what defenses I will have available at any given time.5b. "Oath Gauge" spending tools feel unnecessarily convoluted for what ends up amounting to a very minor part of Paladin gameplay.5c. I don't like that "Spirits Within" punishes the Paladin for Tanking as a Tank job.
- "Sheltron" and "Intervention" (not "Intervene", the gap-closer; now we're talking about "Intervention", the support tool) could just be one action with different functions between personal and party usage, similar to Warrior's "Nascent Flash".
- I don't think that "Sheltron" actually gains much positive gameplay from being tied to a Gauge. It could just have a cooldown (which worked just fine in Heavensward), and maybe charges.
- "Cover" costing "Oath Gauge" is annoying. I think that the developers wanted to scale back on the extensive "Cover" shenanigans that occurred throughout Stormblood, but I think that it would have been brought under control enough just by removing the 20% damage reduction on "Cover". ("Cover" is an iconic Final Fantasy action, and having it pushed so far into the corner in Shadowbringers feels disappointing. At the very least, I would prefer if the "Oath Gauge" cost was removed from "Cover".)
I am going to be quite blunt here: I pretty much will not accept any argument from the developers for why "Spirits Within", an offensive action on a Tank job, punishes the player for taking damage. I believe that this is an objectively poor design choice.5d. I think that Paladin's defensive support tools feel awkward and uncomfortable to use in practical situations.
"But we wanted to differentiate between Main Tank jobs and Sub Tank jobs!", they may cry. No. I do not accept this. The reality is that in a wide variety of situations, such as randomized Duty Finder content, or even Party Finder where players do not always engage in consistent "meta-accepted" behavior, it's just not practical to "respect" the MT/ST division in Tanks.
Furthermore, I don't think that any Tank player should ever feel punished for taking unavoidable damage. They are playing a Tank!! Their entire purpose is to take damage instead of other roles in the party. If anything, they should be rewarded for doing this not punished (but preferably not that either, since then Tanks would just deliberately jump in AOEs or something...).
Further furthermore, sometimes the "Sub Tank" still has to take unavoidable damage anyway! Such as high raidwide damage mechanics, or shared "tankbuster" attacks, or... etc, etc, etc. So even as far as "reinforcing the Sub Tank role", this is still an awful design choice. Wasn't this obvious to anyone on the design team at some point before 5.00 release?
Further further furthermore, in Stormblood, when Warrior's "Upheaval" was instead the Tank action that scaled its potency with the player's HP total, it at least made slightly more sense, because Warrior has a significant amount of self-healing tools and options. Paladin, on the other hand, is the Tank that is single-handedly worst equipped to restore their own HP (and if you're about to bring up "Clemency", please don't — we'll get to why in a moment), so it makes the least sense of any Tank to punish Paladin for being below full HP.
"Spirits Within" scaling its potency with current HP total is an extremely bad design choice for a Tank Role job, and this aspect should be removed. I really don't like this!!First of all, let me be very clear: I think that in an optimal, organized, coordinated environment, both "Divine Veil" and "Passage of Arms" are very powerful support tools.5d. I think that Paladin feels very awkward to "pull" bosses with.
However, outside of this very small niche range of situations that are not a common thing for the vast majority of FFXIV players to encounter, both of these support tools are awkward and difficult to use effectively, resulting in Paladin often feeling like — ironically — the least supportive Tank job.
"Divine Veil"."Divine Veil" requires the Paladin to receive healing to trigger its effects."Passage of Arms"."But there's always healing going out! 'Divine Veil' will always be triggered by something!"
- However, very few Healers — especially outside Savage+ content — know to pay attention to the icon for it. And even if they do, they may very well not feel like "wasting" an offensive GCD cast, or spending an OGCD that they weren't planning to use yet.
- Also, because FFXIV has chosen to abusively punish players for trying to use macros (by preventing macro'd actions from utilizing the action queue), it's inefficient and clunky to try to macro an alert for the action into party chat. (And anyway, maybe 2% of players would even notice an announcement during a busy encounter)
- So then, if the Paladin triggers "Divine Veil" directly with their own "Clemency", then they lose a great deal of personal DPS, for a variety of reasons.
- And finally, if the Paladin just patiently waits for a Healer to trigger the effect, then it may very often just expire and fall off, especially in random-matchmade or less-coordinated environments.
I would much prefer if "Divine Veil" just applied its absorb shield immediately on-use. If the potency needs to be reduced, or the cooldown increased, to compensate for this "easier" usage — fine. I would much rather have an action that can actually be utilized effectively in a wide range of practical situations.
- The problem is that... no. This is not the case in actual practice.
- Sometimes, an attack comes up with minimal advanced warning. For example, many Hunt bosses have a semi-randomized script, and will pull out a large, dangerous attack with essentially no predictable timing.
- Other times, a significant damage event occurs after a long lull period during which no significant party or Tank healing is required, especially on the "sub tank". The Paladin knows that this is coming, but "Divine Veil" cannot be triggered without forcing a "useless" extra healing event out of the Healers.
As it stands right now, I feel significantly more effective as a "party support" while playing Warrior, because "Shake It Off" just bloody works when I need it to, immediately, as soon as I see that something needs to be shielded.In coordinated and disciplined environments, players (usually) stay huddled tightly together when not forced apart by encounter mechanics, and "Passage of Arms" can see reasonable use.Overall, if the developers think that Paladin having 2 "party-wide support tools" is too strong, I'd even be fine with just merging "Divine Veil" and "Passage of Arms" together into one 90 or 120-second cooldown that does both things, works immediately on cast, and is a radial circle, or some other practical shape.I would much rather have "Passage of Arms" be weaker, or have a longer cooldown, or whatever is required, and make the effect an 8-yalm-radius circle or something, because again, like with "Divine Veil", I would at least get to actually use it in a wider variety of practical situations.
- However, in the vast majority of realistic and practical situations in FFXIV, players are instead scattered haphazardly all over the place.
- Likewise, in many situations even in coordinated environments, it is simply not possible or practical to have players stacked together at the time that a significant damage event occurs.
- As a result, in far too many situations, "Passage of Arms" ends up sitting unused, or ironically being used as a cooldown on the Main Tank rather than the party, or being activated with disappointing effect as it affects maybe 3 players.
- And as a result of that, in far too many cases, "Passage of Arms" serves little purpose other than "looking cool" as it adds unnecessary overkill mitigation on some cinematic intermission raidwide effect that wasn't going to KO anyone either way, because that ends up being the only situation where players actually stay together tightly enough to fit inside the "Passage of Arms" cone effect.
As it stands right now, in actual practice, I feel like a useful support in far more situations as Dark Knight/Gunbreaker compared to Paladin ("Heart of Light" is much more practical and effective in a wider variety of situations than "Passage of Arms"), and as Warrior compared to Paladin (likewise for "Shake It Off" compared to "Divine Veil").
I find that a lot of Paladin's support power ends up being hypothetical, rather than empirical, outside of very contrived situations, very specific mechanics, or very coordinated teams, and I would rather have tools that function more broadly and more pragmatically in situations such as Dungeons, Alliance Raids, Extreme Trials, and "pugging" Savage in Party Finder.First of all, "Shield Lob" is weak, and players trying to perform well do not want to use it unless absolutely forced to:5e. I think that Paladin's personal defensive array is disappointingly limited.Second of all, it is currently an advantage to a Paladin's personal DPS to open an encounter with a hard-cast of "Holy Spirit", because the pre-cast during the pull countdown is basically "free potency".
- It does poor damage.
- It breaks combos.
- Its Enmity generation is irrelevant due to Shadowbringers changes to Tank design.
- It sets the entire opener back by 1 GCD, causing the Paladin cycle to desync even further from party buffs.
Both of these factors lead to a Paladin being encouraged to pull in the following awkward manner:This takes practice, fluctuates with things like latency, easily goes wrong (early or late pull, or clipped first GCD, or...), and I think that it is generally just bizarre and unintuitive for a lot of players.
- Begin hard-casting "Holy Spirit" during the pull countdown.
- Time "Holy Spirit" to cause damage just as the pull countdown reaches 0.
- Time "slide casting" the tail end of the "Holy Spirit" cast to allow the Paladin to be in melee range of the target as the pull begins.
- Open the encounter with "Fast Blade" rather than "Shield Lob".
Something feels "weird" to me about Paladin's defensive toolset. It just feels... underwhelming, and lacking, and just not quite on par with other Tanks.5f. "Clemency" is a humiliatingly counter-productive action that punishes the Paladin in a wide variety of ways for trying to use a support tool.
Everything that Paladin can do, other Tanks can also do, and often "better":...but the other Tanks each also have at least something extra:
- random "Block" chance → "Storm's Path", "Souleater", "Brutal Shell" healing/shielding
- "Sheltron" → "Raw Intuition", "The Blackest Night", "Heart of Stone"
- "Reprisal" → "Reprisal", "Reprisal", "Reprisal" (shared)
- "Rampart" → "Rampart", "Rampart", "Rampart" (shared)
- "Sentinel" → "Vengeance", "Shadow Wall", "Nebula"
- "Invincible" → "Holmgang", "Living Dead", "Superbolide" (more frequent KO prevention is, in many cases, ironically better than 7-minute-cooldown "true invulnerability")
Paladin just feels... very basic. Very limited. Like it only has the absolute bare-minimum necessary to scrape by defensively. It doesn't feel like it lives up to the fantasy of being the super-tough, shield-bearing hero Tank.
- Warrior: "Thrill of Battle", "Equilibrium", "Nascent Flash"
- Dark Knight: "Dark Mind"
- Gunbreaker: "Camouflage", "Aurora", "Heart of Stone"
Once again, Paladin is ironically the worst Tank at doing what its fantasy archetype is traditionally expected to be the best at.5g. Overall effect of these complaints
"Clemency" is straight-up horrible for the following reasons:All of this means that, from a practical and realistic perspective, Paladin is actually the worst Tank at self-sustain, and the worst Tank to have "main tanking", because all of the following Tanks can buffer or restore their own HP better and more effectively than Paladin:
- It costs a GCD. Full stop, you've already lost this action as a viable option. The Paladin is forced to trade out an entire GCD of offensive potency for... zero offensive potency.
- It breaks combos. This kills "Clemency" as an option even more: not only does it cost a GCD, but it potentially sets the Paladin back multiple GCDs by breaking a combo.
- It costs MP. As soon as Paladin gained "Requiescat" and "Holy Spirit", "Clemency" became an even larger personal DPS loss, because spending MP on "Clemency" means not spending MP on "Holy Spirit" and, furthermore, significantly increases the chance of not being able to successfully trigger the "Requiescat" buff window, which is a grotesque personal DPS loss.
- It has a cast bar. This means that "Clemency" also has "hidden" costs: the Paladin cannot Block, and the Paladin cannot auto-attack, while activating "Clemency".
Paladin, meanwhile, has only the following "sustain" tools:
- Warrior
- "Storm's Path" is an offensive combo move that's part of the normal rotational priority, so it is free self-healing at no DPS loss.
- "Nascent Flash" is OGCD and has no cost, so it is free self-healing at no DPS loss. Also, it even heals someone else, so Warrior is also more effective for healing other players than Paladin is.
- "Equilibrium" is OGCD and has no cost, so it is free self-healing at no DPS loss.
- "Thrill of Battle" is OGCD and has no cost, so it is free self-healing at no DPS loss.
- "Shake It Off" is OGCD and has no cost, so it is free self-shielding at no DPS loss in any situation where the raidwide benefit is irrelevant or unimportant.
- Dark Knight
- "Souleater" is an offensive combo move that's part of the normal rotational priority, so it is free self-healing at no DPS loss.
- "The Blackest Night" is OGCD and, if done correctly, has no net cost, so it is free self-shielding at no DPS loss.
- In fact, if done correctly, "The Blackest Night" is actually a DPS gain to use.
- Also, "The Blackest Night" is just as powerful when used to save someone else, so Dark Knight is also more effective for "saving" other players than Paladin is.
- Gunbreaker
- "Brutal Shell" is an offensive combo move that's part of the normal rotational priority, so it is free self-healing and self-shielding at no DPS loss.
- "Heart of Stone" is OGCD and has no cost, so it is free shielding on another player at no DPS loss.
- "Aurora" is OGCD and has no cost, so it is free self-healing at no DPS loss.
- "Block", which other Tanks can't do. But it is randomized and unpredictable, so you can't plan around it, and it doesn't do anything if you're already injured. Also, Paladin has no natural, rotation-based healing, which basically cancels out the average value of "Block" relative to other Tanks.
- "Clemency", which causes the Paladin player to basically voluntarily destroy their own personal DPS performance, which most players would agree is something that feels "bad" to do.
As a cumulative result of all these factors, Paladin — the traditional fantasy/RPG shining, shield-wielding, heroic, healing-hybrid defender archetype — is, in FFXIV... actually pretty mediocre at defending others, healing others, healing itself, and even defending itself. This... really feels disappointing and frustrating.
For players invested in the "shield-wielding armored hero" fantasy trope, it just doesn't feel right that being in front of the boss and tanking it as Paladin feels like distinctly more of a burden to Healers, and more of a liability overall, than other Tanks.
...Other Tanks, including the guy who's half-naked and just kind of "quite upset", but is more durable than the Paladin anyway. Or the guy in a damned cloth trenchcoat that's swinging around a goofy cosplay weapon while sometimes shooting himself in the face with geometric sparkle power.