

Here's the main issue Shelltron aka Holy Shelltron is pretty weird and doesn't work well with stuff such as the new raids DOT effects, I'm pretty sure (I've only heard stuff) but Paladin takes more damage compared to somethinig like a gunbreaker in general, Paladin sure has plently of self sustain but can't control a big chunk of it unlike warrior or gunbreakers sustain.
Also Shelltron I believe takes around 23 seconds so basically the same amount to fill up as any other tanking cd It wont fill up on down time, storing two is nice but it isn't a massive benefit.
Comparing Paladin to warrior, PLD doesn't benefit from their own Raid wide, PLD lacks a personal like thrill, PLD lacks anything like equilibrium (no clemency doesn't count xD). So I believe Paladin In general just has worse self defence capabilities then any other tank (Gunbreaker/Dark Don't really lack in those either), mind you it isn't by a massive amount, MT Paladin is somewhat decent (Prolly better to have another tank) because during your req window your gonna heal from autos, but i do think in general the req healing needs to be removed or toned down so we can put it on something Paladin can control.
They changed it back in Stormblood to allow block to work on magic damage. The problem with block is every other restriction that still exists.
Block does not work if you character is "incapable" of blocking at the time, this means while you're casting anything (granted this pretty much only applies to hard cast Clemency nowadays) or if you're stunned/frozen/paralyzed/or in any other way incapacitated.
Block does not work on any damage over time effects, this is especially bad in the current tier because almost all tank busters leave a dot, making the block portion of Holy Shelltron entirely useless outside of the initial hit.
Block does not work on any critical hit, they simply ignore both block and parry. (this is only really an issue in dungeon trash pulls since bosses can't crit anymore)
These restrictions were completely fine when block was able to mitigate more damage more often.
Back in Stormblood your Shield's Block Strength and Block Rate kept increasing with higher itemlevel shields to a point where block would have a ~35% chance to proc and mitigate ~35% at the end of the expansion. You were also able to make yourself immune to critical hits for 15 seconds via Awareness.
In ShB however SE capped Block Strength and Block Rate to 20% and Awareness was removed from the game, making Shelltron nothing more than every other tank's 20% mitigation but worse since it still suffers from those old downsides on top of PLD not generating any oath gauge when it can't attack anything.
Last edited by Absurdity; 09-15-2022 at 12:14 PM.
Ohhhh.... ok, that makes more sense then. I only ever kept pld leveled so I could throw away old tanking gear, so I haven't gotten around to it this xpac yet to notice those things.
Wow, I'm so glad gnb and drk are my main tanking jobs, then.

All tanks are so homogenized that it doesn't even matter who does more or less at this point. If you wanna talk utility, they all have:
a raidwide mit (except PLD w/ 2)
a 25s spammable def cd (TBN/HoC/Bloodwhetting/HSheltron)
a def cd that can be placed on a party member (TBN/HoC/Intervention/Nascent)
What should matter is that they all should be ~1% damage variance among each other.
Because I want to use Clemancy to heal, not Intervention. Intervention's heal isn't that great, 1k total potency over what, 12 seconds? A 1k instant heal is generally better in most Extreme/Savage+ circumstances, and if you could do it instantly for free then that's a lot more value. Sure the Intervention has the same total heal and comes with damage reduction, but I want to press Clemancy. I do use Intervention as much as I can and honestly was looking forward to using my Oath gauge to heal others the most in EW. Now I want to do it better in current relevant content.
The problem is that Clemancy is currently not fun nor an option, so by making it an OGCD that fixes both.


Intervention is a heal and you can use it as one? Sure it's also a mitigation tool, but 9/10 times im gonna use Intervention for both especially with the a lot damage over time, Your point loses me 1K is pretty big considering that's how much clemency heals you for, sure its over time? but a lot of the effects gives you dots in the current raid tier?
We don't need Oath to have clemency, I want Paladin to have strong utility like I said I believe Paladin should get a strong OCD, targetable heal similar to how warrior gets a self heal, DRK gets oblation and gunbreaker gets a regen, We could give Paladin a strong OGCD heal
Clemency is fine it's a option, might not be ideal for savage, but it being there to help even prolong a fight and see more mechs even in savage is a good use in progression. This is ignoring the countless non savage uses it has, let Paladin keep it instead of removing it Theirs other abilities you can remove before removing clemency.
Heres Three things you can remove before clemency, if Paladin has too much "bloat" if we add more stuff.
1. Shield Bash, It's rarely ever used way more niche then clemency
2. Intervention/Holy shelltron can be merged, right now both serve the same purpose, keep the intervention animation when targeting someone else, change it so instead of blocks are 20% Mitgation or something lol.
3. Cover, I rather this just be buffed but I still rather cover be removed before clemency.
All 3 can make more room for extra Paladin utility/defensives before we have to get rid of one of Paladins more unique Abilities that is actually good in a lot of situations.
I'm not looking to remove PLD bloat, or to address Shield Bash or Cover. I just want Clemancy to be an OGCD so I can actually press it. That's it. Make it like Equilibrium so it's a big heal that we can throw on someone that also gives regen. Whatever it takes. Make it an OGCD and make it good. Don't care about anything else said.


Ok so lets make clemency a OGCD so you can press it, And then we can give paladin Clemency 2 as a GCD
I'm pretty much saying lets not change clemency as it is but also implement a way for paladin to heal OGCD wise, wouldn't that be best of both worlds? I mentioned removing things such as shield bash because it has less use cases then current clemency, we can generally keep clemency but still give PLD a OGCD.
It's not also busted on PLD to have a bit more utility or a raw heal like warrior considering how much the tanks lacking defensively right now.
Not that anyone needs yet *another* theorycrafting post from a random, but there are a few things they could do based on the designs of other, more modern classes that could make PLD feel a bit more cohesive:
- Goring: still a 1-2-3 combo, but now has a 30 sec. DoT, can stack up to 60 sec. like Death's Design, Blade of Valor can also refresh.
- Req.: still the same, but selfishly I'd like it to have the same range as Holy Spirit.
- FoF: could get trimmed, or a traited upgrade into Req., or made into an Infuriate-style gauge builder for something like...
- Atonement: Like Fell Cleave, Bloodspiller, Saber Dance, whatever - now just a big hit that can be held back while using the RA combo and other actions as a gauge builder. Turning the Oath Gauge into offense both removes the "auto-attack" issue it currently has and now means that...
- Shelltron: 2 charges, 25 second cooldown. Needs more native DR (*not* focused on blocking) to counter the new DoT tankbuster meta, but keeps the regen effect.
- Cover: now a Kardia or Closed Position "set it and forget it" skill that gives your partner a minor passive defensive bonus + active effects / heals based on skills used by the Paladin. Could make Oath Gauge + Atonement akin to Saber Dance, where it fills as the Paladin (or their Cover target) takes damage / defends their allies.
- Passage: needs an instant DR effect in a radius around the Paladin, but should be able to maintain the channeled effect for the additional block DR since wings are so iconic. Like Meditate, could generate Oath Gauge while channeling to allow the Paladin to make use of downtime to build up offensive resources.
- Clemency / Veil: oGCD defensive MP spenders that make PLD the inverse of a DRK. Clemency can target either the PLD or others. It's also long past time to remove the Veil "pop" requirement, and it should apply to the Paladin.
Otherwise, a Camouflage-esque block + minor DR CD wouldn't be unwelcome (jokingly referred to as Bulwarkflage in another thread). Shortening Hallowed's CD is also a necessity - or maybe using parts of the kit to shorten the CD as part of the natural flow of gameplay like Fell Cleave / Infuriate.
Last edited by monoptic; 10-17-2022 at 03:53 AM.
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