I am Miyoru Utadaeshi from Leviathan, a Paladin main who has been playing the job since the Alphascape raids in Stormblood.
Why Redesign?
In light of developer comments about Paladin buffs in patch 6.21, I thought it would be fun to come up with a concept for a new Paladin rotation that keeps the core identity of Paladin intact, while better aligning it with the standard 2 minute raid buff burst windows. For me, the core identity of Paladin is having a mix of GCD actions throughout a roughly 1minute loop. A job like Dark Knight mostly uses a stable 123 combo with occasional burst GCDs, Paladin has a combo with 2 finishers, Atonement, Holy Spirit, and Confiteor+blades combo.
Redesign Goals
In designing this new rotation, I had a few high level goals in mind that I wanted the rotation to follow:
- Fixed 60s rotation loop at 2.5s GCD.
- This is to better make PLD gear work with other jobs, and to avoid having weird rotation hiccups due to some actions being spells and therefore locked to 2.5s regardless of skillspeed. This results in a 60s loop of 24 actions
- Universal damage buff Fight or Flight.
- Right now, Paladin essentially has two burst phases, a strong one about 20s long in the form of Requiescat spell phase, and a 25s long physical burst phase from Fight or Flight. Because Paladin’s burst is spread out over 45s, it is unable to fit all of its high potency actions within the shorter raid buff windows of 15-30s. As a result, its overall damage is reduced compared to jobs which are able to fit most of their potency in the shorter raid buff window. By making FoF a universal damage buff, PLD could fit both its strong spells and physical oGCDs into the same buff window, concentrating more of its potency into one window, similar to many other jobs.
- More oGCDs in burst.
- A large source of Dark Knight and Gunbreaker being so effective in raid buffs is their higher number of oGCDs that they can pool and use under raid buffs. I believe shifting potency onto oGCDs is necessary for Paladin to have more concentrated burst windows without making their sustained damage too high and being overtuned.
- Maintain Damage over Time management.
- Although it’s true that dots do not work as well in fights where the boss becomes untargetable for a period, managing dots has been one of the core aspects of Paladin's identity since at least Stormblood. For this reason, I want to keep Goring Blade in the rotation in some way.
I've created a Google doc with the full write up, including images of the rotation and potency values that you can find here: https://docs.google.com/document/d/1...it?usp=sharing
I am open to any feedback. I'm pretty proud of this redesign concept, and would be happy if the Developers implemented some of these ideas.
Thanks for reading!