Shield Lob + Provoke + 2nd Shield Lob if you really need it. Otherwise use Total Eclipse > Prominence combo, it received bonus enmity for a reason.
Visual representation and what it should be is subjective. It fits the fantasy holy knight theme well enough. That said, the potencies are plenty as is.Holy Spirit/Circle: [...]
I mean... you generate 5000MP per minute with passive MP regen and Spirits Within/Expiacion alone. Add the extra from combos and you got plenty to spare. Clemency is an optional strong heal. The regen is overkill when keeping in mind Holy Sheltron/Intervention regen and attack magic healing at Lv84+.Clemency: Reduce the cost of MP and give us a regen HP over time effect.
It doesn't. And if you need one, you get it at Lv96 with Imperator. Not everything needs to look like a god-shattering attack of destruction the level you learn it before upgrades.Requiescat: Need a visual update asap.
No, no, massive no.Cover: Very bad and unused skill, please remove.
Intervention: Same things as Cover.
Intervene: Add another maximum change for 3 and give and add another effect to it to compensate for the removal of the Cover and Intervention skills like: "When used on an ally, it rushes over them defending against incoming damage, giving a shield that mitigates 10% of the damage dealt as a barrier."
Cover is not useless, it is gimped by its gauge cost that got attached for no reason since 5.0 on top of removing the Lv66 mitigation trait from 4.X, making it be in a worse state than back in Heavensward and A Realm Reborn. It needs an unnerf in one of these aspects.
Intervention is also not useless, in fact it's one of the best ally mitigation skills you have at Lv82+. The use case is spot mitigation/regen on low health DPS and healers, as well as adding extra protection to your co-tank, independently to your own actions (Oath Gauge cost aside).
The way you word Intervene implies it still has damage potency, which will make using it on allies undesirable due to how fights are designed. Removing intervention and folding it into Intervene just makes things unbelievably restrictive rather than flexible.
Furthermore, adding a "rush to your target ally to protect them" makes this move universally useless when dealing with tankbusters or mechanics where you are not allowed to get close to your target, much less touch them - proximity attacks, a gap in the floor, debuffs that will kill you if passed at the wrong time, all of these would make this version of Paladin a virtually useless co-tank. These mechanics are plenty in high-end content, I assure you that.
PLD has a large variety of swordplay and magical attacks, arguably more and more meaningful than the other tank jobs when optimizing it. Dropping defensive actions is not a reason to add more attacks, as they would need to integrate meaningfully but also be considered for the damage calculation of PLD balance vs other tanks.In addition, give us two more damage skills in compensation for removing Cover and Intervention. Paladin already has too many mitigation skills, damage skills with beautiful effects would be very welcome in this case.
If there is anything PLD could benefit from is a rework to Shield Bash, as its' current use is so laughably niche that even Cover has more useful applications. An integration into the damage kit, maybe a cooldown that grants a burst of Oath gauge while doing damage, could do well. An additional shield attack of the past, Shield Swipe, could also be considered.
Job fantasy is good, job fantasy at the cost of viability by making things clunky and inflexible is bad.I hope this feedback will help increase the fantasy of the class and make it more enjoyable to play. Thank you!