Last edited by Shurrikhan; 06-19-2025 at 01:47 AM.
Please, devs. Ignore this whole thread. All suggestions are awful.
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!
Last edited by Reinhardt_Azureheim; 06-18-2025 at 07:52 PM.
Agreeing with everything this guy said.
If anything, I wish they would just remove the oath gauge cost for Cover and keep the 2 minute CD to keep it balanced and fair. I can't count the number of times I've saved runs because of a well-timed Cover, and as such I always find opportunities to use it. Plus it never fails in making my Cover's target happy.
Regarding Intervention: this got a lot of mileage when I did Recollection on week 1. The regen + damage reduction was a godsend because they gave healers time to breathe while they did their best to keep everybody up. That bleed was not messing around.
On Clemency getting a regen: No, that would be way too powerful. Holy Sheltron's regen is enough. Give the healers something to do, man.
So no, they are not useless. And I'm glad to see that most in this thread (and in another one I saw) share the same sentiments.
Isn't that just a matter of wanting them combined, like TBN and Heart of Stone/Corundum?
At least I'm sorely hoping it is.
Or, to correct the idea trajectory if not...
-> Remove the cooldown (making it purely gauge-based) with a safety of being unable to reapply it to anyone still benefiting from the 4-second bolstered effect and thereby save the button.
...Or, better yet, unneuter macros, and make the consolidation optional.
Last edited by Shurrikhan; 06-20-2025 at 05:04 PM.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Cover doesn't need to be removed it just needs to become a role action that tanks actually should have to use. Intervention feels low impact early levels, but it's mitigation is actually really nice to have when your a off tank. Later on it becomes a even better skill, though merging it with holy sheltron is something I've often suggested
I like the idea of dashing to allies but doesn't need any sort of shield, Clemency doesn't really need a regen, Idm a MP buff but more for the fact 4000Mp in level 60 content is way too much, 2000Mp standard is fine as it's a emergency skill (usually used to save a ally before a raid wide or if healers are downed) not a skill you'll be always pressing for sustain.
You can do this pretty easily, by making the cooldown recast around 2s (as 1s would cause double tapping). Intervention is a nothing skill that serves the same purpose of being holy sheltron for a friend. I will also include that I don't really like the stacked mitigation effect 10% + 10% I feel like it could just be a 15% that lasts 8s to be honest (this applies to other tanks too).
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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