Xoie wrote:
Torrence wrote:
darexius2010 wrote:
English-speaking new tanks in low-level dungeons playing on consoles without keyboards who won't flash. Ever.
I've found that there definitely seems to be some disconnect with tanks and enmity in this game. I have not yet leveled a tanking class, but from running dungeons on my drg and now cnj, some tanks REALLY struggle with threat on multiple mobs and some seem to have better control. So far, it seems that Warrior\Maurader class has the easiest time, and the sword and board classes are struggling. It could just be the experience level of the tanks in question, but I have to wonder if SE didn't quite take into account a proper level of AoE tools for each tank class when they designed dungeons. It's a much bigger deal than it was in XI when we basically fought one monster at a time.
Having played a little of both, I agree with this assessment. Part of it is that Warriors just have a wider range of tools since there's a lot of good cross-class tanking abilities they can choose from Gladiators (Provoke alone is worth its weight, along with Flash, Awareness, Convalescence), and not so much Paladins can take from Marauders (Foresight, and uh... yeah). How about sharing that Overpower love, hmm?
This is a very good point and it got me to thinking. MRD/WAR gets great cross class abilities from us paladins and we don't get squat in return. Even taking the cross class abilities we get from WHM in to account, how many abilities (outside of Foresight) do we get that we're ever going to use in a party? You're never going to use any of the WHM spells as long as a healer is around. Fracture and Bloodbath are ok, I guess, but they're not going to make a huge difference in battle IMO. I know the WHM spells fit in with what we all see as the traditional paladin, but as it is it just doesn't serve any purpose in this game.
Possible solutions?
1) Why not give us Esuna from WHM? I'd use that all of the time!
2) What if we had Arcanist abilities instead of Conjurer? Physick and Resurrection instead of Cure and Raise, plus Eye for an Eye would be awesome. Resurrection means the OT can help with raises too, giving them something else to do.
3) Lancer abilities instead of MRD... no foresight, but I could find a lot of use for abilities like Keen Flurry, Feint, Leg Sweep, Invigorate, or Life Surge.
4) MY FAVORITE (and probably the most practical) - give us a trait that increases the potency of our cures, a lot. Right now they are pathetic, and no paladin is ever going to spend their attribute points or gear slots to make them stronger. WARs can do more DPS than us which gives them an advantage over us, but if we could cure ourselves well enough to save the healers some work, they could focus on doing some damage abilities of their own and it would even out (and probably be fun for them). It would also help the job "feel" more like a paladin is supposed to. I'd love something like this.
Don't get me wrong, I think PLD is very viable (it's my main) but that's based almost completely on it's own class and job abilities, which are great. We definitely get the short end of the stick when it comes to cross class abilities and there does seem to be a preference towards Warriors since they got their big buff in 2.1. I would definitely be in favor of having some new options in that regard.
Edited, May 2nd 2014 7:55pm by Raylo