Did they ever undo the nerfs to paladin hots generating aggro? Its been a really long time and maybe that should happen too
According to the hate numbers from the arena event years ago
because in a time long ago paladins were the exp group tank of choice and people didn't like that they could easily generate aggro on treasure maps and other shit preemptively ontop of having the only reliable form of aoe aggro spells. thus hot aggro got flushed down the toilet. maybe devs had anothe reason for doing it but that was always what was said.only pally self heals generate aggro , never understood really why pally hots did not.
help mana sustain somehow
only pally self heals generate aggro , never understood really why pally hots did not.
#1 knight issue - if a knight is trying to keep agro off on tier dps, they simply hemorrhage mana. (with veil on cd as an sk)
Also i disagree giving paladin RHOT agro something comparable to veil - why would anyone play an sk at that point? (not that veil makes / breaks the class, but that paladins would become WAY better than SKs if they had a veil mechanic)
For SK here are my random ideas -
*Make Vortex a better mana bump (it is already decent, but not enough to stop mana hemorrhaging.)
or
*Give SK some minor form of mana tap from their unused 3rd Tome
*Extend veil duration or make it an aura, that also fades if the sk casts any other spells.
*Give Soul Shroud proc a short duration recourse that allows group / raid members the ability to melee proc a comparable lifetap
*Create the 3rd class tome that reduces the CD of recasting a pet, incentivizing try-hard pet stancing
*Allow Shroud of Nightmares to be cast onto others by targetting the PC prior to spell landing.
*Extend the Words of Spirit (lvl 39 AE) line of spells to give SK more small AE DD options that are viable at 65
ps all the talk about paladins : poop:
somebody link the one post by wiz where he declared paladins the dps tank so we can get on the road to divine rage.you could completely remove the mana cost of the pure threat gen spells for both knights (blinds/terrors/stuns?) and they'd actually still be noticeably worse than warriors in exp group scenarios.
paladin r2 shouldn't have any kind of healing penalty associated with it. paladins could also benefit from some kind of damage scaling, because as it stands i'm pretty sure they do less single target dps going all out than a priest just auto attacking.
you could completely remove the mana cost of the pure threat gen spells for both knights (blinds/terrors/stuns?) and they'd actually still be noticeably worse than warriors in exp group scenarios.
paladin r2 shouldn't have any kind of healing penalty associated with it. paladins could also benefit from some kind of damage scaling, because as it stands i'm pretty sure they do less single target dps going all out than a priest just auto attacking.
Auto attack AND bash with r2So when you say all out.... auto attack with R2?
santa please deliver me the ability to kill really weak cons faster and all the other poor souls with no form of viable aoe. having to take gear off to kill packs of trivial things faster will always be silly. I am forever haunted by my struggle to kill undead rats in easy maps.what dev do I have to bribe to have damage shields work on fully mitigated hits.
To me Warrior aggro seems to be the weakest tank aggro atm.