Nebi
Dalayan Pious Diety
(original thread in uzzdaars thread. I felt if it was there It wouldnt have been read as much)
I'm pretty burned out and its going to be a pain in the ass reading this. so have fun.
I've been thinking over and over wondering if I should bump this thread or if I should start my own. I know that if you basically involve yourself in anything remotely close to Uzzdaar you've basically shot yourself in the foot. None of the problems im going to write about have been issues in the lower tiers. Oh well here is my current rant as a person who plays a paladin.
I have recently started playing again and can remember the amazing times of /s 4, and the more amazing times of highkeep being the go to zone for exp. From what I see now basically nobody ever has anything good to say about paladins. In what situations would you use a paladin over a SK? in what situation would you use a paladin over a Warrior?
Atm everyone who doesnt play a paladin has their own ideas on why paladins are so amazing. Some of the those ideas are as follows: 1. you're the king of aoe tanking - 2. you can tank and heal - 3. your heals are amazing with althuna's conduit - 4. undead crits!.... all those are great and everything not once can you say hey lets bring a paladin because of those reasons. As it stands now SKs get that runic spell / voice / whatever its called that transfers the aggro the group has created onto the SK. the cooldown is 2 minutes (about the time it takes to destroy a group of mobs) and basically makes them an AOE TANK. Warriors with their whirlwind / foelock combo can basically get initial aggro on a group of mobs and keep them locked down aswell. Essentially taking our once prized role with better aggro management / midigation.
Althuna's Conduit:
When using althuna's conduit (by your powers combined) I basically turn into a shaman healer without the infinite mana. Dont get me wrong, I love this spell and think its amazing(kinda making me like a wow paladin) But I dont think it makes me a good enough healer to warrant the lack of tanking ability. During this my job as a paladin basically becomes an aux tank. I aux mobs from the front and compliment the real healers whenever a quick heal is needed. My dps is still shit, my tanking ability becomes 0, and my healing becomes decent at best (can only really spot heal)
Recent Paladin changes:
The changes to divine stun and light have been amazing. They now give us the ability to aggro mobs we were unable to aggro prior to this patch. Unfortunately it doesnt really help our tanking ability to mobs which we were already having issues with.
My thoughts on how to improve paladins.
Divine Stun: Aggro only really becomes a problem for a paladin when everyone else gets better. Please make a tome (can be class tome 10000) that once completed adds 50 100 150 200 aggro to divine stun. (can make up the numbers however you want / whatever you feel will help us)
Blinds: Everytime you clip one of your blinds it adds additional aggro (+ hate if a blind is currently on a mob) . That way I have a form to get some type of snap aggro on a single mob without killing a shadowknight. (the recast of aoe blind already makes it so he wouldnt have a problem)
Althuna's Conduit: as it stands now I use to to be the very last healer in the pile. the proc rate at the moment seems to be less than a crystallis. If this is a tool that is going to help define a class I would sure hope its better than a weapon. Please increase its proc chance (not to the insanity it was before). Could even consider making this a paladin self mark of karn. Everytime the paladin hits a mob while this is up it heals for a portion of the damage of the weapon. (higher damage weapons heal for more than lower). Please consider maybe adding a mana tap (seive?) to this spell so that i steal mana from mobs with mana and it transfers that to me so that I can continue to spam heals.
Runic 2: Lower the mana cost so that i can be a viable way of tanking in exp groups. The current high cost of mana makes this only worthwild in raid situations.
--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
After speaking with the fine people in #Goonsquad these were also some ideas
Gerick: bring back healing aggro (never really played my paladin in those days so I dont know how good this is)
Eyate: I forgot what you said. please chime in.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
crazy stupid way to fix this that will never happen.
Make paladin aggro as good as SKs but if a sk terrors a mob paladin aggro is halfed.
----------------------------------------------
PS: PLEASE HELP US (me)
TL;DR - wha wha wha paladins are bitch babies.
I'm pretty burned out and its going to be a pain in the ass reading this. so have fun.
I've been thinking over and over wondering if I should bump this thread or if I should start my own. I know that if you basically involve yourself in anything remotely close to Uzzdaar you've basically shot yourself in the foot. None of the problems im going to write about have been issues in the lower tiers. Oh well here is my current rant as a person who plays a paladin.
I have recently started playing again and can remember the amazing times of /s 4, and the more amazing times of highkeep being the go to zone for exp. From what I see now basically nobody ever has anything good to say about paladins. In what situations would you use a paladin over a SK? in what situation would you use a paladin over a Warrior?
Atm everyone who doesnt play a paladin has their own ideas on why paladins are so amazing. Some of the those ideas are as follows: 1. you're the king of aoe tanking - 2. you can tank and heal - 3. your heals are amazing with althuna's conduit - 4. undead crits!.... all those are great and everything not once can you say hey lets bring a paladin because of those reasons. As it stands now SKs get that runic spell / voice / whatever its called that transfers the aggro the group has created onto the SK. the cooldown is 2 minutes (about the time it takes to destroy a group of mobs) and basically makes them an AOE TANK. Warriors with their whirlwind / foelock combo can basically get initial aggro on a group of mobs and keep them locked down aswell. Essentially taking our once prized role with better aggro management / midigation.
Althuna's Conduit:
When using althuna's conduit (by your powers combined) I basically turn into a shaman healer without the infinite mana. Dont get me wrong, I love this spell and think its amazing(kinda making me like a wow paladin) But I dont think it makes me a good enough healer to warrant the lack of tanking ability. During this my job as a paladin basically becomes an aux tank. I aux mobs from the front and compliment the real healers whenever a quick heal is needed. My dps is still shit, my tanking ability becomes 0, and my healing becomes decent at best (can only really spot heal)
Recent Paladin changes:
The changes to divine stun and light have been amazing. They now give us the ability to aggro mobs we were unable to aggro prior to this patch. Unfortunately it doesnt really help our tanking ability to mobs which we were already having issues with.
My thoughts on how to improve paladins.
Divine Stun: Aggro only really becomes a problem for a paladin when everyone else gets better. Please make a tome (can be class tome 10000) that once completed adds 50 100 150 200 aggro to divine stun. (can make up the numbers however you want / whatever you feel will help us)
Blinds: Everytime you clip one of your blinds it adds additional aggro (+ hate if a blind is currently on a mob) . That way I have a form to get some type of snap aggro on a single mob without killing a shadowknight. (the recast of aoe blind already makes it so he wouldnt have a problem)
Althuna's Conduit: as it stands now I use to to be the very last healer in the pile. the proc rate at the moment seems to be less than a crystallis. If this is a tool that is going to help define a class I would sure hope its better than a weapon. Please increase its proc chance (not to the insanity it was before). Could even consider making this a paladin self mark of karn. Everytime the paladin hits a mob while this is up it heals for a portion of the damage of the weapon. (higher damage weapons heal for more than lower). Please consider maybe adding a mana tap (seive?) to this spell so that i steal mana from mobs with mana and it transfers that to me so that I can continue to spam heals.
Runic 2: Lower the mana cost so that i can be a viable way of tanking in exp groups. The current high cost of mana makes this only worthwild in raid situations.
--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
After speaking with the fine people in #Goonsquad these were also some ideas
Gerick: bring back healing aggro (never really played my paladin in those days so I dont know how good this is)
Eyate: I forgot what you said. please chime in.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
crazy stupid way to fix this that will never happen.
Make paladin aggro as good as SKs but if a sk terrors a mob paladin aggro is halfed.
----------------------------------------------
PS: PLEASE HELP US (me)
TL;DR - wha wha wha paladins are bitch babies.
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