Silosobi
Dalayan Pious Diety
Comparing Paladins to other tanks seems relevant when discussing the balance and power of current/new tomes.
All three classes have their own utility, and I wouldn't say any tanks utility is really superior to others. Each has situations where their utility will shine and make that class superior UTILITY, but when it comes to actually tanking, War>>>SK>Pal for mitigation, and SK>>>War>Pal for agro (at the end game). When it comes to actually being a tank, Paladins have no real specialty. At lower tiers, they are the king AE tanks, but with terror changes, veils, and pbae damage proc weapons (for mass foelock), they no longer have a tanking niche.
What happens here is really up to developers, but I think the most natural solution (which also seems to be consistent with the lower tier situation), is to have paladins be sort of the 'middle ground' tanks. What I mean by that is to change it so that a paladin mitigates a bit better than a SK, and agros a bit better than a warrior (and hopefully becomes king of AE agro again).
I've detailed a lot of different things I think have caused or contributed to the problems of endgame paladins, and here is another way to look at it: Spells are consistent agro. Weapons scale with the raid tier. At a lower tier, pally spells > warrior weapons. At the endgame, warrior weapons >>> pally spells. Its debatable whether pallys were/are actually better tanks than SKs at a lower tier. SKs have the superior stance, but paladin self heals are more efficent than taps. At a lower level that efficiency mattered a lot, and paladins generally did more self healing than a SK. At the endgame, with 8k mana and 22 worn FT, a SK can chain lifetap through many boss fights and actually compete or beat the paladins total self healing. The paladin doesn't have a great way to dump mana on self heals (they can do targeted heals, but those are actually similar mana efficiency to deflux! Maybe the worst thing for the paladin is that they are forced to spend much of their potential healing time casting agro spells, whereas a SK can spend a 10th of the time for far far more agro.
tldr: paladins need a big boost at the end game
All three classes have their own utility, and I wouldn't say any tanks utility is really superior to others. Each has situations where their utility will shine and make that class superior UTILITY, but when it comes to actually tanking, War>>>SK>Pal for mitigation, and SK>>>War>Pal for agro (at the end game). When it comes to actually being a tank, Paladins have no real specialty. At lower tiers, they are the king AE tanks, but with terror changes, veils, and pbae damage proc weapons (for mass foelock), they no longer have a tanking niche.
What happens here is really up to developers, but I think the most natural solution (which also seems to be consistent with the lower tier situation), is to have paladins be sort of the 'middle ground' tanks. What I mean by that is to change it so that a paladin mitigates a bit better than a SK, and agros a bit better than a warrior (and hopefully becomes king of AE agro again).
I've detailed a lot of different things I think have caused or contributed to the problems of endgame paladins, and here is another way to look at it: Spells are consistent agro. Weapons scale with the raid tier. At a lower tier, pally spells > warrior weapons. At the endgame, warrior weapons >>> pally spells. Its debatable whether pallys were/are actually better tanks than SKs at a lower tier. SKs have the superior stance, but paladin self heals are more efficent than taps. At a lower level that efficiency mattered a lot, and paladins generally did more self healing than a SK. At the endgame, with 8k mana and 22 worn FT, a SK can chain lifetap through many boss fights and actually compete or beat the paladins total self healing. The paladin doesn't have a great way to dump mana on self heals (they can do targeted heals, but those are actually similar mana efficiency to deflux! Maybe the worst thing for the paladin is that they are forced to spend much of their potential healing time casting agro spells, whereas a SK can spend a 10th of the time for far far more agro.
tldr: paladins need a big boost at the end game
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