donfolstar3 said:
I am not sure what possesses a man to adamantly defend a sub-par AA in the face of several of the best Paladins on the server. Divine Stun is a disappointing AA investment and could probably use a redo/boost if staff is serious about addressing Paladin aggro issues.
I'd like to point out that we should be listening to paladin of all tiers to gain a grasp of the current state, not just the guys that have been end game for the last 3+ years. (Example: my early in the thread point by point post and Bango's are pretty similar... 2 totally different tiered players seeing basically eye to eye.) That said, weight should be given to different experience levels. To be clear though, I do totally agree with the second sentence of your post... For the most part we all seem to agree on the types of things that would help...
Mash the same button repeatedly? Overwriting blinds adds some small degree of skill and technique to tanking that is a welcome addition to me, but maybe I am in the minority there.
I don't agree that it takes any more skill to /cast 1, /cast 2, /cast 1 than it does to /cast 1, /cast 1, /cast 1. Though I do sort of see what you are saying, but please here me out for a second.
Right now my spells set generally looks something like the following:
1. DD Heal
2. Self Heal
3. Single Target Blind
4. AE Blind
5. Single Target Stun
6. AE Stun
7. Flame of Light (which imo should cast at double the speed it does now...)
8. Group HoT
(I'm sure guys with Runic 2 have a little different setup.)
Call me crazy, but if blind spells overwrote themselves (for full agro every time) I could have some utility spell slots depending on need. Additionally, we would see mana savings for not having to cast AE blind on single targets (80 mana per cast vs. 145 mana per cast), and we could potentially drop the use of single target push stun that is the bane of melee everywhere.
1. DD Heal
2. Self Heal
3. Single Target Blind
4. AE Blind
5. UTILITY
6. AE Stun
7. UTILITY
8. Group HoT
tl;dr - Changing blinds to allowed self overwrites at full agro gives us back some utility by opening spell slots and conserving mana. Bundle that with the already suggested cool down tweaks, resist tweaks, and healing/AA agro tweaks and we will be some in the range of where we should be.