Paladin raid utility

Hasrett

Dalayan Beginner
I know this has been talked about at least briefly recently, but I thought I'd make a topic specifically about it. If you feel like I'm beating a dead horse, well... when I'm bored at work, everyone loses =P

First off, let me say that this thread is about paladin utility, not any other class. If you have an issue with a different class's role in raids, please feel free to make a thread about it. I'd prefer to avoid derails here.

The basis of this thread is simple: Paladins are fairly useless on raids.

Their primary group role, tanking, is unfulfilled because warriors make far, far better MTs, while SKs make better secondary tanks. The paladin's specialty, AE aggro, is useless on raids, unless you're clearing trash that's essentially trivial to you. If you're doing stuff at a tier that will be beneficial to you, grabbing AE aggro on a pull that's too big for the warrior and the SK to handle is just going to get you killed quick-like. A paladin is the last choice for an off-tank. Even as an aux tank or rampage tank, using an equally well geared monk or possibly even bard will generally not be a big enough loss of tanking ability to be problematic.

Paladins were also given increased DPS, which is nice, but our primary role is still tanking. That's reflected in our DPS: it's above that of a SK or a warrior, but it's inferior to all DPS classes, melee, ranged, and caster alike. A paladin is one of the last choices for DPS.

Paladins have heals. Their direct heals are reasonably strong, around 1500hp or so with some good healing increment (the remedy is crap). It's a slow cast, though, and even with AAs pallies don't get much in the way of crits. The range is also fairly short. Paladins also get their group HoTs, which are slightly more useful. They can't come close to keeping up with rampage or WWs from mobs past the first couple of tiers, though, and most AOEs are either trivialized by a bard or strong enough that the HoT isn't going to make that much of a difference. That said, there ARE a few fights where having a paladin spam HoTs on his group is pretty useful (fire boss in UT, for instance). In the situations where this is necessary, it MIGHT be true that a paladin is the ideal class based on the combination of DPS and heals. I'm not sure how we compare to, say, an extra druid, who can bring some fairly good nukes, some mediocre dots, and much heftier group heals to bear (as well as providing far superior additional healing for the MT/ST should the need arise).

Paladins also get one good buff: the pink heart. 300hp, only conflicts with the BST atk buff. This is pretty important for raids. It also lasts like 3 hours with duration increment, so if you have SB, the raid gets the entire benefit from one cast. A paladin is pretty useful as a buffbot if he's got SB.


The paladin raid breakdown:
Inferior tank
Inferior DPS
Situationally useful heals, but inferior healing most of the time
Useful but limited buffer

The end result is that there's no reason, ever, to have more than one paladin on a raid, and unless you're shooting for the loot boost from raid diversity, there's not much need for even one, if you can get an SB pink heart. I know one high end guild usually just logs a paladin bot at zonein in Thaz, then brings him for fire boss, only to log him again. I get the impression that that's not uncommon.

Basically, Paladins don't seem to have a role in raids. If you've got a spare slot, or have all the other classes represented, they can be handy to have along. They don't fit into the ideal raid force, though (again, excepting the diversity bonus). Aside from SSS, there's no particular benefit or combination of benefits that paladins offer that can't be better provided in the large majority of situations by another class.
 
Paladins are awesome on raids both situationally and generally.

A list (Edited for legibility)

1. They cushion AEs to a large extent with their heals. The recast on which allow them to do more than one group at a time with almost constant HOTs

2. They have Touch of the Theron which is the only target able cure all ability besides cleric AA cure which has a huge recast. This along with the fact that their LOH carries a cure makes them VERY lucrative on any encounter that needs a cure. Specially since you dont need more than one cleric now.

3. They are the absolute kings of AE aggro making them all but irreplacible on encounters with more than a few adds at a time

4. On undead mobs they can actually slow mobs PAST normal slow cap. ET is a pain in the ass without this one and other mobs are as well.

5. They raise everyone elses DPS on undead mobs via their crit abilities.

6. They have SSS which is very very nice for any tank class as well as necromancers and shammans. (In relation to SV)

7. Etc etc. These are just off the top of my head.


On top of the above utility they are also great tanks in a pinch and do good dps comparative to warriors and SKs.

Yeah multiple paladins arent too hot but how many raids do you see with multiple shadowknights and warriors? Paladins at the very least stack better than those two classes do. Basically a paladin isnt a neccesity to a raid BUT it is no less detrimental for a raid to lack a paladin then it is for that raid to lack a shadowknight, beastlord, necromancer or any of the other classes that are good at everything they do but not the best at any one.
 
This is a really good thread. Its great to be able to see both views.

In general id have to say I see paladins more as Hasrett does. Which is to say... Great ability potential -- but not much real ingame use of that potential.

That doesnt make waldoff's points wrong.

Some fights paladins dominate. The rest... well. You dont always kick ass. And you could likely say that for every class.

As a side note -- Paladins rock for The War.
 
Pretty much knights hold aggro waaaaaay better than warriors. Paladins win at AE aggro and with a shield can offtank very well. Maybe we just have a badass paladin but I cringe when one of our knights is missing from a raid.
 
Let me offer a caveat here: my view of this is based on A) limited experience playing a pally in the raid game (nearly all of the tier 1-2 stuff, most of the planes, OP and IP, and a bit of Thaz), and B) my conversations with others, both other paladins and various participants in the raid game. If that has skewed my view of things, then so be it.

Second, let me point out that I'm not trying to say that pallies don't have their uses. My point is that they don't really have a role in a raid, and are probably the single most superfluous class (particularly once they get SB).

Waldoff said:
Your nuts.

Paladins are awesome on raids both situationally and generally.

A list (Edited for legibility)

1. They cushion AEs to a large extent with their heals. The recast on which allow them to do more than one group at a time with almost constant HOTs
As I said, the hots can be useful, but as I also said, there are alternatives to the paladin who are more versatile and effective for the group heals. Also, unless you're talking about using lower level hots, you're incorrect. For ethereal cleansing, the recast time is almost exactly the same as the duration of the spell.

2. They have Touch of the Theron which is the only target able cure all ability besides cleric AA cure which has a huge recast. This along with the fact that their LOH carries a cure makes them VERY lucrative on any encounter that needs a cure. Specially since you dont need more than one cleric now.
This is incredibly situational. Can you list more than a couple of raid mobs where Theron is even remotely useful? And its recast is long enough that you won't get to use it more than a couple of times on even a fairly long encounter. Ask a few pallies which pally-specific spell they think is the biggest waste of a spell gem.

3. They are the absolute kings of AE aggro making them all but irreplacible on encounters with more than a few adds at a time
No disagreement here. This is a very valuable role, even if it's just controlling a wave of mobs for a few seconds until wizards or CC can deal with them. Yet again, though, it's pretty situational.

4. On undead mobs they can actually slow mobs PAST normal slow cap. ET is a pain in the ass without this one and other mobs are as well.
Again, true. But this only applies in the few zones that have undead raid targets.

5. They raise everyone elses DPS on undead mobs via their crit abilities.
See above.

6. They have SSS which is very very nice for any tank class as well as necromancers and shammans. (In relation to SV)
See my initial post. SB SSS once every 3 hours and you're golden.

Yeah multiple paladins arent too hot but how many raids do you see with multiple shadowknights and warriors? Paladins at the very least stack better than those two classes do. Basically a paladin isnt a neccesity to a raid BUT it is no less detrimental for a raid to lack a paladin then it is for that raid to lack a shadowknight, beastlord, necromancer or any of the other classes that are good at everything they do but not the best at any one.
True to some extent, but other than the SK, the other classes fitting that description offer far superior DPS (e.g. necro archaic), which is the be-all end-all once you've got the vital roles filled.

Let me just ask you this: What class would you be the most willing to do without in a raid if you had to leave at least one behind, and could pick up whatever buffs you needed beforehand?
 
mage :p

But yeah one big problem for paladins is that their stuns/blinds are all MR based. This means there are certain encounters which they cannot tank. SK hate is unresistable. Situational tanking sucks, although I am guessing they can handle most content. I haven't really kept tabs on what paladins could and couldn't tank since we don't have to worry about MR with SKs and warriors.

As far as actual mitigation I don't think they are far off from SK, but hey someone feel free to do extensive parsing and give us numbers if this is actually a concern ;) The aggro is a bigger concern by far.

I think ability to hot more than 1 group would be a really nice bump for paladins.
 
Eldorath said:
As far as actual mitigation I don't think they are far off from SK, but hey someone feel free to do extensive parsing and give us numbers if this is actually a concern ;) The aggro is a bigger concern by far.
AFAIK this is an accurate statement, aside from the new SK mitigation style (which sounded like it would drain STA very quickly... anyone have a figure on how long it'll last or how effective it is?)
 
Hasrett said:
Their primary group role, tanking, is unfulfilled because warriors make far, far better MTs
except on fights where aggro resets, and a warrior can't snap it back quick enough, or on fights where gloves won't land.
Hasrett said:
The paladin's specialty, AE aggro, is useless on raids
or very very very beneficial when you're doing fights more complex than a tank n spank. Camille, our pally when we were breaking into prison, saved my butt so many times with Farg, Mirrors, and Taeshlin.

additionally, when clearing trash, and the warrior has aggro, dies, and the mob jumps straight after the cloth-casters or a cleric, pally snap aggro FTW. If you're dying instantly after a MT dies, its your healer's fault for not switching heal targets quickly enough.

Hasrett said:
rampage tank
paladins self-healing through ramp means a healer doesn't have to be dedicated to a bard/monk, and instead, the shaman could just toss some HoTs and concentrate on other things.

Hasrett said:
A paladin is one of the last choices for DPS.
agreed. which is why i'm glad we agree that a paladin's role is not DPS.

Hasrett said:
A paladin is one of the last choices for healing.
agreed. which is why i'm glad we agree that a paladin's role is not DPS.


Hasrett said:
Paladins also get one good buff: the pink heart.
agreed. to be honest, thats more than SKs get, and for half the raid, the same as BLs.

But if you only wanna talk about Paladin's in raids, then what would you suggest? What would help balance this? I know in a raid, i don't want any more new buffs on me, so i don't think you're thinking you want an additional buff which would clog up my precious buff slots anymore than they already are.

Hasrett said:
The end result is that there's no reason, ever, to have more than one paladin on a raid, and unless you're shooting for the loot boost from raid diversity, there's not much need for even one, if you can get an SB pink heart.
i think this is true. Its not like theres a long list of classes raids want multiple of.. I don't know the last time i raided with more than one mage/enchanter/BL/bard or warrior.




I feel for the pally class. I spent hours playing Golf with Camille where i heard endless bitching about the less-than-desireable paladin role. I would also imagine that in other fights that are emerging from sanctum, and the fights i've seen in PoI, you could find paladin's AE aggro to be rather more useful =).
 
Paladins are great aux tanks and great ramp tanks, sk healing themselves with lifetaps and paladin with hots and heals - awesome.
It's very noticable when Grim tanks with Cvet auxing, Cvet and Balth or noone at all.
Offtanking mulltiple adds that some encounters spawn, nothing better than a paladin.
Protection of the lady, AA stun and Lay of hands are awesome reduction of mob's dps.
3 pull in IP - paladin saves lives.
 
Aaubert said:
except on fights where aggro resets, and a warrior can't snap it back quick enough, or on fights where gloves won't land. or very very very beneficial when you're doing fights more complex than a tank n spank. Camille, our pally when we were breaking into prison, saved my butt so many times with Farg, Mirrors, and Taeshlin.

additionally, when clearing trash, and the warrior has aggro, dies, and the mob jumps straight after the cloth-casters or a cleric, pally snap aggro FTW. If you're dying instantly after a MT dies, its your healer's fault for not switching heal targets quickly enough.
SKs have better snap aggro than pallies, though, since it's unresistable. IDK how a pally appropriately geared would do against mirrors now, but at one point, at least, you had to have an SK as the second tank simply because the pally stuns and blinds wouldn't land consistently enough, whereas the SK hate is, as Eldorath pointed out, is unresistable.

paladins self-healing through ramp means a healer doesn't have to be dedicated to a bard/monk, and instead, the shaman could just toss some HoTs and concentrate on other things.
Your first point is a pretty good one, although you'll still need a healer; against a heavy hitter you'll burn BoM and Taraztu in no time, and the targetable heals use enough mana that they'll seriously detract from your ability to keep the group HoT going over the course of a fight. But I absolutely agree that the pally self heals help significantly, particularly if you get lucky with a crit heal or two. I'm not quite sure what HoT a shaman would be tossing out, though... do you mean cleric, or something completely different?

But if you only wanna talk about Paladin's in raids, then what would you suggest? What would help balance this? I know in a raid, i don't want any more new buffs on me, so i don't think you're thinking you want an additional buff which would clog up my precious buff slots anymore than they already are.
That's the difficult part. I'm not really sure. More buffs would be a bad idea; the buff situation is well balanced as is. Too much more DPS and paladins would be out of whack relative to both the mixed DPS classes (monks, BLs, rangers) because of their tanking and to the other tanks. More mitigation or snap aggro would marginalize SKs.

I could see a couple of possibilities. One is the return of the raid-wide group HoT, but IIRC Wiz has said before that he doesn't like the idea. Another is some sort of "oh shit" recovery ability. Paladins already have decent snap aggro abilities, and they have the good AOE aggro. What about adding a very short duration ability that takes advantage of those things in emergency situations? For example, either a style or a spell that gives invulnerability or massive mitigation for a very short duration (probably a style that exhausts you in 10 seconds) without losing aggro the way you do with DA. This would be a handy wipe prevention option: main tank dies or pull goes bad and you could hit wave of light, words of thunder, and this ability to grab aggro and give the ST and/or CC a few seconds to get things under control. Admittedly, this would also be situational, but it would add some unique functionality.

One other idea I had strikes me as potentially unbalancing, so I'm hesitant to toss it out there for fear of making people think I just want pallies to be crazy uber. I'm going to go ahead and bring it up anyway, though, on the off chance that with some input it could be made feasible.

Pallies could be given some sort of delayed rez effect, either self only or targetable, that would bring the character back after a set period of time. I see a couple of possible ways to do this, both of which have their own problems (aside from any overpowering). The first would simply be a delayed resurrection that would trigger after, say, 2-3 minutes (or whatever time is deemed appropriate). This could be 2-3 minutes after the time the ability/spell is used, or 2-3 minutes after the time of death (in which case the spell should be short duration, probably, so that you have to be careful in its use, rather than just popping it at the start of a boss fight and going at it). Obvious problems include crashes while zoning, subsequent deliberate zoning by the player, and linkdeath, where the spell triggers while the character is unable to be properly rezzed.

The other approach would be something that doesn't involve zoning, resulting in something between feign death or mez and actual death. The way I would envision this going is having the paladin (or whoever if targetable, though I think self only would probably be less overpowering) drop as though FD, but have it be an enforced duration of however long... 2 minutes, 5 minutes, whatever. During that time he is invulnerable or untargetable (AOEs won't break it, as functionally, it would be the same as dying without zoning), he automatically loses all aggro, and at the end of it, when he pops up, he has death effects and has lost non-SB buffs (just a full dispel) - meaning it has to be used carefully where he won't pick aggro back up. It'll also mean no instant recovery, since you have to wait a couple minutes for the DF to fade, and then have to regen some mana to rez a cleric with lifeward.


As I said, I could see it being overpowering. It's something I thought about while typing up this post, so it's probably not as well fleshed out as it could be. Please feel free to add to the pros and cons below:

Pros:
1. Wouldn't directly affect most encounters, only recovery time in case of failure, so it wouldn't trivialize anything (as far as I can tell).
2. Offers a unique and distinctly useful ability that would make paladins unquestionably worthwhile in a raid--without making them vital.
3. Isn't too out of character roleplay-wise with where paladins currently stand, given their rezes, DA, and general affinity to healing/life magic and abilities.

Cons:
1. A major divergence from a paladin's current capabilities. Not necessarily a problem, but potentially.
2. May unbalance paladins relative to SKs
3. May infringe on a cleric's or monk's relatively exclusive abilities
4. Could conceivably be used to bypass content. Obviously this would be punishable by ban, though. Plus, because you have DF after popping back up, it's not the sort of thing where you can very easily DA past a crapload of mobs and hit it in an area with just one pather or whatever.
 
I think you are out of your whole mind. How good do you want paladins to be? They already are a GREAT class in raids or xp groups, if you cant see that, im gonna have to guess thats your issue, and not the class.

They may suck for stacking but the same can be said for any tank.

Throwing alot of text at it dosent mean there is anything wrong.
 
Syalara said:
I think you are out of your whole mind. How good do you want paladins to be? They already are a GREAT class in raids or xp groups, if you cant see that, im gonna have to guess thats your issue, and not the class.

They may suck for stacking but the same can be said for any tank.

Throwing alot of text at it dosent mean there is anything wrong.
I think it's interesting how polarized the responses are... here's a perfect example.

I also think that there are enough people who agree that pallies are lackluster on raids that I must not be completely out of my mind in suggesting that they could use some tweaking.

Furthermore, I think that you need to read my posts before bashing me or them, because A) I offered a range of changes from fairly minor tweaks to major changes; and B) I've already stated that pallies are excellent in a number of areas, suggesting that I'm not actually trying to make pallies into the uber class of doom so that I can farm teh whole wolrdz.

But thanks for your input. You think pallies are fine as-is. Duly noted.
 
Read your first post, half of your second, none of the third. If I wanted to read a novel, I would go to the library. You may have alot of valid points but christ, condense that shit please.

You can throw pros and cons till you are blue in the face, for ANY class. You know that pallys can rock out, sure sometimes its situational, but hello every class in game. (more or less)

Before making additions to a class, it may be good to be sure there is something wrong/missing with the class to warrant it instead of pulling ideas out of a hat.

But hey, like you said in your first post, you are just bored at work so whatever.
 
Paladins are like those spells you only mem for specific encounters. Sure they are awesome on certain raid mobs, but for the most part they aren't used. So far we haven't ever had a pally on our raids really and it hasn't made a difference.
 
My experience with a paladin is limited to normal grouping and tier 1-3 raids.

For the most part on raids I dont see any issues with a paladin (other then SSS vs SV which has been covered to death). Hot are great in general raids for not only AoE managment, but lessening the impact on the MT, along with helping to keep CC up.

Tanking abilites seem fine to me, and aggro isn't generaly any issue (until the wizard nukes for 9k).

I know we have had a few raids saved because my paladin was able to step up and hold a raid mob off (statis presever tanking ftw!!)

I think some of the paladins style however could use some looking at on there effectiveness. Currently the only styles that seem to really do anything for a paladin is Guarding blade.

I would love to see some numbers on where a paladin falls in the DPS tree. Some on this thread claim paladins only do about as much DPS as warriors and SK. I thought I recalled reading that paladins were higher then SKs and War in DPS (falling a bit short of Bst). If they are in deed only doing the damge of sks and war I think they need a DPS boost. But otherwise they seem to be a nice middle road of tanking and DPS.

Many of the paladins abilites are situational, but many classes have this same problem.

The self heal abilites let paladins tank rather well, specialy in a off tank role if something gets loose. With minimal support a paladin can hold off a mob. I know similar geared Sks dont seem to off tank mobs as well as my paladin. They do hold aggro on a single target much much better then my paladin. But dont hold multiple mobs attention as well. (which others have already touched on).

So if anything needs working on paladins..


Check DPS to make sure there where they need to be.
Check Styles a bit and tweak.
Check over a few of our spells (Divine Favor comes to mind) Some could use alittle work.

Over all a solid class, that isn't a speicalist class. Does he have a definitely role on a raid... no, and I suppose what this is all about. You dont need a Paladin on a raid, like you need a cleric. Paladins are the tanks equlivent of Mages to int casters for raids. They work fine, but dont really have a needed role on the raid that you could't just replace with another class.
 
Syalara said:
Read your first post, half of your second, none of the third. If I wanted to read a novel, I would go to the library. You may have alot of valid points but christ, condense that shit please.
LOL fair point!
 
Here are my suggestions for giving Paladins more raid worthy abilities.

Current Spells:

Divine Might
Level 49
Effect: Adds 65 DD weapon Proc
Mana: 100
Cast Time: 3s
Re-Cast Time: 6s
Duration: 1 Hour

Flame Of Light
Level 50
Effect: 125 DD
Mana: 85
Cast Time: 2.25
Re-Cast Time: 18s

Divine Favor
Level 55
Effect: 150 Rune
Mana: 150
Cast time: 1s
Re-Cast Time: 360s

Yaulp 4
Level 60
Effect: 17 ATK, 8 Stamina regen, '50' AC, 40 STR
Mana: 10
Cast Time: .5
Re-Cast Time: 18s
Duration: 60s

Words of Protection
Level 64
Effect: 500 HP Magic Rune
Mana: 175
Cast Time: 6s
Re-cast time : 60s



The issue with these spells is they have a great concept but do not deliver the goods at later levels and these are the best versions of these spells we have.



Suggestions:

Add a new Higher level proc for non-undead mobs.

Blades of the Divine
Level 65
Effect: Adds 110 DD weapon Proc and 25 atk, - aggro modifier
Mana: 100
Cast Time: 3s
Re-Cast Time: 6s
Duration: 1 Hour
Self Only

Alter Flame Of Light to an aggro spell using the fire resist and give it some more damage and a hefty resist mod. Have the damage scale from 100 DD at 50 to 400 at 65.

Flame of Light
Level 50
Effect: 100-400 DD, Blind, Decrease Attack by 5, -200 Resist Mod
Mana: 50
Cast Time: 1s
Re-Cast Time: 8s

Alter Divine Favor to be a group wide rune.

Divine Favor
Level 55
Effect: 550 Rune
Mana: 350
Cast time: 1s
Re-Cast Time: 720s


Allow Yaulp 4 to stack with Emp or maybe upgrade the spell at 65.

Crusaders Courage
Level 65
Effect: 40 ATK, 8 Stamina regen, 5 point DS, 60AC, 50 STR
Mana: 10
Cast Time: .5
Re-Cast Time: 18s
Duration: 60s

Alternately you could allow ‘Yaulp’ to stack with emp and make a new yaulp group buff.

Crusaders Courage
Level 65
Effect: 60 ATK, 8 Stamina regen, 5 point DS, 60 AC, 50 STR, +5% ‘over-haste’
Mana: 100
Cast Time: .5
Re-Cast Time: 18s
Duration: 60s

Make the Words of Protection a Group spell.

Words of Protection
Level 64
Effect: 700 HP Magic Rune
Mana: 375
Cast Time: 2s
Re-cast time : 60s

A targetable buff that all classes would desire would give us another way to be useful on raids.

Gift of the Gods
Level 65
Effect: 100 atk, 2% spell crits, 2% Melee Crits, 50 MR
Mana: 250
Cast time: 1s
Re-Cast Time: 600s
Duration: 1800s
Targetable Spell.

Just brainstorming.

Hand of Piety is AA costing 3 AAs per level that gives an instant group heal base of 750,1000,1250 hp and has a 36 Minute recast. I would like to see this altered to provide an instant heal of 1500,2000,2500. In the high end this ability does nothing in the situations you would use it in.
 
Balthor I completely agree with you. I've always had a problem with those spells being thrown in the spell book to be used for a few levels (if that), and never looked at again. I've always thought it'd be a good idea to see an upgraded version of them to put them to decent use in higher levels.

Otherwise, pertaining to the original post, I like my pally just fine. Self heals, group HoTs, Protection of the Lady, AA Stun, LoH, Hand of Piety, Fury of Light.. I think we have pretty good utility and if you end up maxing your crit aa's / combat ferocities, with a decent 2 hander you can do some decent dps
 
I really like having a paladin on my raids. It makes a huge diffrence. All the things a paladin does might be situational as you point out to most abilities but you basicly have something for almost all situations so that makes it cool. You do something else on a pull wiht adds then you do on a rampage mob or when you do a mob with a big AE.

Let me just ask you this: What class would you be the most willing to do without in a raid if you had to leave at least one behind, and could pick up whatever buffs you needed beforehand?
A Ranger, A monk, a SK (unless you do mirrors and need the sk)
 
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