by Maglor » Wed Feb 04, 2009 4:15 pm
Ok. I looked over a few things. I have a minor sk that I occasionally play (not yet up to level 20), so I looked over the aa's and such.
Here is what I figured out.
Paladins get a single defensive AA that shadowknights do not. It increases their hp by a little bit.
Shadowknights get a number of aa's that increase their spell casting ability, the damage their pets do, the power of their leach, the power of their harm touch. Each of these are DPS.
Paladins can heal themselves. This was always the big bugaboo that Sony developers had when refusing to improve pally damage abilities. It was also their excuse why paladins had to get more xp than a shadowknight to level or aa. I can understand it, I have solod up from the bottom of Crystal Caverns at level 38 (back in the days when I had an incomplete set of Ry'Gor armor, which in those days was considered to be very very good). I admit, everyone in my guild was shocked that I could and did do it. After all, I did not have the Shadow Knight's ability to Feign Death. I simply rooted, healed myself, and fought the mobs one at a time, even while others were rooted, waiting for me to tear them apart. So, yea, I can understand it.
That said, we have always had the ability to fight the undead. From the beginning, we had spells we could use against the undead, spells nobody else (except clerics) could use. We have had a power over the undead. It is part of our nature, our make up, our way. Against the undead, and only against the undead, we could outdps the other two tank classes, warriors and shadow knights.
But now, our overall dps is severely underpowered when compared to the other two tank classes. Why is this?
Lets look at this critically.
Given the defensives only, using no spells, no buffs, nothing but pure melee, given the same weapons and the same armor, Paladins should (slightly) outsurvive Shadowknights. The extra defensive AA helps in this by giving us a minor hp boost. It would mean we would have a few more hp than the shadoo knight would have. Of course, this would not always be true, the random nature of combat would often find shadowknights outsurviving paladins. The difference, however, used to be enough (at lower levels) for a couple of hits on the average. Nowadays, maybe 1 hit.
Assuming no spells are used by either the paladin or the shadow knight, the dps should be equivalent. Both are knight class dps. using only sword, bash, taunt, and same weapons, with same aa's, no spells, against a living mob, the purely physical dps should be about the same.
The difference comes from the spells and procs.
Paladin spells are defensive in nature. Shadow Knight spells are offensive in nature. This is the big difference. And it is more of a difference than the developers realize, for while shadowknight spells ADD to a shadow knight's dps, paladin spells DETRACT from a paladin's dps.
Assume you are a paladin. You are taking damage. What do you do? Simple. You stop fighting, target yourself, cast a heal, then turn your attention back onto the mob. Of course, the time where you are targeting yourself and healing is time not dpsing. But, that is what happens when you have the ability to heal
Assume you are a shadow knight. You are taking damage. What do you do? You cast a leach. Now, the leach heals you quite handily. But it also harms the enemy. It is a healing spell that harms the enemy quite nicely. You do not have to even have to stop dpsing. You can continue fighting, swinging that sword, all the while you cast that fast leach.
Also, as a shadow knight, you have dots. Again, you do not have to stop dpsing to cast the dot. And, shadow knights have several lines of these spells. They can land several damage over time spells at once, each doing several hundred points of damage per second.
Paladins now have a single spells that simulates a dot. It is a reverse proc spell. When the mob hits you, he damages himself and heals you. But the healing is quit negligible. And the damage done to the mob is also negligible. And yes, now paladins have a few direct damage spells that can do some minor damage to a living mob. And we have that proc spells that we can cast on our weapons that does the same thing, procs a heal of us and damage to the mob. Somewhat decent, at least. This somewhat makes up for the loss of dps spells compared to the shadowknight.
Shadowknights have an area of effect (aoe) line of agro spells. They can get several mobs onto them quite easily. And they have a line of DD spells that can do considerable damage.
Paladins have stuns. True, at higher levels, there are three lines of stuns. ONe of which actually does some damage. But no self-respecting paladin would even think of using that damage dealing stun. Why? Well, it has one very nasty side effect. It knocks the mob back a number of feet. Now, imagine you are fighting a mob. You stun it. It flys back and lands against the wall. You now have to waste time running to it in order to resume your dps, time that allows it to shake off the stun. That said, the other two line of stuns are quite valuable, especially when contesting agro. The paladin stuns are more agro inducing than the shadow kngiht aoe spells. This I know, because I once tried to take agro from a sk who was deliberately trying to keep agro from me. It was a contest between us. We tried it several times, and I won every time.
Both Paladins and Shadow Knights have a line of non-damage agro spells. Paladins it is the challenge for honor line of spells. I do not know the name of the shadowknight line, but it does roughly the same thing. Also, we have disciplines that do the same thing (different names, of course).
When all is said and done, the dps of the shadowknight is very telling, because of the spells. The dots, dds and the leach spells add dps to the shadowknight, enormously without detracting from the purely melee dps. The stuns and the heals detract from the paladin because they not only do no damage, the heals force us to target ourselves (or another npc). Our dds are neglegible when compared to the dds of the shadowknight. Add in the enormous power of the aa leach and the fully powered harm touch, and you got a toon that can take out very powerful mobs with but a few hits, a leach or two, and a harm touch. Paladins can not compete. By design, they could never compete with this.
The only advantage we have is the undead. There, and only there, we shine. And Sony wants to nerf this in order to increase dps. This is rediculous.
The dps concept, on a purely melee basis, (unless sony gave the shadowknight a boost they did not give the paladin) should be equivalent. If they are, leave it alone.
The focus should be, and should remain on, the spells alone.
Paladins have one line of DD spells, and it does not compare to the shadow knight lines of DD spells. Make it equivalent. That will improve paladin dps a bit without making any other changes. Also, the line of paladin stuns that does the damage and the knockback. Remove the knockback. Make the stun line useful to a paladin.
Of course, if the sk has a melee boost that they did not give the paladin, it should be removed from the sk or added to the paladin. The two knight classes, on a purely melee basis should be equivalent.
The focus Sony should be looking at should be on the spells and the aa's. Paladins are defensive in nature. Adding a few paladin only defensive aa's, passive, so we do not receive as much damage, would mean that healers would like us better. Easier to heal, which is what we were in the early days. It should be this way again. And improve the dd spell line, so it either does more damage, has a shorter recast time, or both. Shadowknights have a dd spell, of more power from my understanding. The paladin spell should be equivalent.
Yes, we will still be underpowered. But if we are harder to hit as well, like we used to be, we will get along well enough. We will still not be wanted all the time. But we will not be laughed at either. We will be as we used to be, respected. And that is what I want to see happen.
Oh. One last thing. Improve our root line so it does not break as much. Shadowknights get a snare line that is virtually impossible to break. Paladin roots break way too much, often lasting not even a second. If you want to make our roots stronger by giving us an AA, fine. I will accept that. But a stronger root is almost required. Yes, mobs will hit on us when rooted. We expect that. Course, we are not cowards like shadow kights are. But we do need a more effective root, like it used to be in the early days. Maybe reduce the chance a mob can break it by half. Or reduce the chance by a third. That should do the trick.
Last edited by
Maglor on Wed Feb 04, 2009 4:30 pm, edited 1 time in total.