by shiftie » Wed Feb 04, 2009 7:37 pm
Lets try this again, No offense to those of you who continue to post arguments based on tanking, aggro etc but...
Nodyin wrote:
Current Paladin base DPS is fairly low.
simply reposting this I may make it a daily habit.
1. This thread is not about AE aggro - so lets cut that out and stop de-railing.
2. This thread is not about the # of times we are called upon to do dps (this is so counterproductive to this conversation its not even funny)
3. This thread is not about our ability to tank in relation to the other classes (we are just fine in this department)
4 This thread IS about our current status of DPS and how it relates to Slay.
If you would like to see an increase in our tanking ability - start another thread and approach it there. A large portion of the paladin community believe paladin tanking to be well balanced. I know I'm about to contradict myself but...
Things like
tauaunt wrote:
leave it alone and increase defense ability. I never worry about dps cept on undead.
If enough people continue to post in this context it is going to tear down efforts to reach a solution as the devs may take it into consideration that we really don't care to see a gain in dps and the scale of balance between sk/pal will tip unfavorably in the wrong direction yet again.
and...then also a large majority of the following makes little to no sense.
Maglor wrote:
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
This is poorly thought out and is not a point of argument for dps. This has already been balanced starting at level 73, while there may be some suffering prior to this level you can gain your way to 73 rather quickly and even then the 1.0 sec heals exist. The burst heal has 0.3 seconds of cast time if you are smart make a social or tab heal. How much time could you really lose out on to dps?
tab
spell gem
tab
or a social
/tar (toons name)
/pause 2
/cast spell gem
/cast spell gem
/cast spell gem
If you can nearly heal yourself on the run I don't see much time lost doing dps. Unless you choose to only cast the "touch" line.
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.
That stun serves its purpose, and it has also been balanced most recently by the addition of crushes. The crush has identical aggro with no knock back and the bonus of a DD.
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.
It is Highly possible that the sk just wasn't a good player and is completely subjective. While some of your argument is valid and with good intent, it does little for our cause by pointing out things that have already been dealt with.
One last thing
Uhaen is at the top of paladins serverwide and he parsed 1029 vs live mobs in pure melee combat- point being he has the best focii, weapons, AA etc. Assume we are talking about the lower tier paladins, while they can enjoy the undead hunting grounds and the fruits of dps gains from SU they cannot achieve gear by soloing live mobs, as the armor drops from undead mobs are few and far between. Mostly only ever used for xp which will help them catch up in aa. Given the group weapon ratio increases made recently they can only hope to achieve OOW to TSS melee dps by virtue of the weapon they hold. We could then probably assume they can push out 700 or so DPS from melee alone.
We should be fighting for a 700 pt base dps increase that scales down to the appropriate level aa. So that our live dps before spells, and other augments such as shaman click becomes 1700. Maintaining that same relative gain to the undead hunting grounds so that his posted 1800 dps becomes 2500 base and going over 3k with additives and spell damage. If slay remained intact you could then see a run of maybe 5k dps going full burn with 7th, warcry, bard, 2nd spire, holyforge, sham epic, so on and so forth - What would be so wrong in that #? Monks can parse 7k, Rangers were parsing over 4k an expansion ago, beastlords doing 5k, Rogues and Zerkers doing 10k yada yada yada. Why would 5k all out DPS be so bad, realistically it would put us in the middle of the pack.
Lets see some numbers Nodyin! Come out of hiding.
shiftie
is what I do when I'm not raiding