Our low DPS affects our playstyle negatively
Watch and behold the DPS of a group of Paladins against Lucifron. (contains bad language)
Many players say that "we don't need more DPS, we need more controlled DPS". It's a clever way to admit that giving our class higher damage would unbalance things, making us look more reasonable when arguing.
Those who say that only are 50% right. Usually those who favor controlled DPS are those who use Seal of Command with a two-hander -- the only viable seal for cranking big damage. Those who want higher DPS are the ones who wield one-handers and use Seal of Righteousness. My DPS is much more consistent compared to Seal of Command (which I got tired of pretty quick due to it's randomness), but it's so small its negligible.
Sometimes I wonder why I stay in melee range in the first place when the damage I do is so small it's trivial. The low damage we have just locks us further in to the heal/cleansebot role that we all so much despise. If I had higher DPS I would've felt more obligated to go in to melee range other than to just judge bosses with Judgement of Light and then back off to heal. There need to be more incentives for us to stand in melee range where we belong. Raising our damage output would be one.
Anyway, go here to download the movie. (requires Windows Media Player)
Many players say that "we don't need more DPS, we need more controlled DPS". It's a clever way to admit that giving our class higher damage would unbalance things, making us look more reasonable when arguing.
Those who say that only are 50% right. Usually those who favor controlled DPS are those who use Seal of Command with a two-hander -- the only viable seal for cranking big damage. Those who want higher DPS are the ones who wield one-handers and use Seal of Righteousness. My DPS is much more consistent compared to Seal of Command (which I got tired of pretty quick due to it's randomness), but it's so small its negligible.
Sometimes I wonder why I stay in melee range in the first place when the damage I do is so small it's trivial. The low damage we have just locks us further in to the heal/cleansebot role that we all so much despise. If I had higher DPS I would've felt more obligated to go in to melee range other than to just judge bosses with Judgement of Light and then back off to heal. There need to be more incentives for us to stand in melee range where we belong. Raising our damage output would be one.
Anyway, go here to download the movie. (requires Windows Media Player)
4 Comments:
I am one of the greedy Paladins who wants it all. I want controllable hits and more DPS.
The only concession I'll make is that I'm willing to have the increase in DPS as part of a spell (Battle Hymn is my name for it) so that it costs mana to increase attack power (thereby lessing the amount of mana available for healing).
Even that is questionable because I don't think the Paladin DPS should go down just because he's silenced, stunned or otherwise unable to cast the spell.
However, if we use the spell idea, the basic spell should be a standard Paladin trait and you can get increases in both the Protection and Retribution talent lines.
IMHO, Protection and Retribution Paladins should be warriors with some healing, just like the Paladins in AD&D.
I totally concur. Lets hope the upcoming talent tree revamps fix this.
I agree. When the roles of tank and healer are fulfill the only thing left is to DPS since that's the only thing that you can't get enough of. In MC, the trash mobs really only require the use of 1 warrior per mob plus at most 2 priests for each warrior. You usually have left over priests and warriors to fill up back up roles. Whats the role of the paladin? Cleanse and buff people? Even cleansing is best done by the left over priests. I usually put on my pvp gear and try to do some damage to speed things up.
What is wrong with spending mana to do damage? Afterall this exchanges mana that could be used for healing... the main factor in our so called survivability. Even druids can drain their mana for damage (moonfire spam). Sure, it drains mana like nothing but the option is there.
I was doing some more thinking on this subject. The watch-word of some Paladins, "controlled DPS" would probably not have changed the results of that fight.
Suppose you changed SoC to an instant cast spell that had a cool down of 10 seconds. You would get the same amount of extra attacks from the new SoC as you do with the current one.
Being able to control when a strike comes does not change the amount of damage the Paladin does. Those four Paladins would still have lost because they do not do enough damage in the first place to stop their oppenent.
The Paladin needs more DPS.
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