I am trying to find out, whether a Tank Oathbound Paladin is better in group dynamics or a Healer. I'm looking for answers based on the end game content not the start. Thanks
As "never" put it sums it up. Don't drink from the koolade that one path is better than the other. If done the way you want you can be an assets to the group as a whole with either path you chose.
Me I run a prot pally, I'm doing just fine and don't see myself conforming to the whole "one path is better than the other" after the nerf.
Its not Koolade, its the truth. I personally used a protection pally as well, now he is retired completely. Given the abilities the Healidin has versus what the protection pally has...the healidin is currently the best option, if you actually want to help your group the most. Protection has some helpful powers, but not near as many as Healidin. It's not just a rando opinion of most people...its 100% true.
It's not just a rando opinion of most people...its 100% true.
You're grossly oversimplifying things. There's certainly a change in perception in the community, but the reality isn't that cut and dry.
Prot-OPs are still helpful in certain party compositions, and many end-game parties don't need a dedicated healer. You even see high ilvl parties specifically asking for OP tanks (usually for DC buffer+GF buffer+OP tank+2 DPS teams).
I kept my tankdin after the nerf, and he still gets requested for parties on occasion, especially when folks are struggling with Orcus. He's also amazing for helping run low-to-mid parties through campaign content or T1 dungeons. He won't be THE BEST at buffing or healing, but man is he a versatile all-rounder.
Protection forever! It depends on the party and the content but I am keeping my pally as bubble, just working on a few minor tweaks to keep the bubble going as much as possible at the right times.
Protection forever! It depends on the party and the content but I am keeping my pally as bubble, just working on a few minor tweaks to keep the bubble going as much as possible at the right times.
I dropped out of bubble and went with Shield of Faith instead. It's up-time is longer and the cast time is noticeably shorter than bubble.
On a mid-geared party I've found SoF works out better than bubble. It provides sufficient damage mitigation, increased healing, and leaves me much more mobile and engaged in battle, which allows for more thorough threat generation and slightly better proccing on my various happy feats (echos, flash, judge).
Technically better, maybe, with an experienced player with a set, planned and mapped out build, and a knowledge of every skill they use and how to use them, sure, a healidin may be a better choice for a pre built party.
However, in reality, most of the healidins out on the xbox are terrible. Not played well, not fully equipped, not even partially equipped (how many two artifact people do you see now, still running the store, as a healidin paladin? Played with 6 today alone).
Sadly, a lot of the bubbles who weren't great bubbles before are now not great healidins. They provide little if any assistance to a team going through a dungeon. They immediately respecced following a guide to the t without learning their class.
This does not make a good healidin. Or a good asset to any dungeon run.
It's simple. Learn your class. Pick what seems best to you, and learn the different skills and how they work together, and work with what other people do. You do that, doesn't matter your path. You will be an asset to your team regardless.
Is any one path better than the others? Maybe, maybe not. I have yet to see a healidin specced to the point where i think 'oh wow i need to respec to that'.
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But if you really want to stick with the paladin, I would say the Healadin is your best option at this point.
Learn the class, learn the boss fight mechanics, earn your gear, you'll be fine either path.
Don't blindly drink the koolaid that the healidin is better. It isn't. It's an option but not better or worse.
Me I run a prot pally, I'm doing just fine and don't see myself conforming to the whole "one path is better than the other" after the nerf.
Prot-OPs are still helpful in certain party compositions, and many end-game parties don't need a dedicated healer. You even see high ilvl parties specifically asking for OP tanks (usually for DC buffer+GF buffer+OP tank+2 DPS teams).
I kept my tankdin after the nerf, and he still gets requested for parties on occasion, especially when folks are struggling with Orcus. He's also amazing for helping run low-to-mid parties through campaign content or T1 dungeons. He won't be THE BEST at buffing or healing, but man is he a versatile all-rounder.
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On a mid-geared party I've found SoF works out better than bubble. It provides sufficient damage mitigation, increased healing, and leaves me much more mobile and engaged in battle, which allows for more thorough threat generation and slightly better proccing on my various happy feats (echos, flash, judge).
However, in reality, most of the healidins out on the xbox are terrible. Not played well, not fully equipped, not even partially equipped (how many two artifact people do you see now, still running the store, as a healidin paladin? Played with 6 today alone).
Sadly, a lot of the bubbles who weren't great bubbles before are now not great healidins. They provide little if any assistance to a team going through a dungeon. They immediately respecced following a guide to the t without learning their class.
This does not make a good healidin. Or a good asset to any dungeon run.
It's simple. Learn your class. Pick what seems best to you, and learn the different skills and how they work together, and work with what other people do. You do that, doesn't matter your path. You will be an asset to your team regardless.
Is any one path better than the others? Maybe, maybe not. I have yet to see a healidin specced to the point where i think 'oh wow i need to respec to that'.