That’s not giving bad RNG to pally. You simply will never dodge or parry 100% of hits as a paladin, ever. So, what’s left over is block or taking a straight punch to the face and leaning on armor. Again, parry and block are no longer on the same spectrum like in BC or Wrath. So, you will always have some hits pass through your dodge/parry/block.
Warriors do not have this issue. 100% block uptime if you have a pulse and a functioning keyboard. My above scenario didn’t even take into consideration crit block, which skews it even more in Warriors favor.
Other posters have brought up the various block buffing skills we have. Due to mana costs, these skills can make you go oom in prolonged fights and rarely have 100% uptime unless you have exceptionally high haste. And even then, that simply shortens your oom window even further. As another design flaw, Templar (even though it is eclipsed by LS now) makes pushing AS actively bad for shake the heavens uptime, so you can miss out severely on strength in adversity uptime, reducing that huge parry perk you are talking up.
Look, I love pally, but the two class designs are like comparing a German engineered Warrior roadster to a 2005 KIA OptiPaladin. Its why paladin is as far out of the m+ meta as it has ever been since SL s1. Paladin damage and utility are exceptional, so if any of the survival/mitigation fallacies you guys are bringing up were remotely true, Paladins would be killing 16s and being the go-to tank.
You don’t count the cases where prot pally parry the dmg, aka 100% dmg mitigated. You only care about the very small chance that dmg goes through all insanely high chance of parry and block. Even with the very slim chance for a white hit to go fully on you, it still only does a bit higher than it would land on a shield block warrior thank to your absurdly high armor.
You also forgot your holy shield can negate dot dmg. This type of dmg destroys prot war.
Idkkkk prot war HP bar hardly moves even in big high key pulls. Prot Paladin HP ping pongs more than a DK and sometimes you don’t have a cd and get basically globaled.
I love pally and have played it since wotlk but it really is in a bad way mitigation wise.
You can continue on with your hyperbolic doomsaying campaign all you want. I’ve already explained how base level increases are better than buff based increases.
They also rearranged the tree so we can actually get the +20% armor bonus for SoTR so that’s a straight up increase in mitigation through Faith’s Armor. This talent was in a dead spot before and wasn’t used.
The CD reduction for both Judgement and Blessed Hammer is also noticeable because again, the reductions were base level adjustments before Haste.
In addition to that, the new talents Inspired Guard and Lightbearer are pretty impactful. Inspired Guard giving you 15% extra healing taken with Ardent Defender up really smooths out damage especially when this defensive is up pretty much every pull. Lightbearer smooths out groupwide damage because it gives literally free healing to the party equal to how much they would normal heal an entire extra DPS slot. This means that they have to scramble less and waste less healing cds.
Talents
Empyreal Ward: Lay on Hands gives 30% increased armor for 8 seconds on top of the usual heal. Also ignores healing reduction effects like mortal strike.
Inspired Guard: Ardent Defender increases healing taken by 15%.
Light’s Revocation: Divine Shield can be used while Forbearance is up.
Lightforged Blessing Now heals for 2% Max health instead of 1%.
Inmost Light CD reduction for Eye of Tyr increased to 33% from 20%.
Faith’s Armor 20% bonus armor from Shield of the Righteous is now positioned on the tree better to be a viable path.
Base Changes
Judgement CD reduction of 1 second was baked into our class to make up for the removal of a talent, but there was an additional 10% CD reduction on top of that.
10% CD reduction for Blessed Hammer.
Seems bugged for right now, but supposed to have received a 20% Word of Glory buff.
Armor from Shield of the Righteous increased by 10%.
My Prot Paly way beefier now. I did a couple of +10s yesterday before raid and I wasn’t on the edge of my seat like before.
The biggest change I noticed (if it it was a change) is Word of Glory heals for a lot more when your hp bar is >70%. Before it used to heal 10-15% of your hp bar, but now it will top you off to full. This is how WoG felt during SL and DF.
My defensives also reset quicker and Ardent Defender w/ the extra +15% healing taken and +10% damage reduction is a really strong defensive now.
The biggest change is they made Hand of the Protector easily accessible again and that talent is amazing. It lets you WoG people for 2-3mil when they’re low hp which turns Prot into an amazing offhealer. We had this talent in SL, but they made it impossible to take in DF.
Do you have trouble reading? I literally explained that to you.
They baked in 1s CDR to Judgement to replace a talent.
They baked in 10% armor from Dusk proc to replace a talent.
They baked in 10% CDR to Holy Power generating abilities to replace a talent.
Again, baking in CDR and stats at the base level is better then layered % gains.
I’ve also mentioned new talent paths that are now viable such as Faith’s Armor that wasn’t being used at all before so that’s a gain of 20% additional armor from SoTR.
So in essence, yes they baked in stats for talents they removed in addition to giving us more talents to utilize ontop of the benefits from previous talents without having to use talent points on them.
Explain to me how there’s a paladin on the top 3 timed runs. Yoda is timing 13-16s.
You clearly do need to use your eyes because you can’t understand basic math that I laid out for you if you keep trying to say baked in stats is the same is layered buffs. Get your eyes checked, learn basic math, then come back.
I like how you focused on the last bit of the reply instead of the actual meat of it. Then again, that’s all you ever do. You skirt around the edges and never address the points with a substantiated rebuttal.