dbernor wrote:
On a slightly off note....Why'd they give a Cleric access to this spell at level 1 and not give it to a Paladin til 50 something?
Just seems wierd to me.....
Honestly, the spell is just not that useful for paladins. It works wonderfully for clerics so that when they get agro from healing too much, they can protect themselves until someone pulls the mob off them. It's not so great for paladins.
The problem is that if you are tanking the mob, you *want* it to attack you. DA has such a long recast time that using it to reduce damage taken is pretty pointless. Also, DA will drop you on the agro list. The mob knows you are invulnerable, so he'll tend to turn on someone else. You probably want this if you are a cleric. You don't want this if you are the MT for your group. Also, spells can't land on you with DA on. So if I get low on health, and despertely hit my DA to keep from dying, no one can heal me while I'm DA'd anyway. Unless there's a second tank in the group who knows to taunt the mob off you in the event you use DA, this will cause more problems then it will ever solve. Clerics get really really pissed if they just spent 10 seconds casting CH on you, but it didn't land because you used DA.
Having said that, it's still a spell I keep up all the time (cause it's got such a long recast that if you don't have it up all the time, it's useless). I think I've used it more often for running through areas to a zoneline then anything else. If I find myself in FP (like I just dropped from PoA for some reason), it's pretty nice to charge through the gate guards using DA. I think I've used it a number of times to meet up with a ToV raid since it allows me to drop off the cliff down the the ZI area in WW without taking any damage.
I use it when I'm the "last man" in a group while keeping mobs occupied while everyone else runs to the zoneline. I can take the hits for awhile (especially if I've still got LoH loaded), give folks time to run, and then use DA to make it even if I'm down really low on health. This allows me to linger longer in an area where the group might otherwise wipe then pretty much any other class in the game.
Most of those are things you just don't need to do at level 1. Prior to that, I really don't need to worry about agro anyway. A paladin pretty much can't outdamage any other melee class. If I'm taking, I use spells to get agro. If I'm not, I don't get agro anyway. DA is just not needed during normal grouping.