I just thought I'd address all of Paladin's current problems and issues it faces, and put it in 1 thread. Let me know if I've missed anything
1 : Mantles
Mantles, do not benefit Paladin in any way and do not work well with other abilities.
The main problem is that they're often wasted on tiny hits that the Paladin could easily take without any issue. With so many bosses summoning minions and all these other spells that deal a lot of hits in a short time, you can barely even keep your mantles up for over 10s.
Another issue is that if you do want to get the most use out of mantles and have a 100% uptime, you'd want to get hit every 4s. However this does not work well with any of Paladin's other abilities. Manachism wants you to get hit as often as possible, Rejuvenating Skin heals more the more damage you take, Sparkling Hope wants you to take damage so you can heal to deal more dps.
Not to mention, Mantles work better on Fallen and Bmonk, compared to the Archetype its meant for
2 : Lack of active abilities
90% of Paladin's abilities are passive. This makes Paladin, possibly the most boring Archetype in the game to play.
Uppercut, War scream, Bash or Charge do not get changed in any way at all. This combined with the base forms of the spells being pretty horrible makes Paladin just incredibly lacklustre in every single way. The most notable ability Paladin has, is mantles which just fails to help Paladin in any way
3 : Everything being Thunder
Why does Paladin, the Archetype with the Fire Mastery have 1 Fire conversion in all of it's abilities?
The only Fire attack Paladin has, is Flaming Uppercut which is unlocked right after Fire Mastery. Fire is the defensive element in Wynn, so its always confused me why Paladin has so many Thunder conversions in all of it's attacks.
This just further makes Paladin, even worse. Giving it even less dps since all of it's attacks are a element that it doesn't work well with.
4 : Second Chance and Martyr
These 2 abilities, may be the worst possible ones for Paladin.
Paladin, already barely dies if you're using a remotely tanky build. Combine that with the fact that these 2 abilities only activate on death, just makes it so you'll only use it once a month.
And Martyr is even more stupid. It only activates when you die however, you're often the most tanky person in your team which means by the time it activates. All your allies are most likely already dead.
5 : Lack of Supportive abilities
Paladin is advertised as a "Support" archetype. Meanwhile it only has 1 supportive ability. That being Radiance.
Now to make this even worse. Most Bmonk players take Radiance, making one of the only reason to play Paladin, completely useless.
Oh and not to mention, Fallen has 2 supportive abilities ( Kind of )
Ragnarokkr and Armour Breaker
6 : Tanks not even being needed in Wynn
Pure Tanks are not needed in a single bit of content in Wynn
( Apart from wars but, who does wars )
If you even make your build remotely tanky, or have over 20k - 30k ehp, you'll be able to comfortably do any bit of content in the game, while still dealing a good amount of dps. Paladin, just goes over the top and sacrifices all of it's dps. And in return you're able to take more hits, which don't even matter since you won't even be able to do anything.
7 : Paladin's useless abilities
Paladin has so many useless abilities in it's tree. Look at Shield Strike for example. Its an effective 5k extra damage, every 20s. For 2 ap. Or look at Cleansing Breeze. The only time its useful is when you accidentally fall in lava in the molten heights.
8 : Sacred Surge
This is Paladin's main source of dps, and yet it fails at its only purpose. Sacred Surge just takes a decently long time to generate enough holy power for 1 or 2 spells, just for it to go away in 2 seconds. Combine that with the Thunder conversions and bosses that attack slowly, equals even more horrible dps.

