.... if it's ability to tank has been hit like this, then what exactly does Paladin do now? Paladin's tradeoff was unkillability in return for not really being able to hurt anything very well. Seriously, Greg tries to switch aggro what feels like every single second in TNA, at least. With this provoke nerf, it seems as if Paladin can no longer effectively act as the party's shield. Looking at the damage buffs, it seems to be more of a hybrid, now? And while that's kinda neat, it removes the purity of design that Paladin had going. Like, people who played Paladin loved it and people who didn't also didn't want to touch it. It was very much an "only good at one thing" class, and that one thing was staying alive. DPS gates only really start showing up later in-game, and without those of course Paladin's going to eventually get through everything. Speaking as a Paladin player, though, this was a slow and patient grinding down compared to, say, the fast-paced hurricane of a boltslinger. That was the trade - in exchange for much higher odds of victory, you'd be much less efficient and take three years to kill Amadel. The one place that Paladin excelled in was raiding, because provoking into your stone wall ensured that your party could focus on blasting the boss as hard as they could while dodging the effects. I feel like it's a misdiagnosis. The problem was the wallhugging, not the Paladin. Speaking as one of like three Paladins who didn't wallhug, proper tanking is hard! Between the aforementioned constant aggro switch attempts and the fact that Greg hit hard enough that you couldn't just facetank him, Tanking took effort! If you failed, the rest of your party's challenge, already hard, would get that much harder! This nerf removes that single thing that Paladin is good at. The damage buffs are nice, but if you want to deal damage then realistically you're not going to be headed down the Paladin route. You're going to go through/hybridize Fallen or BM instead.