A. I'm basing this off of several fights, I only did it after yours since you seem to know problems with the skill reckoning, considering you spammed it until I was in range the whole fight. in addition, I am not the only one who thinks this class is way too powerful when comparing their damage output, and healing abilities.
B. I didn't see any paladin have "mana problems" when they used reckoning 4x, bash 3x, strike 2-3x, pray 4x, and layhands once in a fight. Theres a reason that I said don't say you have "mana issues" because it is a dead arguement.
C. I like how you point out how it is the "...lowest damaging and lowest slowing AoE's in tha game."
Let's compare.
Pulse - more damage, no slow, slows caster for 1.5 seconds usually.
Megabolt - More damage - slows caster, has to be aimed.
Melodic binding - Agreed, it's more in all.
Despair / Terror - not enough info on these, but I know these do not have a pull towards caster or a long slow attatched.
Pigbomb - more damage, takes a while to cast however.
Healing AoE's - ofc. not included.
Extra AoE's - If they are not listed, they are not commonly used, or they are just terrible.
In the end of this arguement, They have a low damaging AoE, I agree. However... most AoE's aren't slowing, most just hit the target back a few blocks.
D. Reckoning does freeze you in place, it's just an AoE root/freeze without the ability to break it, unlike most of the other freezing skills in the game (melodic bindings).
E. I never suggested that heavy of a nerf on healing. That was someone elses opinion on the class. Also, layhands and pray seem to be the "bread and butter" of the class, as the way you put it. Cooldowns could be a hard thing to deal with, but the skill "pray" pops out in particular.
What combo can do 250 damage ? fireball + icebolt - mana cast 20-30 depending on levels.
Pray - counters that with a 8 second cooldown (roughly) which makes the paladin full hp again, and can not be stopped.
Now, when a paladin runs out of time to use pray, they use layhands. Layhands brings the fight back where they were both depleted, and now the paladin only lacks mana. As to where the combatant is lacking mana hp and probably reagents.
For this arguement my point is that they can be used too quickly, in combination with the other skills they have.
Pretty much a paladins game plan at this point is one of two things- 1. Drain their targets resources. 2. Pull of a reckoning and start bashing their opponent down.
Also, defend your class as you wish. but you're the only one I see doing so currently.
I've had this conclusion for a long time. I'm just expressing it in words, now that I know why they are soo.. yeah.