Warriors are nice for the extra damage on the side but they take a lot more work if you want to play them to near-maximum potential whereas with Paladins you can pretty much take things lazily and not worry so much about aggro when it comes to end game.
Combos:
When it comes to Paladins, they have a three-skill-combo that is all that you will be doing for most fights along with a couple of skills that are off global cooldown. Outside of that combo you will only be popping buffs of some sort. A secondary, two-skill combo exists but is used primarily for large mob pulls as it regenerates MP needed for your AoE, enmity-generating skill; Flash.
Warriors have two, three-skill-combos combos that, unless you are choosing to be lazy, you will be using in most fights. One being the enmity generating combo and the the other being a damage boosting(for both you and melee DPS) OR damage mitigating combo, depending on the final, third skill you attach to it.
They have two skills off global cooldown like Paladin, but one's potential use is subjective to the boss/mobs you are engaging(see: Stuns) and another that can only be used when less than 20% health is remaining on your target.
Stuns:
When it comes to stuns, both have advantages and disadvantages. Paladins have a stun that is on global cooldown and therefore only has to wait little over two seconds before it can be reused, unlike Warriors who have a 30 second cooldown.
In general, Warriors have it easier since its boss stuns that you will really want to have the advantage with and they can use their stun exactly when they need it. Paladins however need to wait for the stun to come off cooldown if they have just used another skill, and that can be scary for some fast-casting skills by the enemy.
Having said that, Paladins have a silence(off GCD) and Warriors do not.
Noteworthy Skills:
Aside from typical mitigation skills, Paladins have two nice skills called Cover and Hallowed Ground.
Cover allows you to take all physical damage directed toward a particular party member for ten seconds(so long as they stay within relatively, close range) and is one of those skills I love getting the chance to use since who doesn't like being helpful?
Hallowed Ground is a 10 second invulnerability skill(with a massive cooldown) that basically gives you a temporary godmode that is very handy for those rare instances where your healer fails and its down to you/(and your DPS) to finish off the remainder of the fight or incur a reset. It's also a safety net for mistakes made by your party that may imminently risk your death and also a way to take a load off of the healer during significantly, large mob pulls.
Warrior has a sort of similar skill to Hallowed Ground with the exception that you only get six seconds worth of it and your health will continue to decrease(just not past 1 hp).
Summary:
So put it simply, Paladins are great for tanking but Warriors have a great potential to, simultaneously, significantly increase the DPS output and, if you put some time into learning and understanding the class better, you can do some serious self-healing and work your way out of dangerous situations that a Paladin could not without the aid of a healer.
Combos:
When it comes to Paladins, they have a three-skill-combo that is all that you will be doing for most fights along with a couple of skills that are off global cooldown. Outside of that combo you will only be popping buffs of some sort. A secondary, two-skill combo exists but is used primarily for large mob pulls as it regenerates MP needed for your AoE, enmity-generating skill; Flash.
Warriors have two, three-skill-combos combos that, unless you are choosing to be lazy, you will be using in most fights. One being the enmity generating combo and the the other being a damage boosting(for both you and melee DPS) OR damage mitigating combo, depending on the final, third skill you attach to it.
They have two skills off global cooldown like Paladin, but one's potential use is subjective to the boss/mobs you are engaging(see: Stuns) and another that can only be used when less than 20% health is remaining on your target.
Stuns:
When it comes to stuns, both have advantages and disadvantages. Paladins have a stun that is on global cooldown and therefore only has to wait little over two seconds before it can be reused, unlike Warriors who have a 30 second cooldown.
In general, Warriors have it easier since its boss stuns that you will really want to have the advantage with and they can use their stun exactly when they need it. Paladins however need to wait for the stun to come off cooldown if they have just used another skill, and that can be scary for some fast-casting skills by the enemy.
Having said that, Paladins have a silence(off GCD) and Warriors do not.
Noteworthy Skills:
Aside from typical mitigation skills, Paladins have two nice skills called Cover and Hallowed Ground.
Cover allows you to take all physical damage directed toward a particular party member for ten seconds(so long as they stay within relatively, close range) and is one of those skills I love getting the chance to use since who doesn't like being helpful?
Hallowed Ground is a 10 second invulnerability skill(with a massive cooldown) that basically gives you a temporary godmode that is very handy for those rare instances where your healer fails and its down to you/(and your DPS) to finish off the remainder of the fight or incur a reset. It's also a safety net for mistakes made by your party that may imminently risk your death and also a way to take a load off of the healer during significantly, large mob pulls.
Warrior has a sort of similar skill to Hallowed Ground with the exception that you only get six seconds worth of it and your health will continue to decrease(just not past 1 hp).
Summary:
So put it simply, Paladins are great for tanking but Warriors have a great potential to, simultaneously, significantly increase the DPS output and, if you put some time into learning and understanding the class better, you can do some serious self-healing and work your way out of dangerous situations that a Paladin could not without the aid of a healer.
Characters: Andre Winter (Hy'ur) / K'nahli Yohko (Miqo'te)