Feedback Agro control is total disaster right now even in solo content. I am lvling pal from ground zero and guess what, I can't hold agro from my WHITE COMPANION without hard taunts. It is just ridiculous, after binding oath ends, all adds run away from me, I cast divine call, they hit me once and run towards companion. In dungeon situation is even worse. I don't care about damage, if tank can tank and hold agro I will be happy but pal can't do any of this thing. I don't know, 1500% more threat by default, make divine call hard taunt for 10 seconds (duration time), as it is paladin threat mechanic is just useless as only hard taunts can hold agro on him.
About damage, I must say I feel like I am an addition to companion in solo play. Guys just try it, get wizard companion and just taunt things, next dissmis him and do similar group solo. Aura of courage and wraith make him better in dps than paladin. I am in Velosk now and I am literally riding on companion. Something is wrong here and I am not asking for another auras nerf. Don't get me wrong, lvling with pal is easy but turn off aura of courage and it gets painfully slow.
Shift mechanic also needs a rework. If pal can't survive strongest hits with it, then it's useless as he is slow melee class that can't run from big digits and don't have immunity frames. It's broken by design if protection paladin can be one-shotted by anything (and I mean literally anything) with sanctuary on and decent DR. Some DR should be just resistant to arpen and other debuff effects. My proposition: sanctuary (60%), divine call (10%), CON (0,5% per point) and all feat DRs(currently only 2, 2,5%+5%). This should work similar to GF shield and be capped at same DR %
Over All Feedback: Okay, so, currently my Paladin on Preview is sitting at level 31, Protection Spec'd. And as much as I hate to each a fair amount of players here, there are, sadly, a few powers here that need work.
Smite: Smite needs a damage buff in the worst way. For being such an iconic Paladin power, the damage it does kick out is almost anti-climatic. We've finally got the animation down giving us something that is suitably epic and awesome to behold, but the damage isn't there. Even the little DoT is triggers is so small that you hardly even notice it. It needs... SOMETHING. Something to make you want to cry out the iconic words of "Smite EVIL!" when you hit it. Instead, what we have, sadly, doesn't make me want to say that.
Bulwark Feat tree: What the description of the tree says "You protect your allies and taunt your foes, controlling the battlefield with your incredible presence." Okay, cool. Great. What we get... A confusing mishmash of feats that doesn't really scream "protect your allies and taunt your foes, controlling the battlefield with your incredible presence"...
Tier 1: Holy Resurgence and Unflinching Resolve. Holy Resurgence boosts the recovery of your stamina so you can fire off Sanctuary more often. Okay... So... I can kinda see that as protecting your allies. Go on.
Unflinching Resolve increases your control resistance. Erm... Okay? So, if/when our Sanctuary goes down, we have a little more control res to be able to keep from getting from getting stunned locked, is that it? I see...
Tier 2: To My Side! This feat increases the run speed for allies more than 30ft away but less than 150ft from you. Uh... What? Um, excuse me, teacher? How are we protecting our allies with this feat? I mean, it almost sounds like a really bad game of "Tag" with the Paladin always being "It".
Stand Fast. Stand. Fast... You know what? This is a great feat. No. Really. It is. If we ever had to, oh, I don't know, stand inside of a doorway and block a swarm of foes from rushing in. Yeah. This feat would be perfect. Right there along with both Valorous Strike and Oath Strike, if they both were wide swings instead of homing swings.
Tier 3: Sanctity, when you are healed you gain a burst of defense, deflection or regeneration for 15 seconds and you are unable to receive this effect again for 30 seconds. Two questions. One: Can we trigger this on ourselves? I would assume so, but I just want to be sure. Two: Have you changed the effect of regeneration again so that it once more works during combat? Because, see, I know my luck. If I were to slot this feat, during combat, the only thing that will proc will be the regen. That is not good. Also, once again. I am not seeing anything here that suggests "protecting your allies".
Martyr's Blood, when you take damage from a foe you have a 10% chance to apply Martyr's Blood to them, causing them to deal less damage for 8 seconds. Eh, sure. Why not. We've got the temp HP to take it. Add in Aura of Truth and Aura of Protection and you should have a boss that's not dealing much damage to anyone.
Tier 4: Exemplar Of The Light, holy overkill, Batman! Your daily powers place a shield on you that absorbs X% of your weapon damage before breaking. This shield expires when combat ends and does not stack. Oh, wait. There goes the overkill. And here I was thinking of teaming this SOB up with Shield of Faith or Divine Protector. Also, why just us and not us and our allies? Again, where is the protecting allies?
Vigilance, when your encounter powers come off cooldown you gain a stock of Vigilant. When Vigilant reachs 5 stacks you may consume them by activating your Divine Call. Grants you a shield for 8 seconds that absorbs X% of all incoming damage. Not trying to sound like a broken record here, guys, but, um, why just us and not us and our allies?
Tier 5: Head Unbowned, as your Hit Points are reduced you gain up to X% more Divine Call Energy generation. Out of curiosity... Is this a problem? I mean, maybe it's just me. But I don't Paladin's are gonna have any trouble massing large amounts of Divine Call energy. But, hey! Look! Something to control the battle field! ...I think.
Avenger's Presence, when an ally is damaged by a foe you have a chance to gain "Avenger" for 6 seconds. "Avenger" causes your At Will attacks to reduce the cooldown on your currently cooling down encounter powers by X%. "Okay, so, the plan here, folks. Is to let Steve get his face beat in so that my attacks can better recharge and I can get my healing and protecting encounters up faster and fix Steve's face. Got it?" "Um, excuse, Mr. Paladin? Why does my face have to get beat in?" "Shut up, Steve."
Capstone: Holy Barrier, as you take damage you will slowly gain stacks of "Barrier". When you activate your Divine Call all stacks of Barrier are consumed to give you a shield equal to .5% of your Max HP per stack of Barrier consumed. After activating Barrier you cannot gain stacks of Barrier again for 10 seconds. Follow the bouncing ball, kids! "Why just us and not us and our allies?" I knew you could do it.
I don't really want to come down on you devs too hard for this feat tree. I mean, I know you've all been working really hard of this class. Done alot of internal testing before rolling out this version of Bulwark for us to play with. But, really, and honestly... It feels almost sloppy and like everything with just slapped together. I mean, what we have and what the description says are TWO DIFFERENT THINGS. And I don't want to tell you to scrap it all and try again... But... Um... Yeah... Scrap it and try again.
Over All Feedback: Okay, so, currently my Paladin on Preview is sitting at level 31, Protection Spec'd. And as much as I hate to each a fair amount of players here, there are, sadly, a few powers here that need work.
Smite: Smite needs a damage buff in the worst way. For being such an iconic Paladin power, the damage it does kick out is almost anti-climatic. We've finally got the animation down giving us something that is suitably epic and awesome to behold, but the damage isn't there. Even the little DoT is triggers is so small that you hardly even notice it. It needs... SOMETHING. Something to make you want to cry out the iconic words of "Smite EVIL!" when you hit it. Instead, what we have, sadly, doesn't make me want to say that.
Bulwark Feat tree: What the description of the tree says "You protect your allies and taunt your foes, controlling the battlefield with your incredible presence." Okay, cool. Great. What we get... A confusing mishmash of feats that doesn't really scream "protect your allies and taunt your foes, controlling the battlefield with your incredible presence"...
Tier 1: Holy Resurgence and Unflinching Resolve. Holy Resurgence boosts the recovery of your stamina so you can fire off Sanctuary more often. Okay... So... I can kinda see that as protecting your allies. Go on.
Unflinching Resolve increases your control resistance. Erm... Okay? So, if/when our Sanctuary goes down, we have a little more control res to be able to keep from getting from getting stunned locked, is that it? I see...
Tier 2: To My Side! This feat increases the run speed for allies more than 30ft away but less than 150ft from you. Uh... What? Um, excuse me, teacher? How are we protecting our allies with this feat? I mean, it almost sounds like a really bad game of "Tag" with the Paladin always being "It".
Stand Fast. Stand. Fast... You know what? This is a great feat. No. Really. It is. If we ever had to, oh, I don't know, stand inside of a doorway and block a swarm of foes from rushing in. Yeah. This feat would be perfect. Right there along with both Valorous Strike and Oath Strike, if they both were wide swings instead of homing swings.
Tier 3: Sanctity, when you are healed you gain a burst of defense, deflection or regeneration for 15 seconds and you are unable to receive this effect again for 30 seconds. Two questions. One: Can we trigger this on ourselves? I would assume so, but I just want to be sure. Two: Have you changed the effect of regeneration again so that it once more works during combat? Because, see, I know my luck. If I were to slot this feat, during combat, the only thing that will proc will be the regen. That is not good. Also, once again. I am not seeing anything here that suggests "protecting your allies".
Martyr's Blood, when you take damage from a foe you have a 10% chance to apply Martyr's Blood to them, causing them to deal less damage for 8 seconds. Eh, sure. Why not. We've got the temp HP to take it. Add in Aura of Truth and Aura of Protection and you should have a boss that's not dealing much damage to anyone.
Tier 4: Exemplar Of The Light, holy overkill, Batman! Your daily powers place a shield on you that absorbs X% of your weapon damage before breaking. This shield expires when combat ends and does not stack. Oh, wait. There goes the overkill. And here I was thinking of teaming this SOB up with Shield of Faith or Divine Protector. Also, why just us and not us and our allies? Again, where is the protecting allies?
Vigilance, when your encounter powers come off cooldown you gain a stock of Vigilant. When Vigilant reachs 5 stacks you may consume them by activating your Divine Call. Grants you a shield for 8 seconds that absorbs X% of all incoming damage. Not trying to sound like a broken record here, guys, but, um, why just us and not us and our allies?
Tier 5: Head Unbowned, as your Hit Points are reduced you gain up to X% more Divine Call Energy generation. Out of curiosity... Is this a problem? I mean, maybe it's just me. But I don't Paladin's are gonna have any trouble massing large amounts of Divine Call energy. But, hey! Look! Something to control the battle field! ...I think.
Avenger's Presence, when an ally is damaged by a foe you have a chance to gain "Avenger" for 6 seconds. "Avenger" causes your At Will attacks to reduce the cooldown on your currently cooling down encounter powers by X%. "Okay, so, the plan here, folks. Is to let Steve get his face beat in so that my attacks can better recharge and I can get my healing and protecting encounters up faster and fix Steve's face. Got it?" "Um, excuse, Mr. Paladin? Why does my face have to get beat in?" "Shut up, Steve."
Capstone: Holy Barrier, as you take damage you will slowly gain stacks of "Barrier". When you activate your Divine Call all stacks of Barrier are consumed to give you a shield equal to .5% of your Max HP per stack of Barrier consumed. After activating Barrier you cannot gain stacks of Barrier again for 10 seconds. Follow the bouncing ball, kids! "Why just us and not us and our allies?" I knew you could do it.
I don't really want to come down on you devs too hard for this feat tree. I mean, I know you've all been working really hard of this class. Done alot of internal testing before rolling out this version of Bulwark for us to play with. But, really, and honestly... It feels almost sloppy and like everything with just slapped together. I mean, what we have and what the description says are TWO DIFFERENT THINGS. And I don't want to tell you to scrap it all and try again... But... Um... Yeah... Scrap it and try again.
The tree dose just what it says its dose cause to take full advantage of it you need to cycle though divine call dailies and encounters in tandem the feat tree along with shielding strike can keep absorption on you 90% of the time. The tree forces you to use Divine call a taunt as well as quick recharging encounters Like Burning Light in fact Burning Light and Templar's are two prime encounters for this i like templars more though Templars will give you a nice stun temp HP along with DL knock back and hard taunt will be enough to keep most mobs off you group Unless some one ****es up then you can just banish or whatever you wanna use for your third encounter. Just make sure you bring Heroic with you as its better CC prevention than the shift i only use the shift to trigger Sanctity. Because divine judgments dmg fall off to the point its not worth using any more.
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I checked out how much the Paladin could tank and aggro against the Big Crab in Drowned Shores, originally was just going to see how well the Bulkwark feats could help my survivability but had 4 others (2 DC's and 1 SW's and I think a second SW who were all much higher geared) join in so was pretty representative of a dungeon group against a boss.
I didn't have an ideal tank/aggro power rotation, I really just had Divine Call for a hard taunt and had my solo DPS stuff in: Burning Light, Templar's Wrath, Circle of Power for encounters (switched out CoP for Bane mid-battle), Courage and Wisdom for Aura's, Shielding Strike and Radiant Strike for at-wills, and Divine Judgement and Heroism for dailies.
With all that, I managed to hold aggro on the crab about 95% of the time. The DC's appeared to be DPS builds so I didn't get much healing from them, but still managed to stay alive fairly easy thanks to continual usage of Shielding Strike, Divine Call (to proc Holy Barrier and Vigilance) and a couple uses of Heroism when it seemed necessary. The crab stayed on me just about the whole time.
So from that anecdotal experience, a Protection Bulwark OP seems to be able to tank and aggro pretty well.
Just call me Rod. Member of Grievance! CW: Rodrant Turnbul TR: Rodran DC: Rodrat GWF: ROARdrant TurnBRAWL Other GWF: Shieldrant HR: Bowdrant SW: Wardrant Turnlock (my main!) OP: Paladrant (on Preview!)
..as quick recharging encounters Like Burning Light in fact ...
BL is a quick recharging enounter now is it? You sure you are testing the same Paladin as the rest of us? Your feedback is off as usual.
Holy Barrier - as a capstone ability this feels very weak. In fact I dont even notice when its on because the simple combo of Shielding strike + Divine Touch do a far better job.
Binding Oath - 6 seconds hard taunt, 17 seconds cooldown ( with feated recharge and aura of wisdom ) = useless power. As soon as the effect ends the enemy rushes over to my poor white wizard companion.
Radiant strike - the double animation seriously messes up any follow up ability especially Sanctuary
Sanctuary - still has delayed activation
Sanctuary - some powers break the CC immunity. Example: Karrundax ground based AoE CC blows my OP away thru Sanctuary. This may or may not be WAI
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Merrily, merrily, merrily, merrily, Life is but a dream.
BL is a quick recharging enounter now is it? You sure you are testing the same Paladin as the rest of us? Your feedback is off as usual.
Holy Barrier - as a capstone ability this feels very weak. In fact I dont even notice when its on because the simple combo of Shielding strike + Divine Touch do a far better job.
Depend on how you test my BL is on a 12.9 CD atm Running with a AoW and Recovery build ATM.
Feedback HB The only thing i agree with you on is Holy barrier its duration needs to be bumped up or its shield amount needs to be adjusted.
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mrdraqoMember, Neverwinter Knight of the Feywild UsersPosts: 14Arc User
edited February 2015
‹‹Feedback: This is a joke OP in "Well dragon" I tried kill Drake Handler is impossible!!!!!!!!!!!!!!!!!!!! his shield and dps OP is joke ))
Next : divine give power and deflect ok fine and demage taken is 0 !!!!(shild strike and bulwark tree). Feat in bulwark tree just joke nothing for party very good "You protect your allies and taunt your foes, controlling the battlefield with your incredible presence". I dont now what think devs and play OP ist masochism !.
Feedback Divine Lunge
This skill simply has to come sooner for OP rather then later its is essential in holding aggro it need to come at least around lvl 20 it makes holding aggro allot easier.
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Feedback Divine Lunge
This skill simply has to come sooner for OP rather then later its is essential in holding aggro it need to come at least around lvl 20 it makes holding aggro allot easier.
I agree with this and reflect this. This is an essential skill thats required much earlier, if not for the taunting but for the distance closing.
Feedback Fun Fact the lightning enchantment works in extremely fun ways with VoE and party members attacking the mob will chain lightning to nerby targets and generate threat for the OP can you see were i am going this this and if you attack the mobs yourself you get double chains. And lightning enchant builds threat Its basically a fun way to turn VoE into a fun extremely high dmg AoE.
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Feedback Lightning Enchantment skill interaction On the Subject Of Lightning Enchantment this particular enchantment has fun interactions with certian skills. It will proc on Each target effected By smite DoT it will proc on Binding Oath Any AoE except Blinding Light it will trigger On banish and arc to banished targets and targets the didn't get banished nearby but it will not do dmg to Banished targets. It dose not proc on Aura Of radiance or Vengence though it be to damned good if it did dat not wouldn't it. It will proc from vengeance aura only if a target is marked with VoE same goes for BL but not AoR also any targets caught in Divine Lunges AoE will proc a lightning chain.
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No idea if this has already been posted (20+ pages), but...
BUG: The plate shirts and pants for level 20 and 40 - respectively, Detailed Plate Shirt/Gambeson & Pants/Trousers and Ornate Plate Shirt/Gambeson & Pants/Trousers - are GF-only and cannot be used by Paladins. (I presume the Platesmithing-crafted shields being *categorically* unusable by Palas is intented and the wieldable ones to be WIP.)
It just hope the next 2 class feats were due to get can deal some dmg lol
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FEEDBACK: Maybe it gets harder at higher levels, but so far, my test pally chews through mobs. Burning Light is pretty good control, & can wipe out whole groups of the trash mobs at once, so I can focus on the brutes and so forth. While in the moment the long cooldown is irksome, I think shortening it would make it overpowered. Divine Call and Sanctuary combined make any other healing unnecessary. I am level 12 now, and so far have had to use a total of 2 healing potions when I got surrounded by multiple encounters. Anything else has been a breeze.
Wait till you hit lvl 70 and try to kill in WOD those immune beast took me over 5 mins to kill one their almost permanent immune cause you can not take them down fast enough
Maybe it gets harder at higher levels, but so far, my test pally chews through mobs. Burning Light is pretty good control, & can wipe out whole groups of the trash mobs at once,
FEEDBACK: Burning light was a good ability at lower levels, but I'm finding as I progress into the 20s, the damage is getting fairly mediocre and I'm finding myself fighting the trash mobs when it's done. The damage needs to scale better with level, so that it's at least consistent.
I'm finding myself relying on my healer companion with his occasional usage of chains to take out the trash mobs.
Wait till you hit lvl 70 and try to kill in WOD those immune beast took me over 5 mins to kill one their almost permanent immune cause you can not take them down fast enough
If you hope behind them and break there guard they dont take long to kill at all. If its taking people long to kill mobs i would suggest getting the renegade evoker companion the passive dose fantastic dmg and the companion itself is a power house if used right and you know how to hold aggro.
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Well, I hit 60 last night with my OP, put on some crafted, epic lvl 60 gear ( still cant get over the fact that a green 61 is better than epic 60 ) and went to WoD. In WoD, scaled to 70, I had about 70k HP and around 7k base Power. The rest of my STATs were low except for DR which was OK ad Crit chance which was still good thanks to Wis+Cha. What became painfully obvious is that the Paladin struggles way too much vs the basic WoD mobs. They couldn't dent me but I took forever to drop them. This goes way out of my 'fun place' and enters my 'scrap this class' place. Waiting on the "dps" paragon for further testing.
PS: @voltomey - enough with the quotes and replies, this is a FEEDBACK thread, not a place for you to give advice and/or dispute other testers' game experience
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
My OP is now L39 and basically invincible as I work my way through Vellosk. Templar's Wrath and Burning Light are great encounters still, although the CD on BL is a little long IMO. I can pull huge numbers of mobs and be in no danger whatsoever. However, DPS is starting to fall off and not least because I have lousy RI. OP gear seems to be lacking ArP and I'm struggling to build that statl. As I come up against mobs with significant DR this is causing my lacklustre DPS to fall even further.
I just went into WoD to check out those mobs for myself, lvl 70 OP with mostly lvl 61-64 gear except for a green lvl 70 main hand and arms, and I could barely scratch them. Which makes sense with lower level gear but I don't know if being properly geared for Wod and Tiamat would help enough.
Justice is going to need some good damage boosting options, even lower in the tree so healer and tank builds won't feel like they're doing no damage on their own. The OP can be fine dealing the least damage of all the classes, but let's at least close the gap.
Just call me Rod. Member of Grievance! CW: Rodrant Turnbul TR: Rodran DC: Rodrat GWF: ROARdrant TurnBRAWL Other GWF: Shieldrant HR: Bowdrant SW: Wardrant Turnlock (my main!) OP: Paladrant (on Preview!)
A quick comment on pallys
In preview you have several classes that can now hit for 100k+ with an encounter. 50k+ with AE encounters. What does the pally hit for? 5k maybe?
If this is the vision the devs have thats fine. High survivability very low dps, but, they have to compensate for this very low dps with damage buffs to the party, like the GF and DC have.
If the pally is high survivability an agro magnet and a big force multiplier for the party they will have a spot.
Bug:
Vow Of Enimity I cant describe it in the right manner but this skill copy's the effect of any enchantment the user is wielding and puts it on the marked target. Any one attacking marked target will get the enchantment effect you are currently using say you using a P vorple any one attacking the marked target will crit with 50% more severity.This also works with enchantments Like lightning Transcendent terror and the AoE transcendent bilthorn poison enchantment. I don't think that's suppose to happen i could be wrong though.
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I played the Paladin last night and levelled him him a bit. I must say, this is one of the most uninspired Paladins I've ever played in a fantasy game. The damage I'm doing is appalling bad right now. The damage numbers on some kfof these encounters have to be off, even when I was fighting the level 1 mobs it took longer than any other class to kill them. Awful
Bug: Divinity Call reflection It reflects damage after it was mitigated by our DR! It's being mitigated by our + enemy armor, more damage resistance you have less damage you reflect, it doesn't make sense. I am seeing reaaly low numbers with this reflection and 0 whenever I have shield from shield strike or feat. If devs fear about this giving us too much damage, just limit it to 2-3% max hit points but make it actualy do any damage on normal mobs. As it is this reflection only do any real damage (those 5% max HP) when pal is one-shotted (yep it truly can happen with 45% DR +10% Divine call + 10% aura of protection + 60% sanctuary, it seems armor penetration can negate it all). It looks like it was designed that pal will die before he would kill anything with it.
Bug: Binding Oath Same thing, more DR you have less damage you return to your atackers (of course 0 with shields and barrier), harder it is to get threat and mobs run away from you. Never got any meaningful damage from it. As it is this skill is completely useless on bulwark tree or any tanky paladin. You will get better agro control with any other damaging encounter (yes, even this hard taunt doesn't help here as mobs immediately run away from you after effect ends, you must chase them and from this moment you are completely dependent on hard taunts as you didn't build enough threat). I thought it was meant to help hold agro on bunker builds not suicide ones. Make it simple hard taunt with 10% reflection of "incoming" (before player DR mitigation) damage, don't store/lower any damage received and it should be ok. Easier to utilise (this release after x seconds is real pain to use), more natural and makes sense
Did the Blinding Light or whatever its called get a damage nerf?
at 66 the ability seems to not be as awesome as it was lol
You mean burning light? It wasn't nerfed but aura of courage was. It earlier gave damage bonus of 1.5% max HP on every tick, now it's 1% (+10% per point but don't know how calculated) so...
Feedback Devs should really take closer look how our damage looks without aura of courage. Turn it off and it is almost non-existent. As this aura is our main source of damage and it's flat +bonus damage it's only natural that players see that pal damage is getting worse and worse on higher lvls compared to other classes.
Feedback Devs should really take closer look how our damage looks without aura of courage. Turn it off and it is almost non-existent. As this aura is our main source of damage and it's flat +bonus damage it's only natural that players see that pal damage is getting worse and worse on higher lvls compared to other classes.
We are making some changes to Guardian fighter weapons (and by extension, Paladin weapons).
One Handed Sword/Maces: Damage of these weapons has been increased across the board. Overall the increase varies from place to place but in some places this equates to a 50% buff in weapon damage.
This should easily make up for the drop in damage that occurs after level 20 or so. It also boosts threat generation, though I have to admit I have no idea how well or poorly a Paladin can hold threat.
This should easily make up for the drop in damage that occurs after level 20 or so
.
Sorry to say but no. Our damage dont come from at wills or or encounters and atm its so small that 50% more weapon damage will hardly be noticed sadly.
also boosts threat generation, though I have to admit I have no idea how well or poorly a Paladin can hold threat.
As if now not good after this we have to wait and check.
The fate of this class probably hinges on the quality of the justice tree witch is quite sad if you ask me. But we need some serious dps boost here they gave us the bulwark Unkillable Absorption tank.
Feedback Speaking of Absorption are dmg reflecting ability's seem fudged by Absorption and dmg resistance i am like relfecting 0 dmg its just seems really off and its making me not like bulwark tree.
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Comments
Agro control is total disaster right now even in solo content. I am lvling pal from ground zero and guess what, I can't hold agro from my WHITE COMPANION without hard taunts. It is just ridiculous, after binding oath ends, all adds run away from me, I cast divine call, they hit me once and run towards companion. In dungeon situation is even worse. I don't care about damage, if tank can tank and hold agro I will be happy but pal can't do any of this thing. I don't know, 1500% more threat by default, make divine call hard taunt for 10 seconds (duration time), as it is paladin threat mechanic is just useless as only hard taunts can hold agro on him.
About damage, I must say I feel like I am an addition to companion in solo play. Guys just try it, get wizard companion and just taunt things, next dissmis him and do similar group solo. Aura of courage and wraith make him better in dps than paladin. I am in Velosk now and I am literally riding on companion. Something is wrong here and I am not asking for another auras nerf. Don't get me wrong, lvling with pal is easy but turn off aura of courage and it gets painfully slow.
Shift mechanic also needs a rework. If pal can't survive strongest hits with it, then it's useless as he is slow melee class that can't run from big digits and don't have immunity frames. It's broken by design if protection paladin can be one-shotted by anything (and I mean literally anything) with sanctuary on and decent DR. Some DR should be just resistant to arpen and other debuff effects. My proposition: sanctuary (60%), divine call (10%), CON (0,5% per point) and all feat DRs(currently only 2, 2,5%+5%). This should work similar to GF shield and be capped at same DR %
Smite: Smite needs a damage buff in the worst way. For being such an iconic Paladin power, the damage it does kick out is almost anti-climatic. We've finally got the animation down giving us something that is suitably epic and awesome to behold, but the damage isn't there. Even the little DoT is triggers is so small that you hardly even notice it. It needs... SOMETHING. Something to make you want to cry out the iconic words of "Smite EVIL!" when you hit it. Instead, what we have, sadly, doesn't make me want to say that.
Bulwark Feat tree: What the description of the tree says "You protect your allies and taunt your foes, controlling the battlefield with your incredible presence." Okay, cool. Great. What we get... A confusing mishmash of feats that doesn't really scream "protect your allies and taunt your foes, controlling the battlefield with your incredible presence"...
Tier 1: Holy Resurgence and Unflinching Resolve. Holy Resurgence boosts the recovery of your stamina so you can fire off Sanctuary more often. Okay... So... I can kinda see that as protecting your allies. Go on.
Unflinching Resolve increases your control resistance. Erm... Okay? So, if/when our Sanctuary goes down, we have a little more control res to be able to keep from getting from getting stunned locked, is that it? I see...
Tier 2: To My Side! This feat increases the run speed for allies more than 30ft away but less than 150ft from you. Uh... What? Um, excuse me, teacher? How are we protecting our allies with this feat? I mean, it almost sounds like a really bad game of "Tag" with the Paladin always being "It".
Stand Fast. Stand. Fast... You know what? This is a great feat. No. Really. It is. If we ever had to, oh, I don't know, stand inside of a doorway and block a swarm of foes from rushing in. Yeah. This feat would be perfect. Right there along with both Valorous Strike and Oath Strike, if they both were wide swings instead of homing swings.
Tier 3: Sanctity, when you are healed you gain a burst of defense, deflection or regeneration for 15 seconds and you are unable to receive this effect again for 30 seconds. Two questions. One: Can we trigger this on ourselves? I would assume so, but I just want to be sure. Two: Have you changed the effect of regeneration again so that it once more works during combat? Because, see, I know my luck. If I were to slot this feat, during combat, the only thing that will proc will be the regen. That is not good. Also, once again. I am not seeing anything here that suggests "protecting your allies".
Martyr's Blood, when you take damage from a foe you have a 10% chance to apply Martyr's Blood to them, causing them to deal less damage for 8 seconds. Eh, sure. Why not. We've got the temp HP to take it. Add in Aura of Truth and Aura of Protection and you should have a boss that's not dealing much damage to anyone.
Tier 4: Exemplar Of The Light, holy overkill, Batman! Your daily powers place a shield on you that absorbs X% of your weapon damage before breaking. This shield expires when combat ends and does not stack. Oh, wait. There goes the overkill. And here I was thinking of teaming this SOB up with Shield of Faith or Divine Protector. Also, why just us and not us and our allies? Again, where is the protecting allies?
Vigilance, when your encounter powers come off cooldown you gain a stock of Vigilant. When Vigilant reachs 5 stacks you may consume them by activating your Divine Call. Grants you a shield for 8 seconds that absorbs X% of all incoming damage. Not trying to sound like a broken record here, guys, but, um, why just us and not us and our allies?
Tier 5: Head Unbowned, as your Hit Points are reduced you gain up to X% more Divine Call Energy generation. Out of curiosity... Is this a problem? I mean, maybe it's just me. But I don't Paladin's are gonna have any trouble massing large amounts of Divine Call energy. But, hey! Look! Something to control the battle field! ...I think.
Avenger's Presence, when an ally is damaged by a foe you have a chance to gain "Avenger" for 6 seconds. "Avenger" causes your At Will attacks to reduce the cooldown on your currently cooling down encounter powers by X%. "Okay, so, the plan here, folks. Is to let Steve get his face beat in so that my attacks can better recharge and I can get my healing and protecting encounters up faster and fix Steve's face. Got it?" "Um, excuse, Mr. Paladin? Why does my face have to get beat in?" "Shut up, Steve."
Capstone: Holy Barrier, as you take damage you will slowly gain stacks of "Barrier". When you activate your Divine Call all stacks of Barrier are consumed to give you a shield equal to .5% of your Max HP per stack of Barrier consumed. After activating Barrier you cannot gain stacks of Barrier again for 10 seconds. Follow the bouncing ball, kids! "Why just us and not us and our allies?" I knew you could do it.
I don't really want to come down on you devs too hard for this feat tree. I mean, I know you've all been working really hard of this class. Done alot of internal testing before rolling out this version of Bulwark for us to play with. But, really, and honestly... It feels almost sloppy and like everything with just slapped together. I mean, what we have and what the description says are TWO DIFFERENT THINGS. And I don't want to tell you to scrap it all and try again... But... Um... Yeah... Scrap it and try again.
The tree dose just what it says its dose cause to take full advantage of it you need to cycle though divine call dailies and encounters in tandem the feat tree along with shielding strike can keep absorption on you 90% of the time. The tree forces you to use Divine call a taunt as well as quick recharging encounters Like Burning Light in fact Burning Light and Templar's are two prime encounters for this i like templars more though Templars will give you a nice stun temp HP along with DL knock back and hard taunt will be enough to keep most mobs off you group Unless some one ****es up then you can just banish or whatever you wanna use for your third encounter. Just make sure you bring Heroic with you as its better CC prevention than the shift i only use the shift to trigger Sanctity. Because divine judgments dmg fall off to the point its not worth using any more.
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I didn't have an ideal tank/aggro power rotation, I really just had Divine Call for a hard taunt and had my solo DPS stuff in: Burning Light, Templar's Wrath, Circle of Power for encounters (switched out CoP for Bane mid-battle), Courage and Wisdom for Aura's, Shielding Strike and Radiant Strike for at-wills, and Divine Judgement and Heroism for dailies.
With all that, I managed to hold aggro on the crab about 95% of the time. The DC's appeared to be DPS builds so I didn't get much healing from them, but still managed to stay alive fairly easy thanks to continual usage of Shielding Strike, Divine Call (to proc Holy Barrier and Vigilance) and a couple uses of Heroism when it seemed necessary. The crab stayed on me just about the whole time.
So from that anecdotal experience, a Protection Bulwark OP seems to be able to tank and aggro pretty well.
CW: Rodrant Turnbul
TR: Rodran
DC: Rodrat
GWF: ROARdrant TurnBRAWL
Other GWF: Shieldrant
HR: Bowdrant
SW: Wardrant Turnlock (my main!)
OP: Paladrant (on Preview!)
BL is a quick recharging enounter now is it? You sure you are testing the same Paladin as the rest of us? Your feedback is off as usual.
Holy Barrier - as a capstone ability this feels very weak. In fact I dont even notice when its on because the simple combo of Shielding strike + Divine Touch do a far better job.
Binding Oath - 6 seconds hard taunt, 17 seconds cooldown ( with feated recharge and aura of wisdom ) = useless power. As soon as the effect ends the enemy rushes over to my poor white wizard companion.
Radiant strike - the double animation seriously messes up any follow up ability especially Sanctuary
Sanctuary - still has delayed activation
Sanctuary - some powers break the CC immunity. Example: Karrundax ground based AoE CC blows my OP away thru Sanctuary. This may or may not be WAI
Merrily, merrily, merrily, merrily, Life is but a dream.
Depend on how you test my BL is on a 12.9 CD atm Running with a AoW and Recovery build ATM.
Feedback HB
The only thing i agree with you on is Holy barrier its duration needs to be bumped up or its shield amount needs to be adjusted.
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Next : divine give power and deflect ok fine and demage taken is 0 !!!!(shild strike and bulwark tree). Feat in bulwark tree just joke nothing for party very good "You protect your allies and taunt your foes, controlling the battlefield with your incredible presence". I dont now what think devs and play OP ist masochism !.
Divine Lunge
This skill simply has to come sooner for OP rather then later its is essential in holding aggro it need to come at least around lvl 20 it makes holding aggro allot easier.
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Kinda hard to call anything in this expansion "new".
I agree with this and reflect this. This is an essential skill thats required much earlier, if not for the taunting but for the distance closing.
Fun Fact the lightning enchantment works in extremely fun ways with VoE and party members attacking the mob will chain lightning to nerby targets and generate threat for the OP can you see were i am going this this and if you attack the mobs yourself you get double chains. And lightning enchant builds threat Its basically a fun way to turn VoE into a fun extremely high dmg AoE.
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On the Subject Of Lightning Enchantment this particular enchantment has fun interactions with certian skills. It will proc on Each target effected By smite DoT it will proc on Binding Oath Any AoE except Blinding Light it will trigger On banish and arc to banished targets and targets the didn't get banished nearby but it will not do dmg to Banished targets. It dose not proc on Aura Of radiance or Vengence though it be to damned good if it did dat not wouldn't it. It will proc from vengeance aura only if a target is marked with VoE same goes for BL but not AoR also any targets caught in Divine Lunges AoE will proc a lightning chain.
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Every use of Sanctuary place on allies Sanctuary buff that doesn`t expire and can be stacked.
Screen:
BUG: The plate shirts and pants for level 20 and 40 - respectively, Detailed Plate Shirt/Gambeson & Pants/Trousers and Ornate Plate Shirt/Gambeson & Pants/Trousers - are GF-only and cannot be used by Paladins. (I presume the Platesmithing-crafted shields being *categorically* unusable by Palas is intented and the wieldable ones to be WIP.)
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Wait till you hit lvl 70 and try to kill in WOD those immune beast took me over 5 mins to kill one their almost permanent immune cause you can not take them down fast enough
FEEDBACK: Burning light was a good ability at lower levels, but I'm finding as I progress into the 20s, the damage is getting fairly mediocre and I'm finding myself fighting the trash mobs when it's done. The damage needs to scale better with level, so that it's at least consistent.
I'm finding myself relying on my healer companion with his occasional usage of chains to take out the trash mobs.
If you hope behind them and break there guard they dont take long to kill at all. If its taking people long to kill mobs i would suggest getting the renegade evoker companion the passive dose fantastic dmg and the companion itself is a power house if used right and you know how to hold aggro.
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Well, I hit 60 last night with my OP, put on some crafted, epic lvl 60 gear ( still cant get over the fact that a green 61 is better than epic 60 ) and went to WoD. In WoD, scaled to 70, I had about 70k HP and around 7k base Power. The rest of my STATs were low except for DR which was OK ad Crit chance which was still good thanks to Wis+Cha. What became painfully obvious is that the Paladin struggles way too much vs the basic WoD mobs. They couldn't dent me but I took forever to drop them. This goes way out of my 'fun place' and enters my 'scrap this class' place. Waiting on the "dps" paragon for further testing.
PS: @voltomey - enough with the quotes and replies, this is a FEEDBACK thread, not a place for you to give advice and/or dispute other testers' game experience
Merrily, merrily, merrily, merrily, Life is but a dream.
My OP is now L39 and basically invincible as I work my way through Vellosk. Templar's Wrath and Burning Light are great encounters still, although the CD on BL is a little long IMO. I can pull huge numbers of mobs and be in no danger whatsoever. However, DPS is starting to fall off and not least because I have lousy RI. OP gear seems to be lacking ArP and I'm struggling to build that statl. As I come up against mobs with significant DR this is causing my lacklustre DPS to fall even further.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Justice is going to need some good damage boosting options, even lower in the tree so healer and tank builds won't feel like they're doing no damage on their own. The OP can be fine dealing the least damage of all the classes, but let's at least close the gap.
CW: Rodrant Turnbul
TR: Rodran
DC: Rodrat
GWF: ROARdrant TurnBRAWL
Other GWF: Shieldrant
HR: Bowdrant
SW: Wardrant Turnlock (my main!)
OP: Paladrant (on Preview!)
In preview you have several classes that can now hit for 100k+ with an encounter. 50k+ with AE encounters. What does the pally hit for? 5k maybe?
If this is the vision the devs have thats fine. High survivability very low dps, but, they have to compensate for this very low dps with damage buffs to the party, like the GF and DC have.
If the pally is high survivability an agro magnet and a big force multiplier for the party they will have a spot.
Vow Of Enimity
I cant describe it in the right manner but this skill copy's the effect of any enchantment the user is wielding and puts it on the marked target. Any one attacking marked target will get the enchantment effect you are currently using say you using a P vorple any one attacking the marked target will crit with 50% more severity.This also works with enchantments Like lightning Transcendent terror and the AoE transcendent bilthorn poison enchantment. I don't think that's suppose to happen i could be wrong though.
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It reflects damage after it was mitigated by our DR! It's being mitigated by our + enemy armor, more damage resistance you have less damage you reflect, it doesn't make sense. I am seeing reaaly low numbers with this reflection and 0 whenever I have shield from shield strike or feat. If devs fear about this giving us too much damage, just limit it to 2-3% max hit points but make it actualy do any damage on normal mobs. As it is this reflection only do any real damage (those 5% max HP) when pal is one-shotted (yep it truly can happen with 45% DR +10% Divine call + 10% aura of protection + 60% sanctuary, it seems armor penetration can negate it all). It looks like it was designed that pal will die before he would kill anything with it.
Bug: Binding Oath
Same thing, more DR you have less damage you return to your atackers (of course 0 with shields and barrier), harder it is to get threat and mobs run away from you. Never got any meaningful damage from it. As it is this skill is completely useless on bulwark tree or any tanky paladin. You will get better agro control with any other damaging encounter (yes, even this hard taunt doesn't help here as mobs immediately run away from you after effect ends, you must chase them and from this moment you are completely dependent on hard taunts as you didn't build enough threat). I thought it was meant to help hold agro on bunker builds not suicide ones. Make it simple hard taunt with 10% reflection of "incoming" (before player DR mitigation) damage, don't store/lower any damage received and it should be ok. Easier to utilise (this release after x seconds is real pain to use), more natural and makes sense
at 66 the ability seems to not be as awesome as it was lol
You mean burning light? It wasn't nerfed but aura of courage was. It earlier gave damage bonus of 1.5% max HP on every tick, now it's 1% (+10% per point but don't know how calculated) so...
Feedback
Devs should really take closer look how our damage looks without aura of courage. Turn it off and it is almost non-existent. As this aura is our main source of damage and it's flat +bonus damage it's only natural that players see that pal damage is getting worse and worse on higher lvls compared to other classes.
This was recently posted in the GF thread.
This should easily make up for the drop in damage that occurs after level 20 or so. It also boosts threat generation, though I have to admit I have no idea how well or poorly a Paladin can hold threat.
Sorry to say but no. Our damage dont come from at wills or or encounters and atm its so small that 50% more weapon damage will hardly be noticed sadly.
As if now not good after this we have to wait and check.
Feedback
Speaking of Absorption are dmg reflecting ability's seem fudged by Absorption and dmg resistance i am like relfecting 0 dmg its just seems really off and its making me not like bulwark tree.
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