1. burning light : that one is control. You emit a blinding light for up to 4 seconds based on how long the power is charged, damaging and disorienting foes who are caught in its light.
2. binding oath : (Personal, 60' Burst, 22s cooldown) All targets near the Paladin are forced to attack him for 2 seconds. During this time he absorbs all damage against him. When this effect expires he takes 50% of that damage and deals 20% of it to all foes in a 30' area. Players affected by this power deal 75% less damage to targets who are not the Paladin. NOT only damage mitigation for hiself but also debuff and enemies damage against his allies.
3. bane : (60' Range, 12s charge refill) You place a holy mark on the target. This target deals 10% less damage and takes 10% more damage for 10 seconds. This effect can be stacked up to 3 times. 3 Charges. THAT one if it applied to the target need to die fast and that target also deal high damage allies will deal 30% damage against the target and the debuffed target will deal 30% less damage.
4. avenger encounter: the knockback one.
5: templar wrath : could replace burning light or bane depends( i prefer buffs debuffs).
with few words : i think paladin will become more dangerous without bubble. NOW the only thing they do is to spam encounters to get fast divine protector and using auras totaly useless really that vengeance because is bugged in a premade grouP? i am laughing when i see this.
I AM waiting for this nerf on divine protector:)
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If anything it will require pallies to pay extreme attention on who to place their buffs on and when to activate their debuffs on, it will require them to pay attention to predict incoming burst damage or long CC to avoid dmg.
I'm glad if skilled pallies will shine in pvp, but they will not break the game anymore, nothing in this list is game breaking.
omg aura of wisdom how i forgot to say about the auras. that flat 20% recharge speed to you and your allies i never saw before so good buff feat. aura of courage( note that need fix some interactions with some classes kill even your team).
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Only way that OP stay profitable: Divine Protector and Aura of Wisdom,
as you know fist gives "immortality" and AoW increase party dps by boost recharge speed as mentioned before.
GF provide near same protection with Knight Valor as Shield of Faith, but GF with Tactician Feats provides more protector... and SoF is daily.
Only single "Into the Fray" on my GF proves *several times more* damage boost than a higher item level OP with Bane, Aura of Courage and Power Gift feat. But GF can give even more damage boost with powers and feats. DC with GF( compared to DC+OP) can boost damage even more.
As for personal damage: GF has insanely high damage in PvP , and probably the only class that cant kill anyone in PvP in 2-3 sec (with Conqueror, as Protector for survivability and Tactician just fun to play)
About Powers... since no one said about
Templars Wrath - its survivability skill for OP, so is almost not replaceable and there only few situations to do it.
Avenger - its terrible because it knockbacks all foes around, so you hinder rather than help your ally, worse than that only CW with a Ice storm :D
As result:
protection(w/o Divine Protector) - GF better
damage boost - GF better
personal damage - GF better
Remove DP or infinite AP again and tankines OP will be a waste of time, healdin is better. )
p.s.
> @icyphish said:
> No! Taking away DP means the OPs would have to play with more than 1 finger, and that would be really difficult for most of the OP players! No!
> @mamalion1234 said:
>that is true;p not even need to touch the att wills they have the special aura act as att will;p
its same misleading as GWF playing with mouse only, but yes - its way easier to play OP than some other classes.
Its a daily.. not a encounter, you list encounters.. all of which you can used anyways. I swap mine around all the time.. from bane, to burning light to vow.. depending on what im doing.
There is no other daily that matters for pve or pvp purposes.. especially since the original "improvement" of divine judgement. was removed (the old kill shot).
Maybe a tone down or a forced cooldown would be made, but paladins damage mitigation isnt like GFS, which is why they had a bubble.
GFS are simply better in terms of any geared party anyways, by about a factor of ten. Who cares about survibilty with a geared party.. some random death on 1 toon doesnt matter 3 figs, if your blowing up damage about 100X more anyways.
The only thing that makes the paladin even close to needed, is the party mitigation from the bubble. Otherwise, thier debuff/buff stacking isnt nearly the same as a GF.. and thier buffing abilities are less then even a mof renegade.
Maybe you can argue.. stacking one is "ok" but if your going to drop one class out of a buffing party.. It would be the first to go.
The exponential nature of the other class buffs make them better, I would rate paladins 4th.
That said, I guess if you built either a single SW or GWF with a cw, dc, gf and a paladin.. its not a bad group to get a high return of buff/debuff.
But frankly you are talking about maximum.. in reality half of those buffs/debuffs are not needed in the vast majority of the game.. because 50% of that is enough to make a boss melt in a couple mins anyways.
There are times I dont EVEN get through my full rotation on my DC.. before the boss is gone.
i removed PvE section in previous my post...
indeed a dps paladin with that spec may not have high burst but its a perma control dps machine still able to resist to 5 players.
http://nwcalc.com/index.html#/gwf?b=23ci:k6rwk5:8dep:5tb7d,13iju2i:1u50000:1000000:15u5uz1&h=0&p=ivn
Daring shout; Hiden daggers; Frontline surge;
At wills: Whatever is more suitable, sure strike, ws as fixed;
Dailies: Indomitable strength, slam.
Active companion: Barbarian shaman; Harper bard; iron golem; laughing skull; Dedicated squire.
Ap gain: Losthmauth set legendary, devoted sigil legendary, Fire weapons, Greater corrupt overloads, reasonable recovery.
Play style: Continuous cast of slam, 10% damage reduction at r4 if im not wrong, interruption, run ahead your team, not too much and cast daring shout to make sure you lock the mobs into you and bash them with frontline surge to interupt attacks to your allies, hiden daggers for damage increase. There you go, a tank, not for imune target's tough. With SoF paladin of protection can work, i know because i've seen it, light protection paladin and she made a great job.
1. OP starts bubble
2. run, run, run, run like a little dog behind him, reaching the frist boss (bubble still active)... burst, stomp, melt everything away in seconds, no matter if red blue or green colour on the floor
3. now we start at 2 again..run, run, run...second boss is melted in between (bubble still active)
4. we reach the last boss after again running behind him melting the rest of the adds in seconds
5. now the boss fight starts.. again it doesn´t matter if you stay in the "red sauce", positioning, coordination, skill? not needed
we got a job: kill the boss and do not care about anything else..ah the red wolf, ok that´s all I have to bear in mind
brainless I call it...and you?
you can get my junk removed.. though it still is valid.
The OP mentioned only encounters.. that are NOT at all removed or changed due to removing a daily.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
How fun can a game be if everyone is invincible, you might as well go play singler play game and /godmode?
and Yes, thats the sad fact, DP makes everything easy-pansy, one time I timed my eLOL run with guildies running at the above mentioned pattern, each run was finished at approximately 8 minutes...
We had some sick SW with T2 set that deals crazy dmg....then its the usual GWF and others, no we had no healer, why do you need one when everyone is invincible?
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
speed kills from T2 Bosses, using broken mechanics and multiple- stacking, multiplying buffs that deals up to >1000% effectivity and "several-million hits"
one part of this is "Mr. Permabubble", making the whole party invincible against everything
That´s the most stupid ability and the most stupid kind of dungeonruns I ever experienced in my hole "MMO-live" .... have to rethink it..., yes it is absurd and everyone who comes and defends such embarrassing Bull.shiet has to be send to the Doctor
but since there is no "Fix " to such things, we can do nothing than rant about it...
or start threads with 1000 followers that describe detailed how many companion buffs you can stack by using that companion, or this one, having bondings rank 10+11+12, getting > 100k power doing so and selling it for skill
I would propose to open a sections called: "Theoryfarting arround broken feats, powers and gear"
80% of the paladins if they play gf we will laugh.
Let's face it. The game's dead for PvP players, and they'll never change their ways until this game closes down.
Just abandon ship. Me, I'll be deleting all my chars and uninstall the game once mod9 arrives.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'