We are so undesirable right now. I'm a 3119 il and groups go for the 2400 il gf BEFORE me. I never wish bad things for other classes, but I can't wait for the nerf to GF. I totally understand why they go for the buff its just too good and we have nothing that compares to it. Anyhow just frustrated right now I made my paladin post bubble nerf and it feels like I wasted 3 months of my RL time.
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OPs are still relevant because of DF tho'. Nice to have the bubble for blue or healadins so that DCs can focus on buffs/debuffs.
If you really think OPs are bad then you're playing with the wrong people.
i like to run my pally with a GF, it's just fine, and our CN runs are just as fast as when i bring my trapper with the same group. so i must be proving enough buff and dps to equal what i'm bringing to the table with my trapper. we split aggro but who cares, as long as the rest of the team isn't getting aggro'd. if for whatever crazy reason one of us goes down, we have a backup tank.
when i have to PUG, i ususally just do kessels, elol, or etos. many times i end up with lower IL players, but it's almost like the old days where i am carrying the team through and topping Immovable Object, Healing, Paingiver, and Executioner charts, LOL. etos can take a while, but kessels and elol usually go quickly still.
also... just looking at the changes in mod 10, on paper i don't see why anyone would run with a GF over an OP for their tank. unless there is some ability the GF has that i am unaware of, WE will provide more buffs than them.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
Tank well my friends.
P.S
I love playing my paladin I just wish we could compete against our tank rivals GF.
when i swap out my HR for my paladin, and run with the same group of people, the runs are just as fast, meaning my 2600 IL pally is providing the party with enough benefits to make up for what we lose with my HR.. that's not charity, LOL.
ITF movement buff is nice. i am not sure how much speed boost it gives, but it is obvious. however, did you know that we have a feat that provides the party with 25% movement buff(+5% cooldown speed), and another feat that can provide 30% additional movement buff when we are attacked? that is up to an additional 55% movement. it must be noticeable because there have been many times where i run without a GF and people are wondering why they are running so fast.
you have been level 70 for 2 weeks, so i think you are just unfamiliar with what the paladin has to offer. also ITF is an exploit that everyone is taking advantage of... it's going away, and it's not going to be replaced by anything similar, at least not on purpose. no class in the future is going to buff the party's damage by 300% anymore. everyone is going to have to get used to runs taking longer. i highly recommend that you forget LFG and just queue, and also try to find a guild with players that can run with you.
finally, you should be able to tank orcus, unless you are still lower geared. i'm 2600, but i do have nice stuff going on with my companion and bonding stones. i hit my binding oath before going in, whatever i choose for my second encounter and hit templars wrath shortly before binding oath goes off so that i have maximum HP in anticipation for it. also use shield of faith to mitigate even more of that damage.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
ITF and the interactions it had with DC skills were not an exploit. They were working as intended.
On the other hand the bugs SW had with Soul Puppet and Murderous Flames were an exploit . Because they were bugged and not working as intended. HR had a similar exploit with Hawk Shot.
besides, an exploit does not have to be a bug. it does not seem that the devs ever wanted ITF to give that much of a buff. that is far more than any other class can do. and if they did, why would they fix it?
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
Yes Radiant Chamption "Your very presence inspires your allies. When you have at least 2 other allies within 30' of you, all of you gain 5/10/15/20/25% more movement speed and 1/2/3/4/5% Cooldown Reduction." and it doesn't work well. Again think about the orcus fight and what grouping up close together will do "BOOOM". Think about any fight really if your a dps do you stand next to the tank or on the opposite side of the boss? You stand on the opposite side of the boss for combat advantage which when you move away from the boss to avoid ae's everyone loses those movement buffs and well the range dps "warlock's,CW,HR,etc will never get it as they will be to far away.
Right because giving up the paladins aura's is such a huge positive. If they're far enough away to not benefit from that they aren't getting aura of courage, (which will reguarly account for a huge chunk of the total damage, it's guaranteed for a nerf for the same reason as ITF), and whatever other aura, (wisdom is considered the best AFAIK). And i' pretty sure a fair number of other group buffs have similar or smaller ranges.
It's why a number of HR archery feats and powers are still garbage after the buff, they require you to stand too far away from the group to benefit from group buffs.
https://github.com/nilsbrummond/Neverwinter-ACT-Plugin
as HR, where i stand depends on the situation and what i am running. i was playing as stormwarden for a while, so i actually got in to the habit of standing behind the tank because the best place to fire off cold steel hurricane on a dragon is at the head and have it follow all the way through the tail.
but anyway, companions usually give CA on these single target bosses so i don't worry much about my personal placement for that, and also if i want, as HR, i can always enable aspect of the pack to grant permanent CA.
and carl is right, ITF has a limited range too, i am not sure what it is. perfect example is at the stairs in CN, if i take to long to load in and the party starts moving up the stairs, i miss the movement buff.
crazy thing is we have the option to extend our range... but it's so hard to make that choice, lol.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
Those of you who say pets and or these auras work well as they are obviously don't play a paladin. When ITF hits you know you have it the results are amazing. When a paladin aura hits it is often extremely brief and seldom helpful.
I tell ONLY once if they want aura gift POWER buff to stay close. After that it's thier choice where they want to stand in a fight.
which lasts 6 ticks or seconds. One of the main reasons our aura gifts are so horrible is they rely on conditions that can and often are affected by lag server ping as well as game mechanics that are anti range class friendly. We are tanks built to take ae's and close range damage that boss mobs dish out. Asking squishy casters to come in close risking their lives for our under powered aura gifts is not smart if your on Orcus one swipe could wipe the entire group if they are up close and a pet turns him at the wrong time.
Recovers 15% of your Stamina over 8 seconds."
Thats ITF or into the fray GF buff it hits the entire party at a really nice range and they all get a temporary buff. Why would I be happy with a buff that doesn't give us the same or comparable mechanic. Yes it is getting nerfed it will not be as effective. But, it does affect the entire group and even if the GF dies they have the buff for several ticks afterwards. I'm not asking our aura's to be increased just made with a more reliable and hence viable mechanic that has been tried and tested to work like ITF.
There are similar things that can be done with our aggro abilities that would make them work. I just want paladins to be desirable for groups competitive that's all nothing more or less.
and i am the one that talked about your companion procing that aura, and i have been playing paladin since it was introduced to the game, which is probably longer than you have been playing this game. i also have 1 of each class, and although i don't run with them all regularly because the cost would be too much for me, i have played with them all. in other words, i have a basic first hand understanding of the mechanics of all classes.
you keep comparing 1 power to 1 power, paladin vs GF instead of comparing the class vs the class. my point has been and still is that after the nerf to ITF, pally will be better overall than GF. i could truly be wrong about this, but not one person in this thread has presented any information that states otherwise. if you want to continue going on about how unfortunate it is in the present, that is great, but nothing is going to be done about it over night, so i am not sure what the value of continuing on is. this is why people offered suggestions on how to get in to a group without relying on LFG requests.
yes there are things about the paladin in general that could be tweaked. however things definitely work better than you claim they do, although they are not perfect. and additionally, as others have also stated, other classes buffs have the same issue with proximity. just 1 example, as a HR, there are many times when i miss ITF with Orcus, or Demogorgon.
but don't get me wrong, i LOVE that there is discussion and debate going on in this section which has been so dead for so long. we can go back and forth on this for weeks and i will be happy with that. even though it irritates me that you keep saying other people "obviously don't play a paladin". yah, ITF... so again looking at it from the perspective of my ranger(i am LFG, need GF). the temporary HP i never even notice, and the movement is nice and also fun, but none of that is make or break for me as far as getting them in a group. the ONLY reason i would take GF over pally is for the damage buff, which is the part that's getting nerfed in mod 10. after the nerf they won't be able to buff as much as a pally of either kind. Bane alone will be a match for ITF.
the only other selling point for me for a GF is KV, which is super nice, to me it's nicer than any type of damage mitigation that a pally provides except the bubble. but not everyone wants to spend what it takes to get near permabubble status again.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
so does that mean that each stack of bane is only equal to 2.33%?
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
I'd like to show a video here of game play where I'm running by myself than get near some group members and my speed or rate of movement does not change until several seconds later "I counted to 6," before it kicked in and than stopped working shortly after. I'm telling you the aura system proximity checks do not work as they are intended to. If they did I wouldn't say anything and just be content or I'd be complaining "yes I know that I'm complaining about something that won't get fixed for hmm maybe never," about something else.
I'm a glass half empty type of person where if I see a glass and its half full I say #wtf is that glass not full we should fill that glass.
Pugging alot doing CN I find rezzing peope with Pal when they die on Orcus (and they do a lot) is far easer then with GF.
Sure Gf might make it a bit faster but unless you talk about close to decked out groups 3.5+ premade Pal is more reliable when it comes to taking pugs through CN at least that is my experiance.
Doing CN in 5 min or 7 min who cares, I even say that the pets+bonding used by a GF or Pal is a bigger issue then the buffs these days.
PS I think the new zone will make it to the Pals advantage because of 2 reasons, 1 you can heal others 2 you can take ALOT more damage due to temp hp....
In fact I admire the Gf that does a very good job as its alot more work playing a GF well then a Pal imho...
i pug queue a lot. which is fun/challenging.