We had a little talk about mod 15. with exchanging thoughts and so on. We disgussed pvp more then pve since it was more affected by the most recent mod, I had alot of time to try things out, and think them over and here are my thoughts.
- Divinity charges WAY too slow without judgment/bulwark options. There are fights where for over 1minute i cant use my tab, and I invested my feats into more divinity gain. Both bulwark and justice provides more Calls then needed, while light tree struggles to dish out 1 per minute.
- // suggest to slightly increase Divinity gain as a base, and heavy buff for Impassioned Pleas as div gain. ( some powers bond,avenger give good chunk so those would be left unbuffed ). + change to judgment ( more consisten, way less ) so it gives less on average. (means meta option is weaker but weaker options get stronger and more consistent. ) I would also like to see OP start with 2 stacks in combat instead of 3. at least in pvp.
- Some of our powers deal pathetic or no ammounts of damage, i would like to see buffs to atwill damage, normalise their dps so we have better variety. Buff BL damage, Make bane, vow deal small ammounts of damage.
// why ? im not asking for huge buffs, but it makes me cringe when i land a critical strike with an atwill, and it deals 1/6 of the AoC dmg, fully charged burning light for example deals as much dmg as Atwill, that deals bad damage in the first place. I dont want to see huge out of the world buffs, but those changes would make paladin feel more alive, and having good apm, proper rotation and squeezing extra hits would feel more rewarding.
- Remove Banishment and give us an actual ability, please.
Anyone feels like sharing their thoughts? please feel free to agree or disagree I actually wanna hear how people invision their paladins, and what they wish them to be.
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Comments
While I wouldn't mind to a boost to the base at-will damage, I doubt the devs would entertain that idea after they gave us a boost at the start of Mod 15.
I'm a little confused on making bane and vow deal small amounts of damage. Are you talking about the buff/debuff respectively they provide or actual numbers? When taken into the context of a request to increase our overall base damage of our at-wills and encounters, reducing their buff/debuff percentages makes sense (at least given the way you worded that suggestion) as they don't deal damage on their own.
I've always seen Banishment as dorked-up Hold Person/Monster spell that would be better utilized as a control aspect IF you could either damage the individual held (but cutting the time held in half if you do so) or applying a DR debuff to them at the end of the confinement period. I agree though, without some changes to that power, its useless and should be reworked or replaced. My two coppers.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
As for banishment, its nonexistent, they could make it as an ability that you have constantly cast to hold enemy, and make him take extra damage for it prehaps ? risk/reward against bosses since you cant defend yourself, and if it takes TW spot, it could be really skill expressive to time it with others combo. Only thing to worry would be PvP.
Oh and i wish there was Radiant Weapon buff somewhere in Paladins kit, for thematic reasons mostly.
Banishment I could do without, as it removes an attacker and thereby a damage source/power boost. I prefer to be encased in mobs all hitting away and boosting the team.
PvP, no dog in the fight as long as it stays PvP.
At wills, if binding oath actually forced a mob to attack you, instead of a strong suggestion, then it might have some uses. Radiant and Shielding have been my choice since the beginning.
I really feel I do a good amount of damage, tho I am spec'ed justice light now. If they would make bulwark a build for party survival through team damage reduction/redirection and light a more party healing/buffer build, leaving justice as a more damage dealing build I would be happy to try new builds.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac