Just want to collect opinion about full recover AP paladins, able to play the daily (shield) endlessly. Considering the daily not only make immune him but also all its party, and covers a significant distance (if the paladin is in the middle of Hotenow, he can reach all 3 the basis), this may influence a bit the match i guess. What is your opinion about?
Once a time there was the same problem with GF daily, and the answer was stopping the possibility to earn action points during the daily. Do you think a similar measure shall be a good proposal also for Paladins?
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TBH, even in Protector's Enclave I feel violated when a Paladin moves its shiny AOE over me. Unless I'm in their party, they should keep it to themselves.
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Yes, first there is Dp, which everyone knows what it does.
Second, is Binding Oath. At 4 power points, it makes you immune for 8 seconds and explodes for 50% of the damage taken afterwards. But what happens exactly if you pop another binding oath on top of the previous? does the damage taken untill then transfer to the next one or does it reset? even if it doesn't reset the OP only takes a very small percentage.
Third, as @thefabricant has stated in his OP guide in the OP subforum, Aura of vengeance procs echoes of light which in return resets cooldowns on all encounter powers. This is what makes possible casting binding oath in sucession and AP gain with Relentless Avenger (also the main damage encounter and pushes everyone away except the target making it a powerful CC).
It's the 3 issues in conjunction that makes a paladin truly immortal. What is more astonishing is that a paladin is more immortal fighting against five other players with low CC than against one player, unless the one player is using DOT's (cough...SW..cough , you might die just by proccing aura of vengeance) or the other player reflects damage.
In sum, fixing only the daily is going to help a bit, making the party more fragile but it won't fix the OP's immortality.
Edit: DP is retricted to field of view, it only affects players near you when you cast it but if you move away from the OP afterwards it stays with you making it possible to protect someone from the other side of the arena. Another thing is if a friendly TR is doing Bloodbath he doesnt get affected by DP.
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The class needs a rework imho, most particularly the justice tree in regards to damage and survivability. They have given them too much immortality/group buffed survivability and not enough real damage.
There are 3 main issues, as far as I see it.
1) Protection paladin temp HP. With the amount of durability a paladin already has, the amount of temp hp a paladin can gain moves them to the point where they are very, very, very difficult to kill. This is achieved through templar's wrath and can be mitigated by reducing the amount of HP granted by said ability.
2) Binding Oath CD. Binding Oath renders a paladin completely immune to damage, however, it is possible to reset the cool down of binding oath before the ability wears off. This is an issue because every time the ability is reset, the damage that binding oath was supposed to deal to you at the end of its cool down is also reset, effectively nullifying the damage entirely. This can be fixed by having binding oath only go onto cool down after the ability has expired and be unusable while it is active, with its cool down then reduced to account for the change.
3) Divine Protector CD. Divine protector makes the paladin's group completely immune to damage and gives the paladin a very large amount of dr. This could either be fixed by reducing the effectiveness of divine protector, making it no longer redirect 100% of allies damage and no longer granting you such high dr, or the length of the cooldown could be adjusted. I think the most elegant way to do it though is to make the paladin take slightly more damage while it is active (40% dr instead of 80% dr) and then make divine protector similar to hallowed ground, so you don't regenerate AP while it is up. Finally, to cap it up, reduce its uptime by about 2 seconds. This means that it still has good party utility, but doesn't make the paladin invulnerable while it is up, at the same time as being something that requires investment to make truly good, instead of something that is good from level 70 no gear onwards.
The problems as aforementioned is that Pallies are invulnerable and they kill other toons in PVP because they can whittle them down and not take burst damage. However, besides dailies against poorly geared/skilled players the Paladin has almost no burst damage. End game this means they simply moot out a node and can't be killed but don't do much killing either unless they are given time to whittle away at someone.
If you take away their invulnerability their burst damage is bad so they will go from being OP to being nigh useless, especially at end game. The Justice tree is supposed to be DPS, just like you can build a DPS cleric. The problem is that he has all the tools of the immortal Paladin, as well as reduced cool downs from the end cap.
Nerf their survivability but give them spike damage. This is what I'm talking about. Damage over time at end game only works if you heal more or are tankier than your opponent (such as in the case of SW's with Warlocks Bargain... their dots heal them in combination with their passive so they can maintain high DPS over time and stay alive based off the damage they deal). If you only nerf survivability on the DPS pally you will obliterate them in PVP imho.
I believe an entire module shall be soon built on balancing pvp, otherwise the NWN community will take a hard hit.
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It's no wonder newer or undergeared players absolutely despise PVP.
- 3-4k players enjoying the kill. Even after a gg. Answers i got: "the lower the iLvL the better" and "i just killed a cow"
- premades, half premades or geared groups and players preventing the enemy from reaching reward threesold after a gg. Reason...cause they felt like it or didn't want to lose 30s of their time for a quick double cap trade. Have a funny SS of this player from a very "aggressive" guild, and his team mates, sitting on a node after a gg, 800-60 score, just to prevent any of my team from getting to the reward threesold. Asked to let cap. Nothing. Oh, if any officer is reading, i can send the screenshot. I think you konw i'm talking about a specific guild.
So i started using ring of ambush +4 on my alts. Unfair? Skill-less? Not as much as HAMSTER matchmaking and 4k stompers i meet around. Got a 3k+ OP complaining cause i was using ambush+4 on my 2.2k HR and he couldn't get the kill. Poor soul.
It's enough i'm still fighting fair with my main despite the massive (ab)use of bugged rings of cowardice (seriously...some players have no shame) by already fully geared guys. Even mett a full RoC+4 group once. Funny match. Permarooted and if the map was not so small, i think i could fly to the moon.