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Paladin Power Reworks

theslotharmy#3268 theslotharmy Member Posts: 601 Arc User
edited August 2016 in The Citadel
There are obviously many problems with certain powers on the paladin in the sense that they so UP, underused, or because their mechanics are just awful. In this post I'll be pointing out powers and what I think should be done to them.

-General-
Paladin needs a huge DPS increase.
Soloing on a paladin is torture.

Needs a class feature that passively increases your speed so you aren't always behind by 10 miles.

-Divine Judgment-
Needs to hit like Indomitable Strength.

-Smite-
Needs to hit like Indomitable Battle Strike.
It's basically the only single target nuke on paladin.

-ALL AURAS-
Yes, every single aura has a giant problem and that is their range.
They need all their ranges to be increased to 60' like bond of virtue.
Th auras have just to little of a range to be useful to anyone playing
from far away. You shouldn't have to breath down my neck to feel my buffs.

-Divine Call-
Range increase to 50'
Should start out with full stacks of divine call upon resurrection.
For Protection it should work as a hard taunt.

-Sanctuary-
Needs an area increase for the sake of not having to taste my skin
to receive buff. It's activation time also has stupid high start up lag
that needs to be reduced. There is also a glitch where
you sometimes will hold up your shield like a GF.

-Burning Light-
Right when the casting bar fills up this power should instantly activate,
instead of the stupid ending lag it has right now. It also should gain divine
call depending on how long you held the cast button for. Needs slight DPS increase
Otherwise it's all good.

-Sacred Weapon-
I swear to god you guys must of re-used the same stupid, long, lethargic
animation iron warrior has when this move was created. It needs an extreme
reduction in casting time and should be able to be casted while moving.
Needs to deal more radiant damage

-Heroism-
It has a big problem with it's very long casting time and the fact that you aren't
CC immune during casting time. It's max duration needs to be increased to 10
seconds because right now it's not useful with it's stupid short use.

-Bane-
You should be able to bless allies regardless of paragon path and devotion
will gain 20% increased healing per stack to blessed allies while protection
will increase defense by 15% per stack. Should also act as a hard taunt for the paladin.

-Aura of Wraith-
Needs to increase ally damage based on the paladin taking damage.
Caps at 30% Buff should be handled additively to not make it OP
when used in conjunction with other powers.

-Aura of Truth-
Needs to reduce damage by 5% every point put in. Right now it's not
even worth putting 1 point in.

-Aura of Vengeance-
Should work like you and your allies in 60' have a 30%
chance to hit 50% of your power damage as bonus radiant damage.
This damage can not critical.

-Aura of wisdom-
+ 2.5% AP gain per point to help classes with lower AP gain.

-Aura of Protection-
Needs to increase defense by 5% every point put in.

-Cleansing Touch-
Needs base healing increase. . .
It's healing is garbage on protection.

-Banishment-
Well, this power is the most worthless power on paladin
and needs to be completely scraped.

-Binding Oath-
Needs more damage potential.
Should cap at 2x the paladin's health and reflect 50% of damage taken.

-Shield of Faith-
Revert it all and remove healing bonus. Redirects all damage to paladin.
If you reject this then tell me why does knight's valor exist.

-Vow of Enmity-
Should have a 3 target cap and be able to cancel a vow by hovering
over the selected target and pressing the button again.
Should build gradual threat for the paladin. Initial cast
should be a hard taunt with 10 second ICD.

-Aura of Wraith-
Should count lost TEMP HP as lost HP as well.

-Divine Touch-
Needs a MASSIVE damage increase. Honestly, this should be the AOE nuke
for the paladin.

-Absolution-
Shield needs to be a percentage based thing. It's shield is a
big joke.

-DIVINE PROTECTOR-
Ugh, this move needs the biggest out of every single power in the game.
Right now it's duration makes it really useless but a buff to duration would
make it horribly unbalanced. It needs to be balanced around the fact
that a power should never be able to make a party completely immune.
I believe that one way it could be balanced is to increase max duration to 10 seconds
but only redirects 70% of damage. This will mean it is strong, but not too OP.
. . .
You wanna talk about a broken move let's look at 100% uptime knight's valor.

-Relentless Avenger-
Just take away the stupid knock-back, those effected by the hit and the wave
should all be taunted. Needs big DPS increase

-CIRCLE OF MOTHER FU***NG POWER-
Honestly, this move had the biggest potential to rival into the fray, but
you went and made it effect only the paladin. This move is needs a 50'
range and needs to increase the power of everyone standing in it by 20%.
For devotion, it should increase incoming healing for everyone by 20% and
for protection it should reduce incoming damage by 20%. Really, you messed
this move up bad and needs a giant rework now. Just doing this will make paladins
much more welcomed in groups.

-Aura of Valor-
Should increase threat based on incoming damage and cap at 600%
Yes 600%.

-Aura of Solitude-
Companions shouldn't make the affect of this go away.


Post edited by theslotharmy#3268 on

Comments

  • soonergmsoonergm Member Posts: 503 Arc User
    nice thread, some nice ideas that are reasonable and do not require a complete overhaul of the class.

    Aura of Valor also seems pretty useless to me. if my allies take that much damage it's generally because they got hit by AoE, or stood in red, not necessarily because they had aggro. therefore generating more threat for the paladin does not solve anything.

    the heals from Sactuary(protection, i can't speak for devotion) are useless, and there doesn't seem to be a way to increase them. if not increased, then it might as well be scrapped.
    My Toons

    SoonerGM - HR Trapper
    Haven - Righteous Cleric
    Ethereal Justice - OP Paladin
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited August 2016
    Just my modest input from a protection pally viewpoint:

    Sanctuary above all needs to lose the activation delay asap.

    overall DPs boost is definitely needed to a degree considering where every other class is at the moment and especially considering where the brother tank(GF) is in regard to damage

    Absolution is flat out useless - needs rework. This particular power is located on a spot in the power tree saved for some of the most useful abilities of a class so what gives?

    Banishment - sounds great on paper - in reality flat out useless

    Templar's Wrath - deals "heavy damage".. really? Where is it? This power is used only for Temp HP and could use a boost in damage. Even if boosted it wont break pvp so it would be only an improvement for pve.

    Bane and Vow need to merge into one ability and once cast on a target it must guarantee that the Prot Pally does not lose agro even if hell freezes over.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
  • seabeevetseabeevet Member Posts: 15 Arc User
    edited September 2016

    There are obviously many problems with certain powers on the paladin in the sense that they so UP, underused, or because their mechanics are just awful. In this post I'll be pointing out powers and what I think should be done to them.

    -General-
    Paladin needs a huge DPS increase. NO
    Soloing on a paladin is torture. NO

    Needs a class feature that passively increases your speed so you aren't always behind by 10 miles.

    change radiant champion to self and boom you're leaving everyone behind


    -Divine Judgment-
    Needs to hit like Indomitable Strength. different class

    ^^^used to hit for 67% harder and yet i still crit for over a mil on multiple targets instead of single

    -Smite-
    Needs to hit like Indomitable Battle Strike. different class
    It's basically the only single target nuke on paladin.

    -ALL AURAS-
    Yes, every single aura has a giant problem and that is their range.
    They need all their ranges to be increased to 60' like bond of virtue.
    Th auras have just to little of a range to be useful to anyone playing
    from far away. You shouldn't have to breath down my neck to feel my buffs.

    You're a tank everything should be breathing down your neck

    -Divine Call-
    Range increase to 50'
    Should start out with full stacks of divine call upon resurrection.
    For Protection it should work as a hard taunt.

    why


    -Sanctuary-
    Needs an area increase for the sake of not having to taste my skin
    to receive buff. It's activation time also has stupid high start up lag
    that needs to be reduced. There is also a glitch where
    you sometimes will hold up your shield like a GF.

    yeah this is a decent buff but there are better builds

    -Burning Light-
    Right when the casting bar fills up this power should instantly activate,
    instead of the stupid ending lag it has right now. It also should gain divine
    call depending on how long you held the cast button for. Needs slight DPS increase
    Otherwise it's all good.

    this is okay but the dps is fine ill take more if they give it


    -Sacred Weapon-
    I swear to god you guys must of re-used the same stupid, long, lethargic
    animation iron warrior has when this move was created. It needs an extreme
    reduction in casting time and should be able to be casted while moving.
    Needs to deal more radiant damage


    okay i agree


    -Heroism-
    It has a big problem with it's very long casting time and the fact that you aren't
    CC immune during casting time. It's max duration needs to be increased to 10
    seconds because right now it's not useful with it's stupid short use.


    cc immune during casting would make everyone cancel its cast all the time and be immune forever



    -Bane-
    You should be able to bless allies regardless of paragon path and devotion
    will gain 20% increased healing per stack to blessed allies while protection
    will increase defense by 15% per stack. Should also act as a hard taunt for the paladin.

    this thing isnt worth having at all


    -Aura of Wraith-
    Needs to increase ally damage based on the paladin taking damage.
    Caps at 30% Buff should be handled additively to not make it OP
    when used in conjunction with other powers.

    -Aura of Truth-
    Needs to reduce damage by 5% every point put in. Right now it's not
    even worth putting 1 point in.

    -Aura of Vengeance-
    Should work like you and your allies in 60' have a 30%
    chance to hit 50% of your power damage as bonus radiant damage.
    This damage can not critical.


    lol my power procs to 120k
    do this and it will break the pve


    -Aura of wisdom-
    + 2.5% AP gain per point to help classes with lower AP gain.

    k but not self

    -Aura of Protection-
    Needs to increase defense by 5% every point put in.

    25% is too high


    -Cleansing Touch-
    Needs base healing increase. . .
    It's healing is garbage on protection.


    protection still heals for 75000

    -Banishment-
    Well, this power is the most worthless power on paladin
    and needs to be completely scraped.
    ^
    truth

    -Binding Oath-
    Needs more damage potential.
    Should cap at 2x the paladin's health and reflect 50% of damage taken.


    2x ill take since im at 200k hp

    -Shield of Faith-
    Revert it all and remove healing bonus. Redirects all damage to paladin.
    If you reject this then tell me why does knight's valor exist.

    yeah dont know about this dont use it


    -Vow of Enmity-
    Should have a 3 target cap and be able to cancel a vow by hovering
    over the selected target and pressing the button again.
    Should build gradual threat for the paladin. Initial cast
    should be a hard taunt with 10 second ICD.

    pvp idk

    -Aura of Wraith-
    Should count lost TEMP HP as lost HP as well.

    too many other good ones to use

    -Divine Touch-
    Needs a MASSIVE damage increase. Honestly, this should be the AOE nuke
    for the paladin.

    -Absolution-
    Shield needs to be a percentage based thing. It's shield is a
    big joke.

    yeah

    -DIVINE PROTECTOR-
    Ugh, this move needs the biggest out of every single power in the game.
    Right now it's duration makes it really useless but a buff to duration would
    make it horribly unbalanced. It needs to be balanced around the fact
    that a power should never be able to make a party completely immune.
    I believe that one way it could be balanced is to increase max duration to 10 seconds
    but only redirects 70% of damage. This will mean it is strong, but not too OP.
    . . .
    You wanna talk about a broken move let's look at 100% uptime knight's valor.


    divine i can keep up once per 15 seconds for 5 seconds

    -Relentless Avenger-
    Just take away the stupid knock-back, those effected by the hit and the wave
    should all be taunted. Needs big DPS increase


    hits for 200k + aoe
    yeah i dont like the kb for groups but its good in solo


    -CIRCLE OF MOTHER FU***NG POWER-
    Honestly, this move had the biggest potential to rival into the fray, but
    you went and made it effect only the paladin. This move is needs a 50'
    range and needs to increase the power of everyone standing in it by 20%.
    For devotion, it should increase incoming healing for everyone by 20% and
    for protection it should reduce incoming damage by 20%. Really, you messed
    this move up bad and needs a giant rework now. Just doing this will make paladins
    much more welcomed in groups.


    true
    -Aura of Valor-
    Should increase threat based on incoming damage and cap at 600%
    Yes 600%.

    lol

    -Aura of Solitude-
    Companions shouldn't make the affect of this go away.


    Post edited by seabeevet on
  • seabeevetseabeevet Member Posts: 15 Arc User

    There are obviously many problems with certain powers on the paladin in the sense that they so UP, underused, or because their mechanics are just awful. In this post I'll be pointing out powers and what I think should be done to them.

    -General-
    Paladin needs a huge DPS increase.
    usually top 3 in cn but in pugs im usually first on every chart

    Soloing on a paladin is torture.
    havent found a group instance that i cant solo other than cn ( not counting new storm kings ( have not tried it ))

    Needs a class feature that passively increases your speed so you aren't always behind by 10 miles.

    change radiant champion to self and boom you're leaving everyone behind

  • emilemoemilemo Member Posts: 1,718 Arc User
    edited September 2016
    @seabeevet if you think that PVE isnt already broken by people like you who manage to reach ~100k of power and tens of thousands of other stats via guild boons, bonding stones, insignia and class buffs then i declare you an elitist troll. Period

    Bis people are not the norm, they are the exception. Balance should not be made with bis in mind because bis will always do stuff that transcends balance and outperform normal players by a huge margin. It doesnt matter what a +4K of any class can do. It matters what every class can do at 2-3k.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
  • This content has been removed.
  • seabeevetseabeevet Member Posts: 15 Arc User
    @emilemo
    emilemo said:

    @seabeevet if you think that PVE isnt already broken by people like you who manage to reach ~100k of power and tens of thousands of other stats via guild boons, bonding stones, insignia and class buffs then i declare you an elitist troll. Period

    Bis people are not the norm, they are the exception. Balance should not be made with bis in mind because bis will always do stuff that transcends balance and outperform normal players by a huge margin. It doesnt matter what a +4K of any class can do. It matters what every class can do at 2-3k.

    before guild boons and before i got myself to bis i never once had an issue with clearing mobs and soloing dungeons this game is old by now you should be close to bis

    i have 6 OP's i have only liked op i have tested and tried multiple ways to play it and i enjoy the class
    you people want max dps then play a dps class

    can go weeks without getting killed by mobs and i can put on all rank sevens and still do pretty well
    if you think im an elitist i guess you are right i have payed my dues and leveled multiples to try different specs so i didnt have to keep respecing because im just a poor boy

    it always makes me laugh when someone grabs a class and expects to know its ins and outs with just getting a build from someone that does decent with it ,then gets pissed when its not what they expected
    goes right to the forums and cries that the class is broken when its clearly not

    ill be happy to group with u in whatever enchants you want me in and show u that what i say isnt just elitist its tried and true

  • emilemoemilemo Member Posts: 1,718 Arc User
    edited September 2016
    Man you were the one citing ridiculous damage numbers on a pally so i guess you wanted dps. Imo a slight damage buff has merit considering where all classes stand in the current meta. Me? Im doing decent pve dps on my own pally. Im in no way bis tho not even close despite being a launch day player because I left the game for a long time after they nerfed my dragon hoards and started introducing more and more arti gear.

    But lets not detract. This thread should focus on suggesting improvements for really bad pally powers or bugs like the once I listed.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
  • seabeevetseabeevet Member Posts: 15 Arc User
    -General-
    Paladin needs a huge DPS increase.
    Soloing on a paladin is torture.

    this is why i responded in the first place

    yes there are some useless feats and powers and auras

    but not everything on the class needs dps increased and reworked like the Original Poster is asking for
  • justawillyjustawilly Member, NW M9 Playtest Posts: 63 Arc User
    The only thing i'm really having issues is movement speed. Heck even without owlbear cub I can do decent dps.

    And lets not forget our primary role here... TANK or HEAL!!!! We shouldn't be at top in paingiver.
  • This content has been removed.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    I'm really hoping for them to redo Devotion. Almost all of the encounters are useless for it. Either add a heal or improve healing... No buffs or anything remotely helpful for a group. Pretty damn boring using the same 3 encounters over and over.
  • fastrean3fastrean3 Member Posts: 281 Arc User
    edited September 2016
    For this two days observed lfg for fbi, no one want devote paladin and all ask for dc.

    Healdin is lack of buffs/debuff skills, thats why it lost the only group healer slot to dc :/

    the Vow of Enmity, i would suggest cap 5 targets for devote.
  • ravenskyaravenskya Member Posts: 1,891 Arc User
    I would love for the aura's to stack. I play healer pally and our tank is pally - we have to go through our auras before dungeons because they don't stack. His power is higher than mine so we have to sort out what each of us is going to use.

    I would also love to have something, a charge, a dash SOMETHING to help me get out of a freaking AOE. It never fails that as soon as I try to heal or stun, I get stuck in the animation and an AOE is under my feet. I have to slowly shuffle out of it (generally getting hit on the way). The only thing that kills me is AOE's.
    Founding Member of "Wrong Side of the Stronghold"
    Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
    Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP

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