Spent about an hour on my formerly 400k hp 18k+ Prot. Lost over 150k in HP. Aside from my disappointment in losing much of what I worked hard for I found that managing divinity while trying to manage a fight had a negative impact on my enjoyment. At first pass it is a critical distraction rather than a welcome addition of complexity. This new paladin bears little resemblance to the old. A new class was created from the broken shards of the original.
Havent tried Devo. I do not feel inspired to make the attempt.
devo works exactly the smae as prot, only 1 encounter and atwill changes. exept you dont get divinity for shielding,
As a casual player I no longer like my paladin. I felt sort of meh about it to be honest in the past. The whole "Maces are Iconic" thing really ruined the class fantasy, as we all know, the whole "knight in shining armor" concept (that's the description that you just gave out for the tank spec) is built all around knights who used swords as primary weapons.
This isn't the place to complain about Paladins not being able to use swords, and what you are saying is untrue.
There are many swords in the game that Paladins may equip and/or use for transmutes (making the mace look like that sword).
Maces may be most common, but they are not the only things that a Paladin can use, and even if what you think is the best paladin weapon in the game is a mace, you can still make it look like a number of different swords if you choose.
Re: This thread, I look forward to trying out a Paladin when I log on.
It's currently my main, so some of the talk is making me a little nervous, but I will try both roles and see how things work out.
thx my mates - i´m not happy to hear about similar problems. we won´t have it at all - so a def had to try it himself to understand this very big problem. That is the preview is making for and i hope they can resolve it. Greetz, ObelX
BUG:(1) paladin's [Divine Pallisade] mechanic links as [Channel Divinity] in chat
(2) CN harder than it should be, close to death in 1 hit at the beginning outside the castle. Shores of Tuen's easy in comparison. (3 man cell, two 12k+ tank paladin, one 11.5~12k healer cleric)
(3) May or may not be a bug but...... skills that has no ongoing VFX or some sort of indicator that it's active/ongoing/timed out:
Shield of Faith (daily)indicator: had revolving shields Absolution (encounter)indicator: had blue HP bar Binding Oath (encounter)indicator: had blue HP bar Sacred Weapon (encounter)never had an indicator but would be nice if it did.
BUG:(1) paladin's [Divine Pallisade] mechanic links as [Channel Divinity] in chat
(2) CN harder than it should be, close to death in 1 hit at the beginning outside the castle. Shores of Tuen's easy in comparison.
(3) May or may not be a bug but...... skills that has no ongoing VFX or some sort of indicator that it's active/ongoing/timed out:
Shield of Faith (daily)indicator: had revolving shields Absolution (encounter)indicator: had blue HP bar Binding Oath (encounter)indicator: had blue HP bar Sacred Weapon (encounter)never had an indicator but would be nice if it did.
SW " indicator " was in the buff bar and the fact that weapon started glowing yellow
Divinity recharge out of combat is insanely slow. It means standing around for a good five to seven seconds while it recharges before being able to move on to the next set of mobs, which is making soloing an absolute pain in the HAMSTER. Damage might be okay, with Divinity on full but the wait for the bar to recharge is making OP pretty prohibitive to play. Unless you have oodles of time and don't mind a lot of twiddling your thumbs.
Logic is the beginning of wisdom, not the end of it.
BUG:(1) paladin's [Divine Pallisade] mechanic links as [Channel Divinity] in chat
(2) CN harder than it should be, close to death in 1 hit at the beginning outside the castle. Shores of Tuen's easy in comparison.
(3) May or may not be a bug but...... skills that has no ongoing VFX or some sort of indicator that it's active/ongoing/timed out:
Shield of Faith (daily)indicator: had revolving shields Absolution (encounter)indicator: had blue HP bar Binding Oath (encounter)indicator: had blue HP bar Sacred Weapon (encounter)never had an indicator but would be nice if it did.
SW " indicator " was in the buff bar and the fact that weapon started glowing yellow
heres a log of the entire quest from the Spiders - Maybe a very short log for a paladin^^: Kampf (Allein)] Borstenspinne fügt Charakter mit „Giftspucken“ 922286 (1105829) in conversation it means: Fight (Alone) ..???spider deals damge to character with "gift spiding" 922286 Damage
what does it mean for us Paladins? that was an entire mni mob who kills me^^ If i look at my skills theyre also gone - we palas need a retoken cause ko/ca were in the past.
Mabe as a pala i can do some tests for you if you want.
hi I am trying to copy my toon to the owlbear shard but I keep getting this message
"Please try again!
There was an issue with completing your transfer request. If the issue persists, please look for assistance from our community on the forums!"
I tried several times last night & again several times this morning. There was no issue copying to mimic but owlbear just refuses to accept. Any idea on how to get it to work???
Owlbear is the closed server for the early release team. We have to use Mimic.
"We have always been at war with Dread Vault" ~ Little Brother
hi I am trying to copy my toon to the owlbear shard but I keep getting this message
"Please try again!
There was an issue with completing your transfer request. If the issue persists, please look for assistance from our community on the forums!"
I tried several times last night & again several times this morning. There was no issue copying to mimic but owlbear just refuses to accept. Any idea on how to get it to work???
1st Green Dragonfang [Combat (Self)] Critical Hit! Green Dragonfang deals 4527742 (6475473) Poison Damage to you with Aimed Shot. really hope my HR's Aimed Shot does the same
Assassin Drake [Combat (Self)] Assassin Drake deals 377864 (485691) Acid Damage to you with Spit. much less deadlier :P
And now the ultimate boss [Combat (Self)] Garakas deals 1184566 (1596368) Fire Damage to you with Fire Aura.
[Combat (Other)] Garakas deals 8867087 (11377323) Fire Damage to Your Hard as a Rock with Dancing Flames.
[Combat (Self)] Your Aureal Armament absorbs 19576 damage from Garakas's Fire Aura.
[Combat (Self)] Your Aureal Armament absorbs 24195 damage from Garakas's Fire Aura.
[Combat (Self)] Your Aureal Armament absorbs 24195 damage from Garakas's Fire Aura.
[Combat (Self)] Your Block absorbs 162016 damage from Garakas's Fire Aura.
[Combat (Self)] Garakas deals 1184566 (1596368) Fire Damage to you with Fire Aura.
and yes an 8-digit number by Garakas [Combat (Self)] Garakas deals 8333031 (11021929) Fire Damage to you with Dancing Flames. gets better [Combat (Self)] Garakas deals 14517295 (19999176) Fire Damage to you with Fire Breath.
now Lair of lostmauth the Red Iron Golem owns Garakas
[Combat (Self)] Red Iron Golem deals 21734102 (30201060) Physical Damage to you with Slash.
[Combat (Self)] Your Block absorbs 232597 damage from Red Iron Golem's Dazing Fist. [Combat (Self)] Red Iron Golem deals 7298062 (10067020) Physical Damage to you with Dazing Fist.
Are these numbers normal? if yes have no words if not what have you tested exactly?
now beside combat log at will powers needs to go waaaaaaaaaaaaaaaaaaaay up otherwise no reason to even have them for 1000-2000 damage. Secondly op needs more aoe damage instead of the burning light joke, added control effects to the powers cause i am not gonna form a party for dailies neither gonna wait for smite to reload
Enemy damage and player damage are not balanced in such a way that this is really an indication of anything. Your at-wills hit very fast, and are generally balanced to be lower than before, with encounters seeing an increase and dailies seeing a significant increase.
Were you having trouble surviving at all?
goodday asterdahl:
as off today i am verry sorry to say that you all realy messed up the whole game for any class to be fair. on my rogue (TR) i used to be able to solo atleast some parts of dungeons as well as on my pally just for the fun of it now i cant even kill 1 god dam mob as they hit me for over 400k with eaz in a dung. my pally has all the gear for tanking but cant seem to even tank 4 mobs at 1 time as they hit like trucks that run you over ( dmg 50 to 200k as tank spec)
as for the temp wrath you should have never removed the temp hp on a pally there is NO divinety regen in encounters to make tanking feel like you can realy TANK something as you do 1 temp wrath or 2 smite's and it is all gone and takes for ever to get some back.
at will powers feel like they dont even have ANY power in them i was hitting 600 on a 43k power pally tank on a mob lvl 70 in the quest protecting the portal i died bouth 7 times in tehre as the big golem hit me with shield up over 1 mill. daily power was like boom 60k max hit and then you get BOOM byebye pally.
i realy hope all you defs will totaly reconsider even building this kind of tanking pally. as for the feats they dont work and you cant slot in the powers to activate the feats or its just bugged completly.
you cant see any % of your power stats as like amound of dmg you deal crit change dmg reduction deflect or any of those ...realy what were you thinking back then , have you even tryd to tank CR in this build??
i realy hope you will bring justice to the players and have a realy big reward ready for all players that are still here when mod 16 go's live .
Hello everyone, its been a long time since I wrote or even visited here but this new, radical game direction requires some feedback.
Ill be brief and to the point with all my feedback being a direct respond to the current PREVIEW build:
1) Auras /passives/ - all current preview Paladin passives with the exception of Composure and Divine Justice/solo/ are useless. This new game change was supposed to get rid of old, useless abilities and make things more streamlined. So why do we have so many useless Auras? Bring back Aura of Courage and remove the rest leaving only AoC and Composure. Having more auras doesnt mean choices and build diversity if those Auras are not good
2) At wills - Having Shielding Strike as a max lvl at will is a not appealing but I can live with it. Removing the buff from Radiant Strike is stupid. I get it, you want the paladin to be ONLY tank but come on, 5 % buff to damage and arm pen is not so much when the current Paladin mechanic Oath of Protection reduces our damage by a massive 30% !
3) Encounters - Burning light - omg, you broke this one. A long cast for a single low dps burst and short stun = useless. Sacred Weapon - seems to be doing nothing right now. Divine Touch = good aoe heal. Smite - the only one good dmg power we have. Bane = a weird aoe damage ability, OK i guess. Templar's Wrath = weak aoe damage and threat. Vow of E = super weak aoe damage and threat.. Is there a pattern here? So far we listed 3 enounters that do the same thing only some do it better than others, meaning we have less enounters overall but we still have useless ones = less choice. Absolution - useless on live, useless on preview /delete it and give us Circle of Power / . Binding Oath - super low damage return on attack = useless. Relentless Avenger - no knockback anymore, low damage and ultimately useless now that Smite is ranged..
4) Divinity - Ah, the new recourse, making us look and sound/same sound efffect on Divine Touch as the cleric heals come on!/ even more like a DC. Well this new recourse has one major problem - its recharge us way too slow. Thats it.
Hmm, lets recap, At wills , encounters and Auras are all extremely nerfed! No more temp HP! The paladins on Live right now tank thanks to temp HP, you guys better replace that with some really potent tank skills or be prepared for the rage.
Im willing to kick back, relax and take all I see on Preview as a work in progress. I expect changes to this build, how drastic only time will tell but guys, come on, dont castrate our class.
Thats all for now
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Took my Pally (tank) and my Warlock through the intro after respec'ing them. Both had healer companions. My Pally, whos HP normally never went into the red was bleeding HP as I could not keep my Templar's Wrath up and the healer was not keeping up.
Templar's wrath is a very different spell than it was pre Module 16. It's mostly for keeping threat in AoE situations, I would try adjusting what powers you are using as a paladin and see if that changes things. I haven't had a lot of trouble soloing as a paladin.
That being said, warlock is a bit too powerful right now, so it doesn't surprise me that things felt very easy as a soulweaver. We'll be making further adjustments.
ROTFLMAO.... Ah... the problem is I would never take this "tank" to tank anything! I'm sorry but this pally version is garbage. JMHO. I mean this is my main and I now HATE playing it. There is just nothing I like about this new class update.
Please try playing with your powers a bit more before deciding that Paladin is a worthless tank. I've been playing paladin as tank in a number of internal playtests in various endgame dungeons and it is a very capable tank. Please try to provide specific feedback if you're having trouble.
Took my pally out to Chult to do some solo'ing. Now this is content where you get mobbed and hit pretty hard. I was still surviving but at points my health was down to 30%, and that is with a healer companion. Typically I run with a striker to help me add some DPS and combat advantage because the OP is so weak. So now not only am I on the verge of dying but combat is dragged out even longer for a class that it was already painfully slow to solo with.
Part of protection is being able to eliminate foes who are doing damage. Does not matter if they are at 100% health or 1%, they hit you with the same amount of damage till you kill them.
And as others have mentioned, I can't generate divinity to keep anything going. I get a hit or two in with smite because its about the only thing a pally has to damage with. And then I cannot erect the Divine Pallisade to fight behind. Unlike the old GF, when I block with shift, I am not hitting anything. And because mobs are all hitting at different times, when my shield is down I get hit.
Changes to the powers...
Templar's Wrath got nerfs with no temp HP. You added threat... which does ZERO for me in Solo which is 95% of my play time. Relentless Avenger got MEGA nerfed by removing mob damage and knock back which stunned, and AP refill which allow more use of Divine Judgement. For a pally, the daily is simply how it is able to dish out any damage in solo and makes it playable, not overpowered. And being able to knock mobs back gives us breathing room to setup our encounter powers. And the healer does not even get access to this to help out the party and clear mobs The tank path has no access to Circle of Power with previously adding protection and increased damage for the pally and party. In fact the healer gets it and it boost Divinity recharge which, again, the tank does not have access to Absolution - I mean at this point I think you guys are just HAMSTER with us. You took a power that could perma-temp add 50% HPs not only on ourselves but if we took the time and effort, allow us to add this to our party and companions. Now it adds 20% resist... for 8 sec... only on me?????? I mean talk about MEGA NERF! Your timing for clicking on it and it actually being useful would almost need to be perfect every single time... which is not much with the recharge nerf Bane - now you've changed this as some sorta area target damage thing???? I'm freaking tanking over here! Just lowering my shield piles damage on me, I've not no time to be targeting stuff. Who asked for ranged powers? You know what a pally range power was, Relentless Avenger to get my a%$ in melee. And for a healer pally, bane was used for allies to buff them while dealing out healing to make a heal pally more useful. Now its some sorta crappy Templar's Wrath? And just to cap this off, putting some of the pally's encounter powers behind divinity is garbage. I am just watching a tool icon never come back on during combat. Its like just removing an encounter power from my choices.
Changes to class features...
Another MEGA NERF is taking away Aura of Wisdom. It was super useful for you and your party. Its not just about DPS, its about diversity of actions during combat instead of *at-will*, *at-will*, *at-will*, *at-will*, *at-will*, block, *at-will* I can't see anyone who is running a Pally not taking Composure, you might as will just make it a built in item. Divinity recharge is so pathetic and weak even with this active. Is it actually working? So basically the pally only really has one feature slot to fill. You may disagree with that statement... you would be wrong.
Changes to feats...
8 out of 10 of these are directly tied to a power that you may or may not even want to use or an effect that you may or may not care about. This is god alwfully restrictive Pallys are slow. Only the GF was just as slow but they had Into the Fray. To counter this we had Swift Flash and Radiant Champion now both gone. I mean we are suppose to hit the boss first to argo!!!! We are going to be left behind! I really don't care that Aura Gifts (sharing power) has been removed but that is a HUGE!!!!! change in the gear and enchants and companions and mounts and bonus sets, etc and so on that OP builds worked around. I cannot understate how you are completely TRASHING just about every piece of gear an OP worked on.
Changes to mechanics...
I have posted this before, making a shield part of our HP makes no logical freak'ing sense! Are slabs of our fat hanging on them or something? In the real world a shied either blocks or it doesn't. If any HP was involved it would be for the integrity of the physical shield itself and at 0 it would be destroyed and need to be replaced. And don't suggest that magic has something to do with it, that is just a BS answer. Divine Pallisade, if you actually have any divinity to raise it, creates some stationary cone shield... for reasons. I mean you have bosses jumping everywhere, red areas appearing all over the place, as a tank you are tying to stay in the face of the boss so your DPS class can move to the side or back, etc. Players and foes are moving EVERYWHERE! And just standing behind a static shield IS BORING!!!! I mean its like fighting the Civil War where you stand there and shoot one another in a line. That is not how combat works. This power is almost useless. And who am I protecting behind it? My DPS should be on the other side of the foe. I have no idea where my ranged classes are, I assume they are kiting and are in no way stationary
I will post my general feedback in that thread but for the pally, I have taken the time to go through and detail everything I can think of. One of the things I think you are missing is WHY a player plays a certain class. An OP is not flashy, they are not fast, they are not mopping up the floor with foes, etc. They are slow moving tanks. My daughter is a perfect example of why someone plays a OP... she plow through and not stress about her HP even if it takes her 2x as long. That is just an individual play style. GWF are attracted to that class for mostly different reasons. My 23 yo daughter stood behind me and watched me play my pally on preview which is what she plays and she simply said "I'm not coming back to play that mess of a class".
Just a note, I used the list function in formatting and it looked fine in preview but did not proc when I published. I try to avoid writing walls of text.
[Combat (Other)] Garakas deals 8867087 (11377323) Fire Damage to Your Hard as a Rock with Dancing Flames.
Isle of Tuern Epic? Just solo'd through it as a Justicar Paladin. Dancing flames was hitting my companion for around 80K and not 8mil. Must be some other interaction that bumping that up for you - build?
As to the feel of soloing as my Justicar Paladin, the fights themselves were quite easy but long due to the 30% damage reduction and it was hard to wrap my head around the new playstyle - a far cry from a HP bar that never moves due to two temporary sources of hits (adding in a heal (Divine Touch) and actually using potions helped).
I will say it gets boring on boss fights - you use up all your Divinity and then you're just sitting there with your shield up waiting to be hit a lot of the time - it just isn't engaging gameplay for me. Feels like there needs to be a little more Divinity recharge from the shield being hit.
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited March 2019
Very fun... NOT
All healer can do is spam bane and smite while grinding...? Burning light nerfed to oblivion, at-wills tickle mobs.
Then you run out of divinity to use bane and smite.... so then what do you do? How are you supposed to grind with this?
I originally complained about the lack of options devotion had to make use of, now there's even less to use.... Soloing content used to be just fine and now it's just frustrating. This is unreal.
I have now 50k more Hp than before and i die 10 times more.... If that's it, I juste leave the game... What have you done to "Templar's wrath".... it's just the worse thing you could have done to this role.
Seems like we are being forced into using only the subset of encounter powers that have corresponding feats because we have to choose feats that buff particular encounter powers (i.e. in each of the two choices boosts an encounter in several columns).
We understand that some players are going to feel this way about the feat design. We want your feat choices to change the way you play from the perspective of what powers you do or do not choose, or how you build your rotation. That being said, usually the powers that don't have feats are the powers that have an obvious and irreplaceable purpose on your bar for their given use.
So we hope that even with the way feats are build, there are plenty of choices for you to make, and powers without feats still make it onto your bars depending on the situation. If it feels like there are a few powers that won't make it onto your bar unless you choose the feat, we feel like that's okay as a way to differentiate two players of the same class who have made different build choices.
Take some time to play around with things, and let us know what you think as it has time to marinate.
FEEDBACK: First the good, the new boon page is nice. The choices seem a little redundant from one level to the next, however, overall I liked this feature.
The not so good, the companion page is confusing and I'm very unhappy that we will not be able to use anything but companion gear. Limiting our choices seems like the theme of Mod 16.
Now the bad, I agree with all the posts that said the same thing I'm thinking, it appears that we are being funneled into a very narrow set of choices. Especially on power choices.
On the Tank Build, the first feat choice at lvl 40 has Paladins choosing between Sacred Shield which does absolutely no good until we get Shielding Strike at 72 and Valorous Strike which gives us 5% crit. Really? I thought this was a Tank build? So essentially my only choice is an offensive feat when I'm supposed to be a tank. Please rethink this.
Three out of the remaining four feat choices all rely on specific power choices in order to gain any benefit from the feat.
The third set has us choosing between Enhanced Radiant Charge and Bound to the Land. If I have all the threat like I'm supposed to and use Radiant Charge (this is the one I choose), I take all the mobs with me. This is the equivalent of the CW push that most of us hate so much. My party was not amused. Bound to the Land is a non-starter, 25% movement decrease? Paladins have enough trouble keeping up with their party in a dungeon. I could always make up for it with Dark enchantments...oh wait guess not. Yeah not picking that feat. Nice graphics on the Radiant Charge daily though.
One of the first things I read about this Mod was how much the Devs loved the versatility of the Paladin. Apparently not enough to let us keep it. Not feeling the love here.
Tanking castle never with the paladin was painful. Didn't even get past the first wave of mobs. Just kept getting one shot. Even with the shield up they still one shot.
Healing with the paladin felt weak. My power reaches about 30k in Temple of Spider and yet I was only healing maybe 1-2k HP per each cure wounds and maybe 3-5k when using encounter powers like Divine Shelter and Divine Touch.
Divinity on the paladin increases very slowly in battle when using the TAB mechanic that is meant to recharge it. It barely moves at all...
I feel pretty sure the above first two experiences have to do with Item Scaling though...it needs to be looked at.
Thanks for reporting this. We will look into the scaling in these areas. I was tanking the new unreleased dungeon, Tomb of the Nine Gods, and Malabog's Castle internally this week and it felt great. Try giving one of those two dungeons a try if you have more time. Let me know if you have a similar experience.
Cure wounds is pretty terrible right now, its not meant to be very good, as we don't want to let any significant healing happen without consuming a resource, and its a free heal, but we're looking at making adjustments. That said, I'm surprised that your Divine Shelter was healing for 3-5k... I assume that was ToS(M) not the leveling ToS?
In terms of divinity regeneration, it is very slow for healers, intentionally, managing the resource is very important and you need to be able to run out. That being said, if your heals are unexpectedly low, running out will happen far, far too often. We've only had our healers run out internally when we make huge mistakes or in very difficult pulls, so we'll look into what is going on with scaling in those areas. Just know that the goal is not for you to be running out in those scenarios.
Asterdhal but still RAS NSI is one shooting everyone on tanking pally i were hited for about 85 kk dmg sorry but nobody would stand it, Healadin buahahahah for ... sake 1k heals from cure wounds, 21k max from encounters, You are guys really close to make this class unplayable, lack of dmg zero buffs, class made like from paper, and as a tank GF can still do something else with raised shield but op its just standing and nothing else....
I've spent an hour looking for something good among the new Paladin's feats and powers but I'm afraid I have yet to find one.
Some powers are passable but without divinity you can't do anything and Channel Divinity doesn't do anything.
I like the new "oh HAMSTER I pressed tab by mistake now i'm out of divinity" tab skill of the justicar.
All class features are pathetic.
The best feats are mediocre while some other are really laughable.
The one that makes you charge with Radiant Charge is an all-star
Isn't it funny that you can unlock at level 40 a feat that affects an at-will you'll get at level 72
I'm trying really hard to remain constructive but you guys will have a lot of work to do on this class before release because right now it's a disaster.
hi I am trying to copy my toon to the owlbear shard but I keep getting this message
"Please try again!
There was an issue with completing your transfer request. If the issue persists, please look for assistance from our community on the forums!"
I tried several times last night & again several times this morning. There was no issue copying to mimic but owlbear just refuses to accept. Any idea on how to get it to work???
you select mimic to get on the test server the owlbear is a different one that has to have a special invite. I did the same thing when I first tried too then someone told me to select the mimic.
I guess the issue I have with it is, having enemies run through the shield... and it being a rooted direction-restricted shield..
Was just thinking it'd be interesting/less of a delicate process if......
a) Divine barrier (TAB) comes with physical collision against enemies, but not players.
Might add more flavour if this was a toggle option with or without a condition -------- and/or -------- b) Divine barrier shield is aligned and bound to user's view facing / camera, moves with player...
Also might add flavour/play-style if it was a toggle option as either a bound-to-user mobile shield or stationary shield.. -------- -------- (a) i) Stationary Divine barrier shield with physical collision against enemies, except players; but doesn't last as long as absorption shield where there's no physical collision OR the number of enemies it'll collide with decreases over time OR limited number of collisions allowed and it stops -------- (b) i) Bound-to-user mobile shield with no physical collision = less of a delicate & rigid process -------- (a+b) i) Bound shield with physical collision against enemies that moves with user; could be used as a bulldozer? Push enemies but depletes shield in terms of duration or size maybe? Could be used as the party approaches a narrow opening to the next area with enemies near the opening.. or within a tunnel-like space..
(a+b) ii) Bound shield to user's view facing / camera with physical collision against enemies... could be used to cage-in the party from enemies using 2 tanks fighters/paladins? and move in that manner, front paladin/fighter.. rear paladin/fighter walking backwards with guard up... against poison gas or enemies within a foggy environment -------- -------- Seems like it'd be fun to have some wiggle room for potentially strategic customisation here
When I put my shield up at omu map at the spiders trying to check how the guarding system works , i am one shot easily rather than when i am not putting my shield up and i am using absloution 20% less damage with 30k defense
here is the thing with guard mechanic it is absorbing properly at first couple hits while i am holding my shield up however there is sudden spike at damage recieved and guard meter is at half and instantly dead
[Combat (Self)] Your Block absorbs 1139 damage from Jungle Tarantula's Poisonous Fangs. [Combat (Self)] Your Block absorbs 1103 damage from Jungle Tarantula's Poisonous Fangs. [Combat (Self)] Your Block absorbs 1148 damage from Jungle Tarantula's Poisonous Fangs. [Combat (Self)] Your Block absorbs 1136 damage from Jungle Tarantula's Poisonous Fangs. [Combat (Self)] Jungle Tarantula gives 0 (1441) Physical Damage to you with Poisonous Fangs. [Combat (Self)] Jungle Tarantula gives 0 (1397) Physical Damage to you with Poisonous Fangs. [Combat (Self)] Jungle Tarantula gives 0 (1453) Physical Damage to you with Poisonous Fangs. [Combat (Self)] Jungle Tarantula gives 0 (1438) Physical Damage to you with Poisonous Fangs. [Combat (Self)] Your Block absorbs 233105 damage from Jungle Tarantula's Poisonous Fangs.
also divinity mechanics is not good it fills super slow at combat all other pallies are also complaining that feats are lacking
I know there is change and we need to balance between putting our guard up and attacking but it is not working and getting one shotted at level 70 content
1) Auras /passives/ - all current preview Paladin passives with the exception of Composure and Divine Justice/solo/ are useless. This new game change was supposed to get rid of old, useless abilities and make things more streamlined. So why do we have so many useless Auras? Bring back Aura of Courage and remove the rest leaving only AoC and Composure. Having more auras doesnt mean choices and build diversity if those Auras are not good
OK ... so honestly this one I know is an issue for a lot of people. Auras of Wisdom and Courage used to be the "standard" for pretty much every OP, and now both are gone, replaced with the less useful auras. It's a loss in DPS for the class and a loss in suitability without the reduced cooldowns. On the other hand, I can see why it was done as Aura of Courage/Wisdom were potent buffs that made the OP more attractive as a tank than the GF ... and it fits in with Cryptic's attempt to remove many of the buffs that led to the out of control damage we have in Mod 15.
Finished getting to level 80 tonight and completed the Undermountain. I have to say this was not a good experience. Enemies at 79 were doing some intense damage. I played as my tank build and I had to run away a few times due to running out of stamina to guard with because of their attacks. I had to use my artifact to kill most of the enemies along the way and also at the last dungeon because my attacks were doing so little damage and they were doing so much damage. I got one shot by the first boss in the last dungeon. My item level went from 15.9k to 18.7k after everything was said and done, but I didn't feel I was getting any stronger whatsoever.
Overall I don't recommend anyone doing Undermountain with a paladin by themselves. At least, not in the state preview is in. Divinity is slow to recharge, weak at-will and encounter powers (healing included), enemies doing so much damage your stamina disappears in seconds. The whole thing was exhausting...
The third set has us choosing between Enhanced Radiant Charge and Bound to the Land. If I have all the threat like I'm supposed to and use Radiant Charge (this is the one I choose), I take all the mobs with me. This is the equivalent of the CW push that most of us hate so much. My party was not amused. Bound to the Land is a non-starter, 25% movement decrease? Paladins have enough trouble keeping up with their party in a dungeon. I could always make up for it with Dark enchantments...oh wait guess not. Yeah not picking that feat. Nice graphics on the Radiant Charge daily though.Not feeling the love here.
Bound to the Land does not reduces your movement speed permanently. It only reduces while you are under effect of Binding Oath.
I haven’t levelled to 80 yet, but I did a quick vid showing what I’m playing with and how it works at 70 soloing in eToS.
Solo, with care, I can get to the final boss. Later 3 of us cleared the dungeon with no healer. (No vid of that.)
I’m pretty happy with things at level 70 in terms of play, things are very straightforward in the Undermountain zones so far. That said I’m building a list of specific feedback, this is just so people can see that things do work still, even if they do work very differently to current Live. I’m also very much ok with the challenge of play increasing significantly, the current game on Live is, frankly, boring.
Comments
There are many swords in the game that Paladins may equip and/or use for transmutes (making the mace look like that sword).
Maces may be most common, but they are not the only things that a Paladin can use, and even if what you think is the best paladin weapon in the game is a mace, you can still make it look like a number of different swords if you choose.
Re: This thread, I look forward to trying out a Paladin when I log on.
It's currently my main, so some of the talk is making me a little nervous, but I will try both roles and see how things work out.
Thanks for the replies, @Asterdahl.
(2) CN harder than it should be, close to death in 1 hit at the beginning outside the castle. Shores of Tuen's easy in comparison. (3 man cell, two 12k+ tank paladin, one 11.5~12k healer cleric)
(3) May or may not be a bug but...... skills that has no ongoing VFX or some sort of indicator that it's active/ongoing/timed out:
Shield of Faith (daily) indicator: had revolving shields
Absolution (encounter) indicator: had blue HP bar
Binding Oath (encounter) indicator: had blue HP bar
Sacred Weapon (encounter) never had an indicator but would be nice if it did.
mm, have not noticed the yellow glow
Kampf (Allein)] Borstenspinne fügt Charakter mit „Giftspucken“ 922286 (1105829)
in conversation it means:
Fight (Alone) ..???spider deals damge to character with "gift spiding" 922286 Damage
what does it mean for us Paladins? that was an entire mni mob who kills me^^
If i look at my skills theyre also gone - we palas need a retoken cause ko/ca were in the past.
Mabe as a pala i can do some tests for you if you want.
Greets, ObelX
[Combat (Self)] Green Dragonfang deals 4579695 (6641448) Poison Damage to you with Aimed Shot.
[Error] You have fallen in battle!
I would really appreciate developer feedback because I really don't like testing these horrible changes and trying really hard to do it
[Combat (Self)] Critical Hit! Green Dragonfang deals 4527742 (6475473) Poison Damage to you with Aimed Shot.
really hope my HR's Aimed Shot does the same
Assassin Drake
[Combat (Self)] Assassin Drake deals 377864 (485691) Acid Damage to you with Spit.
much less deadlier :P
And now the ultimate boss
[Combat (Self)] Garakas deals 1184566 (1596368) Fire Damage to you with Fire Aura.
[Combat (Other)] Garakas deals 8867087 (11377323) Fire Damage to Your Hard as a Rock with Dancing Flames.
[Combat (Self)] Your Aureal Armament absorbs 19576 damage from Garakas's Fire Aura.
[Combat (Self)] Your Aureal Armament absorbs 24195 damage from Garakas's Fire Aura.
[Combat (Self)] Your Aureal Armament absorbs 24195 damage from Garakas's Fire Aura.
[Combat (Self)] Your Block absorbs 162016 damage from Garakas's Fire Aura.
[Combat (Self)] Garakas deals 1184566 (1596368) Fire Damage to you with Fire Aura.
and yes an 8-digit number by Garakas
[Combat (Self)] Garakas deals 8333031 (11021929) Fire Damage to you with Dancing Flames.
gets better
[Combat (Self)] Garakas deals 14517295 (19999176) Fire Damage to you with Fire Breath.
now Lair of lostmauth the Red Iron Golem owns Garakas
[Combat (Self)] Red Iron Golem deals 21734102 (30201060) Physical Damage to you with Slash.
[Combat (Self)] Your Block absorbs 232597 damage from Red Iron Golem's Dazing Fist.
[Combat (Self)] Red Iron Golem deals 7298062 (10067020) Physical Damage to you with Dazing Fist.
Are these numbers normal?
if yes have no words
if not what have you tested exactly?
now beside combat log at will powers needs to go waaaaaaaaaaaaaaaaaaaay up otherwise no reason to even have them for 1000-2000 damage.
Secondly op needs more aoe damage instead of the burning light joke, added control effects to the powers cause i am not gonna form a party for dailies neither gonna wait for smite to reload
Enemy damage and player damage are not balanced in such a way that this is really an indication of anything. Your at-wills hit very fast, and are generally balanced to be lower than before, with encounters seeing an increase and dailies seeing a significant increase.
Were you having trouble surviving at all?
goodday asterdahl:
as off today i am verry sorry to say that you all realy messed up the whole game for any class to be fair.
on my rogue (TR) i used to be able to solo atleast some parts of dungeons as well as on my pally just for the fun of it now i cant even kill 1 god dam mob as they hit me for over 400k with eaz in a dung.
my pally has all the gear for tanking but cant seem to even tank 4 mobs at 1 time as they hit like trucks that run you over ( dmg 50 to 200k as tank spec)
as for the temp wrath you should have never removed the temp hp on a pally there is NO divinety regen in encounters to make tanking feel like you can realy TANK something as you do 1 temp wrath or 2 smite's and it is all gone and takes for ever to get some back.
at will powers feel like they dont even have ANY power in them i was hitting 600 on a 43k power pally tank on a mob lvl 70 in the quest protecting the portal i died bouth 7 times in tehre as the big golem hit me with shield up over 1 mill.
daily power was like boom 60k max hit and then you get BOOM byebye pally.
i realy hope all you defs will totaly reconsider even building this kind of tanking pally.
as for the feats they dont work and you cant slot in the powers to activate the feats or its just bugged completly.
you cant see any % of your power stats as like amound of dmg you deal crit change dmg reduction deflect or any of those ...realy what were you thinking back then , have you even tryd to tank CR in this build??
i realy hope you will bring justice to the players and have a realy big reward ready for all players that are still here when mod 16 go's live .
greets and respect to all.
Ill be brief and to the point with all my feedback being a direct respond to the current PREVIEW build:
1) Auras /passives/ - all current preview Paladin passives with the exception of Composure and Divine Justice/solo/ are useless. This new game change was supposed to get rid of old, useless abilities and make things more streamlined. So why do we have so many useless Auras? Bring back Aura of Courage and remove the rest leaving only AoC and Composure. Having more auras doesnt mean choices and build diversity if those Auras are not good
2) At wills - Having Shielding Strike as a max lvl at will is a not appealing but I can live with it. Removing the buff from Radiant Strike is stupid. I get it, you want the paladin to be ONLY tank but come on, 5 % buff to damage and arm pen is not so much when the current Paladin mechanic Oath of Protection reduces our damage by a massive 30% !
3) Encounters - Burning light - omg, you broke this one. A long cast for a single low dps burst and short stun = useless.
Sacred Weapon - seems to be doing nothing right now. Divine Touch = good aoe heal. Smite - the only one good dmg power we have. Bane = a weird aoe damage ability, OK i guess. Templar's Wrath = weak aoe damage and threat. Vow of E = super weak aoe damage and threat.. Is there a pattern here? So far we listed 3 enounters that do the same thing only some do it better than others, meaning we have less enounters overall but we still have useless ones = less choice. Absolution - useless on live, useless on preview /delete it and give us Circle of Power / . Binding Oath - super low damage return on attack = useless. Relentless Avenger - no knockback anymore, low damage and ultimately useless now that Smite is ranged..
4) Divinity - Ah, the new recourse, making us look and sound/same sound efffect on Divine Touch as the cleric heals come on!/ even more like a DC. Well this new recourse has one major problem - its recharge us way too slow. Thats it.
Hmm, lets recap, At wills , encounters and Auras are all extremely nerfed! No more temp HP! The paladins on Live right now tank thanks to temp HP, you guys better replace that with some really potent tank skills or be prepared for the rage.
Im willing to kick back, relax and take all I see on Preview as a work in progress. I expect changes to this build, how drastic only time will tell but guys, come on, dont castrate our class.
Thats all for now
Merrily, merrily, merrily, merrily, Life is but a dream.
Took my pally out to Chult to do some solo'ing. Now this is content where you get mobbed and hit pretty hard. I was still surviving but at points my health was down to 30%, and that is with a healer companion. Typically I run with a striker to help me add some DPS and combat advantage because the OP is so weak. So now not only am I on the verge of dying but combat is dragged out even longer for a class that it was already painfully slow to solo with.
Part of protection is being able to eliminate foes who are doing damage. Does not matter if they are at 100% health or 1%, they hit you with the same amount of damage till you kill them.
And as others have mentioned, I can't generate divinity to keep anything going. I get a hit or two in with smite because its about the only thing a pally has to damage with. And then I cannot erect the Divine Pallisade to fight behind. Unlike the old GF, when I block with shift, I am not hitting anything. And because mobs are all hitting at different times, when my shield is down I get hit.
Changes to the powers...
Templar's Wrath got nerfs with no temp HP. You added threat... which does ZERO for me in Solo which is 95% of my play time.
Relentless Avenger got MEGA nerfed by removing mob damage and knock back which stunned, and AP refill which allow more use of Divine Judgement. For a pally, the daily is simply how it is able to dish out any damage in solo and makes it playable, not overpowered. And being able to knock mobs back gives us breathing room to setup our encounter powers. And the healer does not even get access to this to help out the party and clear mobs
The tank path has no access to Circle of Power with previously adding protection and increased damage for the pally and party. In fact the healer gets it and it boost Divinity recharge which, again, the tank does not have access to
Absolution - I mean at this point I think you guys are just HAMSTER with us. You took a power that could perma-temp add 50% HPs not only on ourselves but if we took the time and effort, allow us to add this to our party and companions. Now it adds 20% resist... for 8 sec... only on me?????? I mean talk about MEGA NERF! Your timing for clicking on it and it actually being useful would almost need to be perfect every single time... which is not much with the recharge nerf
Bane - now you've changed this as some sorta area target damage thing???? I'm freaking tanking over here! Just lowering my shield piles damage on me, I've not no time to be targeting stuff. Who asked for ranged powers? You know what a pally range power was, Relentless Avenger to get my a%$ in melee. And for a healer pally, bane was used for allies to buff them while dealing out healing to make a heal pally more useful. Now its some sorta crappy Templar's Wrath?
And just to cap this off, putting some of the pally's encounter powers behind divinity is garbage. I am just watching a tool icon never come back on during combat. Its like just removing an encounter power from my choices.
Changes to class features...
Another MEGA NERF is taking away Aura of Wisdom. It was super useful for you and your party. Its not just about DPS, its about diversity of actions during combat instead of *at-will*, *at-will*, *at-will*, *at-will*, *at-will*, block, *at-will*
I can't see anyone who is running a Pally not taking Composure, you might as will just make it a built in item. Divinity recharge is so pathetic and weak even with this active. Is it actually working? So basically the pally only really has one feature slot to fill. You may disagree with that statement... you would be wrong.
Changes to feats...
8 out of 10 of these are directly tied to a power that you may or may not even want to use or an effect that you may or may not care about. This is god alwfully restrictive
Pallys are slow. Only the GF was just as slow but they had Into the Fray. To counter this we had Swift Flash and Radiant Champion now both gone. I mean we are suppose to hit the boss first to argo!!!! We are going to be left behind!
I really don't care that Aura Gifts (sharing power) has been removed but that is a HUGE!!!!! change in the gear and enchants and companions and mounts and bonus sets, etc and so on that OP builds worked around. I cannot understate how you are completely TRASHING just about every piece of gear an OP worked on.
Changes to mechanics...
I have posted this before, making a shield part of our HP makes no logical freak'ing sense! Are slabs of our fat hanging on them or something? In the real world a shied either blocks or it doesn't. If any HP was involved it would be for the integrity of the physical shield itself and at 0 it would be destroyed and need to be replaced. And don't suggest that magic has something to do with it, that is just a BS answer.
Divine Pallisade, if you actually have any divinity to raise it, creates some stationary cone shield... for reasons. I mean you have bosses jumping everywhere, red areas appearing all over the place, as a tank you are tying to stay in the face of the boss so your DPS class can move to the side or back, etc. Players and foes are moving EVERYWHERE! And just standing behind a static shield IS BORING!!!! I mean its like fighting the Civil War where you stand there and shoot one another in a line. That is not how combat works. This power is almost useless. And who am I protecting behind it? My DPS should be on the other side of the foe. I have no idea where my ranged classes are, I assume they are kiting and are in no way stationary
I will post my general feedback in that thread but for the pally, I have taken the time to go through and detail everything I can think of. One of the things I think you are missing is WHY a player plays a certain class. An OP is not flashy, they are not fast, they are not mopping up the floor with foes, etc. They are slow moving tanks. My daughter is a perfect example of why someone plays a OP... she plow through and not stress about her HP even if it takes her 2x as long. That is just an individual play style. GWF are attracted to that class for mostly different reasons. My 23 yo daughter stood behind me and watched me play my pally on preview which is what she plays and she simply said "I'm not coming back to play that mess of a class".
As to the feel of soloing as my Justicar Paladin, the fights themselves were quite easy but long due to the 30% damage reduction and it was hard to wrap my head around the new playstyle - a far cry from a HP bar that never moves due to two temporary sources of hits (adding in a heal (Divine Touch) and actually using potions helped).
I will say it gets boring on boss fights - you use up all your Divinity and then you're just sitting there with your shield up waiting to be hit a lot of the time - it just isn't engaging gameplay for me. Feels like there needs to be a little more Divinity recharge from the shield being hit.
http://zap-robo.net/
All healer can do is spam bane and smite while grinding...? Burning light nerfed to oblivion, at-wills tickle mobs.
Then you run out of divinity to use bane and smite.... so then what do you do? How are you supposed to grind with this?
I originally complained about the lack of options devotion had to make use of, now there's even less to use.... Soloing content used to be just fine and now it's just frustrating. This is unreal.
[13:08] [Combat (Self)] Glabrezu deals 337560 (348000) Physical Damage to you with Pincer.
DEF ~26k
HP dramatically scaled down from 250k(72) to 160k
If that's it, I juste leave the game...
What have you done to "Templar's wrath".... it's just the worse thing you could have done to this role.
The not so good, the companion page is confusing and I'm very unhappy that we will not be able to use anything but companion gear. Limiting our choices seems like the theme of Mod 16.
Now the bad, I agree with all the posts that said the same thing I'm thinking, it appears that we are being funneled into a very narrow set of choices. Especially on power choices.
On the Tank Build, the first feat choice at lvl 40 has Paladins choosing between Sacred Shield which does absolutely no good until we get Shielding Strike at 72 and Valorous Strike which gives us 5% crit. Really? I thought this was a Tank build? So essentially my only choice is an offensive feat when I'm supposed to be a tank. Please rethink this.
Three out of the remaining four feat choices all rely on specific power choices in order to gain any benefit from the feat.
The third set has us choosing between Enhanced Radiant Charge and Bound to the Land. If I have all the threat like I'm supposed to and use Radiant Charge (this is the one I choose), I take all the mobs with me. This is the equivalent of the CW push that most of us hate so much. My party was not amused. Bound to the Land is a non-starter, 25% movement decrease? Paladins have enough trouble keeping up with their party in a dungeon. I could always make up for it with Dark enchantments...oh wait guess not. Yeah not picking that feat. Nice graphics on the Radiant Charge daily though.
One of the first things I read about this Mod was how much the Devs loved the versatility of the Paladin. Apparently not enough to let us keep it. Not feeling the love here.
Asterdhal but still RAS NSI is one shooting everyone on tanking pally i were hited for about 85 kk dmg sorry but nobody would stand it,
Healadin buahahahah for ... sake 1k heals from cure wounds, 21k max from encounters, You are guys really close to make this class unplayable, lack of dmg zero buffs, class made like from paper, and as a tank GF can still do something else with raised shield but op its just standing and nothing else....
Some powers are passable but without divinity you can't do anything and Channel Divinity doesn't do anything.
I like the new "oh HAMSTER I pressed tab by mistake now i'm out of divinity" tab skill of the justicar.
All class features are pathetic.
The best feats are mediocre while some other are really laughable.
The one that makes you charge with Radiant Charge is an all-star
Isn't it funny that you can unlock at level 40 a feat that affects an at-will you'll get at level 72
I'm trying really hard to remain constructive but you guys will have a lot of work to do on this class before release because right now it's a disaster.
I guess the issue I have with it is, having enemies run through the shield... and it being a rooted direction-restricted shield..
Was just thinking it'd be interesting/less of a delicate process if......
a) Divine barrier (TAB) comes with physical collision against enemies, but not players.
Might add more flavour if this was a toggle option with or without a condition
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and/or
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b) Divine barrier shield is aligned and bound to user's view facing / camera, moves with player...
Also might add flavour/play-style if it was a toggle option as either a bound-to-user mobile shield or stationary shield..
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(a) i) Stationary Divine barrier shield with physical collision against enemies, except players; but doesn't last as long as absorption shield where there's no physical collision OR the number of enemies it'll collide with decreases over time OR limited number of collisions allowed and it stops
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(b) i) Bound-to-user mobile shield with no physical collision = less of a delicate & rigid process
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(a+b) i) Bound shield with physical collision against enemies that moves with user; could be used as a bulldozer? Push enemies but depletes shield in terms of duration or size maybe? Could be used as the party approaches a narrow opening to the next area with enemies near the opening.. or within a tunnel-like space..
(a+b) ii) Bound shield to user's view facing / camera with physical collision against enemies... could be used to cage-in the party from enemies using 2 tanks fighters/paladins? and move in that manner, front paladin/fighter.. rear paladin/fighter walking backwards with guard up... against poison gas or enemies within a foggy environment
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Seems like it'd be fun to have some wiggle room for potentially strategic customisation here
When I put my shield up at omu map at the spiders trying to check how the guarding system works , i am one shot easily rather than when i am not putting my shield up and i am using absloution 20% less damage with 30k defense
here is the thing with guard mechanic it is absorbing properly at first couple hits while i am holding my shield up however there is sudden spike at damage recieved and guard meter is at half and instantly dead
[Combat (Self)] Your Block absorbs 1139 damage from Jungle Tarantula's Poisonous Fangs.
[Combat (Self)] Your Block absorbs 1103 damage from Jungle Tarantula's Poisonous Fangs.
[Combat (Self)] Your Block absorbs 1148 damage from Jungle Tarantula's Poisonous Fangs.
[Combat (Self)] Your Block absorbs 1136 damage from Jungle Tarantula's Poisonous Fangs.
[Combat (Self)] Jungle Tarantula gives 0 (1441) Physical Damage to you with Poisonous Fangs.
[Combat (Self)] Jungle Tarantula gives 0 (1397) Physical Damage to you with Poisonous Fangs.
[Combat (Self)] Jungle Tarantula gives 0 (1453) Physical Damage to you with Poisonous Fangs.
[Combat (Self)] Jungle Tarantula gives 0 (1438) Physical Damage to you with Poisonous Fangs.
[Combat (Self)] Your Block absorbs 233105 damage from Jungle Tarantula's Poisonous Fangs.
also divinity mechanics is not good it fills super slow at combat
all other pallies are also complaining that feats are lacking
I know there is change and we need to balance between putting our guard up and attacking but it is not working and getting one shotted at level 70 content
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Overall I don't recommend anyone doing Undermountain with a paladin by themselves. At least, not in the state preview is in. Divinity is slow to recharge, weak at-will and encounter powers (healing included), enemies doing so much damage your stamina disappears in seconds. The whole thing was exhausting...
Solo, with care, I can get to the final boss. Later 3 of us cleared the dungeon with no healer. (No vid of that.)
I’m pretty happy with things at level 70 in terms of play, things are very straightforward in the Undermountain zones so far. That said I’m building a list of specific feedback, this is just so people can see that things do work still, even if they do work very differently to current Live. I’m also very much ok with the challenge of play increasing significantly, the current game on Live is, frankly, boring.
https://youtu.be/UehuIIETbO8
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.