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Paladin Rework/ Buff

xenon#0894 xenon Member Posts: 4 Arc User
The paladin is one of the most played classes newer players choose when choosing a tank. Many people unfortunately however end up abandoning their paladin or swapping to fighter once get close to end game due to the difficulty and difference in effective powers that paladins have. Rebalancing the paladin to become equal to the fighter and more attractive to players isn't too difficult to do depending on the route chosen.

The first route to rebalancing the paladin is simply to buff it.
One way to buff it without making it over powered is the following:

Magnitude of Oath Strike changed from 25 -> 40
Magnitude of Shielding Strike from 60 -> 80
Sacred Weapon's Cooldown reduced by 6 seconds (effectively making it approximately a 40% uptime), magnitude increased to 60(from 52)
Magnitude of Templar's Wrath changed from 400 -> 500, divinity cost decreased to 250 (from 300)
Vow of Enmity Cooldown decreased by 3 seconds (effectively increasing aggro retention), magnitude decreased to 100 (from 130)
Divine Protector now reduces damage by 30% for 12 seconds (from 6 seconds)

The second route is to rework the paladin, which causes the playstyle to change. Choosing one of these reworks would make the the paladin on par in terms of team usefulness and tankiness with the fighter.
Rework version 1:

Templar's wrath now also decreases the enemy's combat advantage by 4% for 10 seconds, max stacks 2, divinity cost decreased to 250.
Vow of Enmity now also replenishes divinity by 150.
Increase Aura of Valor to 10%.

Scrap the divine champion mechanic and make divine palisade a hold feature (similar to fighter). If you get hit while in Divine Palisade and release within 3 seconds it reflects 50% of the damage taken up to 20% of your hp and reduces the damage the enemy deals by 5% for 10 seconds. This can only happen once every 30 seconds.

Rework Version 2:

Templar's wrath now also decreases the enemy's combat advantage by 4% for 10 seconds, max stacks 2, divinity cost decreased to 250.
Binding Oath now also increases your deflect and deflect severity by 5% for 12 seconds
Aura of Vengeance now also increases your divinity by 5 whenever you or nearby party members take damage, magnitude increased to 20 with increased threat.
Burning Vengeance feat now also has an increased threat on Burning Light.
Baneful Strikes now also increases the magnitude of the free Bane to 1500.

Scrap the divine champion mechanic and make divine palisade a hold feature (similar to fighter). If you get hit while in Divine Palisade and release within 3 seconds it reflects 50% of the damage taken up to 20% of your hp and reduces the damage the enemy deals by 5% for 10 seconds. This can only happen once every 30 seconds.

Rework Version 3:

Magnitude of Templar's Wrath changed from 400 -> 500, divinity cost decreased to 250 (from 300)
Remove Composure and Aura of Valor, turning them into God's Grace (You regenerate divinity 10% faster, and Increases threat generated by 5%)
Remove Aura of Protection and Aura of Wrath, turning them into Holy Aura (You and allies within 30' take 2.5% less damage and deal 2.5% increased damage, and heal 2.5% more), doubled to 5% when holding Divine Palisade.
Remove Divine Retribution and Aura of Vengeance, turning them into Aura of Vindication (Whenever you or an ally take damage you deal 25 magnitude damage with an increased threat, in addition, the person who took damage is given a 100 magnitude heal)

Scrap the divine champion mechanic and make divine palisade a hold feature (similar to fighter). If you get hit while in Divine Palisade and release within 3 seconds it reflects 50% of the damage taken up to 20% of your hp and reduces the damage the enemy deals by 5% for 10 seconds. This can only happen once every 30 seconds. Can name the debuff "Will of the Gods"







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    xenon#0894 xenon Member Posts: 4 Arc User
    edited August 2023
    I've also made a rework that is based off 5e if you are worried about wizards of the coast, and it's just a changing of the feats, atwills, and the way palisade works.

    First off atwill changes

    Radiant Slam- Lunge at the target enemy dealing radiant damage to the target and nearby enemies. Magnitude: 25
    Added Effect: It has a 10% chance to stun enemies hit by it
    Added Effect: Increased Threat
    Oath Strike: Magnitude increased from 25 -> 50
    Shielding Strike: Magnitude increased from 60 -> 100

    Encounter Power Changes

    Vow of enmity no longer has as delay after it is casted (before it took like 2/3 seconds after being casted to actually take effect leading to aggro issues)

    Mechanic Changes

    Remove Divine Champion and make divine palisade a hold instead of a toggle.

    Class Feature Changes

    Remove Divine Challenger

    Feat changes

    1st set of feats
    Sacred Shield- All powers now generate increased threat, and increase stamina regen for 10 seconds. It's cooldown is reduced to 20 seconds.
    Remove Divine Reciprocation and replace with Blessed Warrior.

    Blessed Warrior- 20% Chance on encounter power use to restore 10% stamina and Divinity.

    2nd set of feats- Remove baneful strikes and burning vengeance and make them innate (your at-wills have a 5% chance to give you a free bane) (burning light is now 800 magnitude and doesn't increase magnitude with charge.) Two new feats called Destruction Wave and Blinding Smite

    Destruction Wave

    Templar's Wrath now becomes Destruction Wave

    Destruction Wave - Deal Radiant damage to the enemy target, destroying their defenses in the process. Magnitude 750, 300 divinity required.
    Added Effect: Increased Threat.
    Added Effect: Increased the Damage the enemy takes by 10% for 10 seconds. Max Stacks 1.

    Blinding Smite
    You smite is now enhanced making it more efficient and blinding to your opponents.
    Blinding Smite - Deal Radiant damage to the enemy target, blinding them with your smite. Magnitude 800 , 200 divinity required.
    Added Effect: You are now placed at the top of the damage board. Decreases the damage the enemy deals by 5% for 10 seconds. Max Stacks 2.

    3rd set of feats

    Keep the same just increase the amount of divinity regained slightly.

    4th set of feats

    Keep the same

    5th set of feats

    Remove both and make unyielding champion innate. New Feats are Death Ward and Angelic Presence.

    Death Ward-

    When your Divinity becomes less than 200, you gain 500 divinity and take 20% less damage for 15 seconds. Cooldown of 180 seconds.

    Angelic Presence -

    When your Divinity becomes less than 200, you gain 500 Divinity and summon an angel to fight by your side (not a literal angel just a buff) . Cooldown of 180 seconds

    Angelic Presence. You and allies nearby gain a 5% bonus based on their role for 20 seconds, and a 200 magnitude heal over time for 20 seconds (200 magnitude heal per second for 20 seconds).

    DPS: 5% outgoing Damage
    Tanks: -5% Incoming Damage
    Healers: 5% Outgoing Healing



    Post edited by xenon#0894 on
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    gweddeoran#4924 gweddeoran Member Posts: 90 Arc User
    I like these 5e changes, it makes both feat options meaningful and isn't a copy of fighter feats. The team support and small healing seems in line with the overall idea of a Paladin too.
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