Today we are excited to unveil some more details about our next class, the Oathbound Paladin. Oathbound Paladins can become either tanks or healers using their Paragon Paths, which allow them to take either an Oath of Protection or an Oath of Devotion. These paths confer unique passives in addition to their own powers, as well as modifying all encounter powers the Paladin has.
Today we are excited to unveil some more details about our next class, the Oathbound Paladin. Oathbound Paladins can become either tanks or healers using their Paragon Paths, which allow them to take either an Oath of Protection or an Oath of Devotion. These paths confer unique passives in addition to their own powers, as well as modifying all encounter powers the Paladin has.
I'm excited for the Paladin, though I was hoping for the Druid to be the next class added to the game.
I'm less excited for the way the Paladin looks - it's pretty much a GF. Please put effort into developing this game.
I hate dancing with Lady Luck. She always steps on my toes.
So, the OP is stuck with a board after all...HAMSTER
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
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doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited January 2015
Paladins have always been a mix bag, in the pen and paper game Paladins were difficult to have in a group because frankly most people play with questionable moral value at best and the strictly Lawful Good (at least until other types of Paladins was released in a dragon magazine) made that type of character difficult to work well with in a group. That cannot translate into an MMO so to some respect I was kinda interested to see the Paladin come into the game, the problem is a Paladin is effectively a Tank and a off healer ... however the implementation seems to make the class pretty much a tank or a healer and its good at both where as a straight up GF should be THE BEST in protecting the party the Paladin is just an alternative with a little added benefit in his buff auras that were also a part of the pen and paper game.
I disagree with making the Paladin effectively a replacement class.
Here is how MOD 6 is starting to look:
Level cap is now 70 so basically you are starting over as of level 61 you are now essentially a first level toon need to work up new gear to be as competitive or strong as you were. I don't take so much an issue with this as it will make the game challenging to play in current level 60 gear until we get to farm out the higher end gear (whatever that maybe).
With the introduction of the Paladin, it seems that it is possible that we will see it kill two classes, the GF and the DC as a Paladin can do both depending on spec. So basically why bother with having other classes when we basically have 1 go to class, the only difference is one Paladin is a fighter the other is a cleric but when it comes down to it they are BOTH Paladins. Class diversity is working its way out the window which is probably good for PVP since if the only class to play is a paladin healer or paladin tank then PVP will be more balanced since there is only 1 class played in different roles.
I have not seen any game play using the Paladin so this is all just my opinion of speculation on how players will treat this and judging by what I Have seen so far in this game it is very likely this is what will happen unless some dedicated players continue to play. I for one am not so sure about continuing to play a GF I have leveled to 60, his value continuing to level 70 maybe worthless as new Paladins obtain level 60-70 depending on how many people take the quickest leveling approaches possible.
Another issue I have is the picture of the Paladin that I have seen is suing a shield and has a mace. The quintessential Paladin has always used a Long Sword and a Shield. Paladins always have strove to obtain the most powerful weapon that can be granted to them and that is the almighty Holy Avenger Long sword that would further enhance their abilities. Has this archetype been replaced with a mace wielding Paladin just for the sake of making some vague attempt at differentiating it from the current GF?
I will take the opinion that we really need to see some more unique classes come into play, Monks are a good start for this, Psionicists would be pretty interesting and Bards would all be interesting flavor adding classes that won't necessarily terminate older classes. SW did not remove the use of CW as it didn't really have any control ability but dealt or could deal high amounts of damage but wasn't something that would retire an existing class.
My fear is this new class will actually retire one maybe even two older classes.
Paladins generate Divine Call energy passively, as well as when they use their Encounter Powers. They may store up to 3 charges of energy at any given time and they may press Tab to call in Divine power to drastically sway the battle
So Paladin uses an improved form of "Divinity" which regens.
Absolution: The Paladin puts a powerful absorption shield on himself or target ally. This shield lasts until it breaks. The Paladin may have this shield on himself and one other ally at any given time.
Appear to be similar to how Exaltation used to work. Considering how useless Exaltation currently is at the moment.
Binding Oath: All targets near the Paladin are forced to attack him for 2 seconds. During this time he absorbs all damage against him. When this effect expires he takes 50% of that damage and deals 50% of it to all foes in an AoE. Players affected by this power deal 75% less damage to targets who are not the Paladin.
Holy Cow! Does this work in PvP? Or only AI? 75% damage reduction is very "potent" to say the least. Add on to that 50% of damage as AoE damage is erhem... OP. Is this a Daily?
So the pally has an at-will heal, and will be able to use "...their encounter powers to react to different situations that may arise." What then, becomes the roll of the DC? If the pally can be primary healer, why take a DC that has to use encounters to heal, when you could take a pally and have healing + situational encounter use? It seems my DC is going to become a weak dps and/or over healing vs. a pally that can heal and do whatever.
The new mod will surely remove the usability of the High Prophet set, so then, what really can my DC offer a party that the new paladin class can't? Over healing?
It seems like there is no logical way to balance here. Either a heal spec Paladin can primary heal, or (s)he can't. If (s)he can, DCs have no use.
It would seem to me that Paladins should not be allowed to primary heal, only backup heal and buff/control/whatever, or the DC class needs to be completely re-factored. Again.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
So the pally has an at-will heal, and will be able to use "...their encounter powers to react to different situations that may arise." What then, becomes the roll of the DC? If the pally can be primary healer, why take a DC that has to use encounters to heal, when you could take a pally and have healing + situational encounter use? It seems my DC is going to become a weak dps and/or over healing vs. a pally that can heal and do whatever.
The new mod will surely remove the usability of the High Prophet set, so then, what really can my DC offer a party that the new paladin class can't? Over healing?
It seems like there is no logical way to balance here. Either a heal spec Paladin can primary heal, or (s)he can't. If (s)he can, DCs have no use.
It would seem to me that Paladins should not be allowed to primary heal, only backup heal and buff/control/whatever, or the DC class needs to be completely re-factored. Again.
They said quite clearly that they are a support role. Even from what little we've seen, I see nothing that will out-heal a properly healing specced cleric. As well, having a OP in the party with a Cleric, will make that cleric even better at healing. As it should be.
They said quite clearly that they are a support role. Even from what little we've seen, I see nothing that will out-heal a properly healing specced cleric. As it should be.
The also stated that each path can fufill the roll as a dedicated healer and tank how this class dose this atm is still up in the air.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
The also stated that each path can fufill the roll as a dedicated healer and tank how this class dose this atm is still up in the air.
You misinterpreted that. If they are healing specced, they will be treated as a DC in queues and if a tanking paragon, they will be treated as a GF in the queues. This was stated as the Queue mechanic for getting them into a party.
Paladins in the original D & D were described as "warrior monks," modeled after Templars. From what I read here they could take on the role of either a tank or healer; not both at the same time. I'm looking forward to the class but am guessing the guardian fighter class might need some love once the paladin arrives on the scene. Not sure there will be enough of a distinction to make the GF appealing.
You misinterpreted that. If they are healing specced, they will be treated as a DC in queues and if a tanking paragon, they will be treated as a GF in the queues. This was stated as the Queue mechanic for getting them into a party.
AHH i see now
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
The major potential problem I see is they can do something clerics cannot which is rez people. Then people will be inviting only paladins and leaving clerics out.
Otherwise, it looks like a very fun class to play. I'll be rolling one!
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited February 2015
So I just got off the preview server, after trying out the OP for a bit. It seems an interesting class, but there are some mechanics/elements of the class that either need more polish, or just don't quite seem to work fluidly:
1. There is no block meter - I realize it's not their main schtick, but it would greatly help in gauging how much time you have left than the rather small generic stamina meter.
2. It seems OPs can use *some* GFs gear, but not other pieces - for instance, I copied over some GF weapons, and my OP could use them, but he couldn't use the GF weapons from the regular weapon vendor in the market area. He could use the armor, though. EDIT: I should note that what I copied over to the test server was a set of GF transmutes, which may explain why my OP was able to use them.
3. The decision to have powers function differently based upon what paragon path you choose is an interesting one, but it feels like this can potentially punish a wrong decision, since there's a lot at stake now, aside from the typical 1 at-will, 1 daily, 1 encounter, and 2 class abilities that normally come with a paragon path pick.
4. The lack of an OPs ability to attack while blocking definitely gives GFs an edge. The fact that said block also benefits all allies in a small radius, however, (especially if it also conveys status protection), more than compensates for that.
5. The class ability, while interesting, similarly suffers from paragon-specific functions, which one is locked out from if they choose a different path.
In general, this class will be very interesting to play, but I am concerned that the degree of paragon-path-reliance that so many powers have will hamper my enjoyment of it somewhat.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
So, umm how was the damage? I still suspect that Paladin is going to be tuned to be fairly lackluster in the DPS department.
Confirmation of this might help to put the GFs and DCs at ease. After all, its hard to feel threatened if you can actually fight back. Rather then stand still, holy feather duster in hand, shouting at the mobs that "You nasty nasty things are banished, banished, banished! Or so help me, ill tickle you with this duster!"
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
So, umm how was the damage? I still suspect that Paladin is going to be tuned to be fairly lackluster in the DPS department.
Confirmation of this might help to put the GFs and DCs at ease. After all, its hard to feel threatened if you can actually fight back. Rather then stand still, holy feather duster in hand, shouting at the mobs that "You nasty nasty things are banished, banished, banished! Or so help me, ill tickle you with this duster!"
Well, when I copied over to test, I had a bunch of the XP tomes from post-60 advancement and an XP booster - those got me up to level 28. Unfortunately, the vendor in the market doesn't appear to be hooked up w/ the full range of OP equipment yet, so I was using under-leveled gear for my testing. Still, the powers were attractive, visually.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
2. It seems OPs can use *some* GFs gear, but not other pieces - for instance, I copied over some GF weapons, and my OP could use them, but he couldn't use the GF weapons from the regular weapon vendor in the market area. He could use the armor, though. EDIT: I should note that what I copied over to the test server was a set of GF transmutes, which may explain why my OP was able to use them.
Nosing around in Platesmithing, you can see that some items are currently class-specific and some can be worn by both.
Nosing around in Platesmithing, you can see that some items are currently class-specific and some can be worn by both.
I do have some chars with level 20 platesmithing - if I get the time, I'll copy one over and try and make some more appropriate gear. Thanks for the heads up.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Paladins in the original D & D were described as "warrior monks," modeled after Templars. From what I read here they could take on the role of either a tank or healer; not both at the same time.
And this game is supposed to use D&D 4e lore and rules....unfortunately it does not look as if they have done so in this case, as seems to be occurring more and more frequently.
"Two builds are presented in the Player's Handbook: the Avenging Paladin, based on Strength and offense, and the Protecting Paladin, based on Charisma and defense. Strength-based attack prayers are generally weapon-based and limited to melee range, while Charisma-based attack prayers include both melee weapon attacks and ranged implement-based attacks. Paladins also have the divine challenge class feature, which causes a targeted opponent to take damage when it makes an attack which doesn't include the paladin, as well as "marking" that opponent, which penalizes any attack roll the opponent makes against a target other than the marking character. In place of a bonded mount, they can have powers at later levels that allow them to teleport across the battle field to aid endangered allies. The paladin was initially the only class in 4th edition to have plate armor proficiency at first level. Since then, the Knight (a variant of the fighter, first presented in Heroes of the Fallen Lands) and two more paladin variants, the Cavalier (Heroes of the Forgotten Kingdoms) and the Blackguard (Heroes of Shadow), also have this ability. Paladins may also take special feats related to their deity with their Channel Divinity class feature."
IMO they have taken the wrong direction with the paladin, but whatever happens, I seriously hope that the paladin does not end up replacing the GF and/or DC.
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alphastrikeMember, Neverwinter Beta UsersPosts: 0Arc User
The major potential problem I see is they can do something clerics cannot which is rez people. Then people will be inviting only paladins and leaving clerics out.
Otherwise, it looks like a very fun class to play. I'll be rolling one!
I agree with this, DC should get a daily that allows them to rez people that are totally dead. I don't play a DC. I have been waiting for the Paladin class because I love to play Paladin's. Also I think Paladins should get a class feature called Mounted Combat "that can allow them to fight while mounted or don't get dismounted from damage from mobs."
I am gutted if I am honest, I don't recall in any previous D&D versions a paladin, Being a dedicated healer, This feels like a WoW cop-out paladin, I'll be sticking with DDO for now, As the paladins there have the right feel for the class.
I had hoped for a tank/damage build paladin for this game, In the mould of a GWF, So I have to agree with randomdiscord, I feel they've got the direction for the class utterly wrong, If they wanted to add another healing class, They should have added either the druid or favoured soul, NOT a paladin.
I also wish they'd drop the fixed weapon/armor mould they've gone with since launch, Being pigeonholed into a build is not fun.
One thing I want to see in this game is more in the way of weapon customization. I would be very unhappy if the Oathbound Paladin could only wield maces, as (in my opinion) the mace is not a very appealing weapon, though that is partially my own interesting opinion. I would like to be able to use different types of weapons, like shortbows for rangers, instead of just longbows. I also want to see the Druid as the next class.
I like trinity based games and I hope Cryptic will make 1 tank and 1 healer to be required in epic dungeons. Seeing that paladins could be either tank or healer, as well as changes to lifesteal and regeneration I...well, really hope they'll do so.
Comments
I'm less excited for the way the Paladin looks - it's pretty much a GF. Please put effort into developing this game.
Merrily, merrily, merrily, merrily, Life is but a dream.
I disagree with making the Paladin effectively a replacement class.
Here is how MOD 6 is starting to look:
Level cap is now 70 so basically you are starting over as of level 61 you are now essentially a first level toon need to work up new gear to be as competitive or strong as you were. I don't take so much an issue with this as it will make the game challenging to play in current level 60 gear until we get to farm out the higher end gear (whatever that maybe).
With the introduction of the Paladin, it seems that it is possible that we will see it kill two classes, the GF and the DC as a Paladin can do both depending on spec. So basically why bother with having other classes when we basically have 1 go to class, the only difference is one Paladin is a fighter the other is a cleric but when it comes down to it they are BOTH Paladins. Class diversity is working its way out the window which is probably good for PVP since if the only class to play is a paladin healer or paladin tank then PVP will be more balanced since there is only 1 class played in different roles.
I have not seen any game play using the Paladin so this is all just my opinion of speculation on how players will treat this and judging by what I Have seen so far in this game it is very likely this is what will happen unless some dedicated players continue to play. I for one am not so sure about continuing to play a GF I have leveled to 60, his value continuing to level 70 maybe worthless as new Paladins obtain level 60-70 depending on how many people take the quickest leveling approaches possible.
Another issue I have is the picture of the Paladin that I have seen is suing a shield and has a mace. The quintessential Paladin has always used a Long Sword and a Shield. Paladins always have strove to obtain the most powerful weapon that can be granted to them and that is the almighty Holy Avenger Long sword that would further enhance their abilities. Has this archetype been replaced with a mace wielding Paladin just for the sake of making some vague attempt at differentiating it from the current GF?
I will take the opinion that we really need to see some more unique classes come into play, Monks are a good start for this, Psionicists would be pretty interesting and Bards would all be interesting flavor adding classes that won't necessarily terminate older classes. SW did not remove the use of CW as it didn't really have any control ability but dealt or could deal high amounts of damage but wasn't something that would retire an existing class.
My fear is this new class will actually retire one maybe even two older classes.
So Paladin uses an improved form of "Divinity" which regens.
Appear to be similar to how Exaltation used to work. Considering how useless Exaltation currently is at the moment.
Holy Cow! Does this work in PvP? Or only AI? 75% damage reduction is very "potent" to say the least. Add on to that 50% of damage as AoE damage is erhem... OP. Is this a Daily?
The new mod will surely remove the usability of the High Prophet set, so then, what really can my DC offer a party that the new paladin class can't? Over healing?
It seems like there is no logical way to balance here. Either a heal spec Paladin can primary heal, or (s)he can't. If (s)he can, DCs have no use.
It would seem to me that Paladins should not be allowed to primary heal, only backup heal and buff/control/whatever, or the DC class needs to be completely re-factored. Again.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
The also stated that each path can fufill the roll as a dedicated healer and tank how this class dose this atm is still up in the air.
[SIGPIC][/SIGPIC]
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
AHH i see now
[SIGPIC][/SIGPIC]
Otherwise, it looks like a very fun class to play. I'll be rolling one!
nvm, found.
http://www.twitch.tv/perfectworld_community/c/6003266
Preview server is down for the weekend. But when it comes back up the Paladin will be there to play.
Its still down ? i cant login.
http://nw-forum.perfectworld.com/showthread.php?837211-Preview-offline-for-the-weekend
There's an official thread about the weekend downage/upage on the Preview Server forums there.
1. There is no block meter - I realize it's not their main schtick, but it would greatly help in gauging how much time you have left than the rather small generic stamina meter.
2. It seems OPs can use *some* GFs gear, but not other pieces - for instance, I copied over some GF weapons, and my OP could use them, but he couldn't use the GF weapons from the regular weapon vendor in the market area. He could use the armor, though. EDIT: I should note that what I copied over to the test server was a set of GF transmutes, which may explain why my OP was able to use them.
3. The decision to have powers function differently based upon what paragon path you choose is an interesting one, but it feels like this can potentially punish a wrong decision, since there's a lot at stake now, aside from the typical 1 at-will, 1 daily, 1 encounter, and 2 class abilities that normally come with a paragon path pick.
4. The lack of an OPs ability to attack while blocking definitely gives GFs an edge. The fact that said block also benefits all allies in a small radius, however, (especially if it also conveys status protection), more than compensates for that.
5. The class ability, while interesting, similarly suffers from paragon-specific functions, which one is locked out from if they choose a different path.
In general, this class will be very interesting to play, but I am concerned that the degree of paragon-path-reliance that so many powers have will hamper my enjoyment of it somewhat.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Confirmation of this might help to put the GFs and DCs at ease. After all, its hard to feel threatened if you can actually fight back. Rather then stand still, holy feather duster in hand, shouting at the mobs that "You nasty nasty things are banished, banished, banished! Or so help me, ill tickle you with this duster!"
Well, when I copied over to test, I had a bunch of the XP tomes from post-60 advancement and an XP booster - those got me up to level 28. Unfortunately, the vendor in the market doesn't appear to be hooked up w/ the full range of OP equipment yet, so I was using under-leveled gear for my testing. Still, the powers were attractive, visually.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Nosing around in Platesmithing, you can see that some items are currently class-specific and some can be worn by both.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I do have some chars with level 20 platesmithing - if I get the time, I'll copy one over and try and make some more appropriate gear. Thanks for the heads up.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
And this game is supposed to use D&D 4e lore and rules....unfortunately it does not look as if they have done so in this case, as seems to be occurring more and more frequently.
"Two builds are presented in the Player's Handbook: the Avenging Paladin, based on Strength and offense, and the Protecting Paladin, based on Charisma and defense. Strength-based attack prayers are generally weapon-based and limited to melee range, while Charisma-based attack prayers include both melee weapon attacks and ranged implement-based attacks. Paladins also have the divine challenge class feature, which causes a targeted opponent to take damage when it makes an attack which doesn't include the paladin, as well as "marking" that opponent, which penalizes any attack roll the opponent makes against a target other than the marking character. In place of a bonded mount, they can have powers at later levels that allow them to teleport across the battle field to aid endangered allies. The paladin was initially the only class in 4th edition to have plate armor proficiency at first level. Since then, the Knight (a variant of the fighter, first presented in Heroes of the Fallen Lands) and two more paladin variants, the Cavalier (Heroes of the Forgotten Kingdoms) and the Blackguard (Heroes of Shadow), also have this ability. Paladins may also take special feats related to their deity with their Channel Divinity class feature."
IMO they have taken the wrong direction with the paladin, but whatever happens, I seriously hope that the paladin does not end up replacing the GF and/or DC.
I agree with this, DC should get a daily that allows them to rez people that are totally dead. I don't play a DC. I have been waiting for the Paladin class because I love to play Paladin's. Also I think Paladins should get a class feature called Mounted Combat "that can allow them to fight while mounted or don't get dismounted from damage from mobs."
I had hoped for a tank/damage build paladin for this game, In the mould of a GWF, So I have to agree with randomdiscord, I feel they've got the direction for the class utterly wrong, If they wanted to add another healing class, They should have added either the druid or favoured soul, NOT a paladin.
I also wish they'd drop the fixed weapon/armor mould they've gone with since launch, Being pigeonholed into a build is not fun.