Paladins

Started 21 Feb 2021
by Rov
in Suggestions
Paladin damage is really poor and the variance is all between 217 to 292 with Apocalypse on mid chain armor.
This is with composite 51 slash and 44 in 2hander spec.
I know that there should be some kind of variance but hitting down to 217 dmg per swing with a 6.0 spd 2hander with the skill pretty much capped on 2hander just doesn't seem right.
Nor has the paladin been given much of usefull new abilities to be more appealing in 8 man group. The insta heal is a fixed 3% per group member, which is kinda meh when you are running small man, so i would suggest them making it a fixed 24-30% heal every 1 minute no matter the number of group members.
Also would be nice if the insta damage add can be use for the pally aswell.
I don't think paladins should neccesarily be given celerity, but they really need to be looked at still.
If not fixing the damage so there isn't such a big variance, at least put paladins on a different kind of damage table on par with merc and arms.
Sun 21 Feb 2021 1:43 PM by DJ2000
Rov wrote:
Sun 21 Feb 2021 1:08 PM
Paladin damage is really poor and the variance is all between 217 to 292 with Apocalypse on mid chain armor.
This is with composite 51 slash and 44 in 2hander spec.
I know that there should be some kind of variance but hitting down to 217 dmg per swing with a 6.0 spd 2hander with the skill pretty much capped on 2hander just doesn't seem right.
Nor has the paladin been given much of usefull new abilities to be more appealing in 8 man group. The insta heal is a fixed 3% per group member, which is kinda meh when you are running small man, so i would suggest them making it a fixed 24-30% heal every 1 minute no matter the number of group members.
Also would be nice if the insta damage add can be use for the pally aswell.
I don't think paladins should neccesarily be given celerity, but they really need to be looked at still.
If not fixing the damage so there isn't such a big variance, at least put paladins on a different kind of damage table on par with merc and arms.

Take that you stupid Arms and Mercs! With a fixed 30% heal every 1 min and caster included instant DA, the Paladin is coming for you!
Sun 21 Feb 2021 1:45 PM by Rov
DJ2000 wrote:
Sun 21 Feb 2021 1:43 PM
Rov wrote:
Sun 21 Feb 2021 1:08 PM
Paladin damage is really poor and the variance is all between 217 to 292 with Apocalypse on mid chain armor.
This is with composite 51 slash and 44 in 2hander spec.
I know that there should be some kind of variance but hitting down to 217 dmg per swing with a 6.0 spd 2hander with the skill pretty much capped on 2hander just doesn't seem right.
Nor has the paladin been given much of usefull new abilities to be more appealing in 8 man group. The insta heal is a fixed 3% per group member, which is kinda meh when you are running small man, so i would suggest them making it a fixed 24-30% heal every 1 minute no matter the number of group members.
Also would be nice if the insta damage add can be use for the pally aswell.
I don't think paladins should neccesarily be given celerity, but they really need to be looked at still.
If not fixing the damage so there isn't such a big variance, at least put paladins on a different kind of damage table on par with merc and arms.

Take that you stupid Arms and Mercs! With a fixed 30% heal every 1 min and caster included instant DA, the Paladin is coming for you!

Not quite ;p but wishful thinking
Fri 26 Feb 2021 7:49 AM by Rov
A suggestion could also be giving paladins a smite nuke in chants.
Once a paladin is rooted even with determination9 they can't do much for a while, because they only got a insta taunt and eventually a dd charge on a weap/armor part.
So having some extra dmg/interupt while standing in root would make them a lil more appealing to group.
The smite nuke wouldn't even need a high delve.
Sat 27 Feb 2021 7:06 AM by Astaa
I fought a sara pally last night 1v1 and the only way I knew it was a pally was the little cup animation, hit like a truck. Can't remember the name.
Fri 5 Mar 2021 11:18 AM by Rov
Astaa wrote:
Sat 27 Feb 2021 7:06 AM
I fought a sara pally last night 1v1 and the only way I knew it was a pally was the little cup animation, hit like a truck. Can't remember the name.

What class are you running?

Not saying paladin can't deal damage, but the variance seem to be way too huge when having composite 52 weapon and 44 2hander.

They definitely still need something, so hoping that the GM's will consider doing some more changes to the class.

The group damage add that they recently received should work for solo aswell, why should it only work on the paladin when having someone else grouped?
Also really need to make that group heal every 1 minute a fixed % no matter the number of group members.
Fri 5 Mar 2021 1:53 PM by Sepplord
Rov wrote:
Fri 5 Mar 2021 11:18 AM
The group damage add that they recently received should work for solo aswell, why should it only work on the paladin when having someone else grouped?
Also really need to make that group heal every 1 minute a fixed % no matter the number of group members.

So you want to completely break the class in solo/smallmen setting and nerf it for groupplay

basically the opposite of what the changes goal was...well good luck with that
Fri 5 Mar 2021 5:32 PM by Rov
Sepplord wrote:
Fri 5 Mar 2021 1:53 PM
Rov wrote:
Fri 5 Mar 2021 11:18 AM
The group damage add that they recently received should work for solo aswell, why should it only work on the paladin when having someone else grouped?
Also really need to make that group heal every 1 minute a fixed % no matter the number of group members.

So you want to completely break the class in solo/smallmen setting and nerf it for groupplay

basically the opposite of what the changes goal was...well good luck with that

You clearly didn't understand what i said...

The new damage add should work for the paladin even if he is not in a group.

The insta heal gives 3% for every member in the group, which is ridiculously bad when running less than 5 people in the group. 3x8 = 24% and that is why i said make it a 24% insta heal no matter the number of members in the group. Fair enough that it doesn't work for paladin, but at least make it work for smaller groups.

Other than that they need more to be appealing for 8mans, that is all i am saying.
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