Paladin needs something

Started 29 Aug 2018
by Hammurabi0788
in Albion
I think paladins needs some more utility. Single target heal. Access to group insta heal. Self buffs. Something. There not accepted to grouped as much as they should be. And there not solo characters they need something.
  • Wed 29 Aug 2018 11:55 PM by Niix
    Don't they get a group insta RA? am I thinking of somethign else?
    Thu 30 Aug 2018 12:36 AM by Falken
    Think this is the case for a handful of hybrids, not just paladins. Thanes are in a similar situation, at least you guys can brag about offering some utility.
    Thu 30 Aug 2018 4:54 AM by relvinian
    Are paladins on the same damage table as the skald?

    If not, then that is my suggestion.
    Thu 30 Aug 2018 6:43 AM by Kaziera
    Played paly to 50 on this server,, temped it, tested it, played it a bit in rvr and finaly only used it for pve.

    Planned as 2h, 15 str 10 con.

    Lvling as 2h very easy. No Downtime on killing yellow to ora xp loot mobs. Never wanted or needed a grp. Was a great Relax after work. My left wrist protested though.

    Templating was very easy. Armor 99 Quali was around 3.5p. Even managed it, that i could spec to 1h with no losses. Items with plus to all weapons are your friend.

    Testing was awfull. Tested the following specs. I sort them dmg wise. Test perfomed on temped friar and temped reaver always with best dmg table. Pierce on reaver slash on friar. 4.5 speed 99 quality weapon 16.5 dps weapons.

    50 2h 34 1h . 170 to 200 unbuffed
    44 2h 39 1h. 165 to 190 unbuffed
    44 2h 29 1h. 150 to 185 unbuffed.

    1h was never above 100.

    RvR was horrible. Even when i wasnt cced, i never killed anything due to low dmg and high enemy defense. Enemy block was beyond 60 percent. The cc issue could be circumvented by taunt shouting a mob at the begin of a fight.

    Pve was great. More armor due to chants and self af. Heal chant was instant aggro. Perfect tank.
    Thu 30 Aug 2018 6:51 AM by Kaziera
    2nd post for personal opinion and improvement.

    Paladin suffers from opportunity cost. For evry role a paladin can take, you can find something better.

    Peel? Take reaver or arms. They deal damage while peeling.

    Dmg on 2h? Evry other melee in alb, even friar does it better.

    Support your assisttrain? Always theurgist. And if you have a theurgist the value of your da drops to 50 %.

    So what to do? Paladin is a stylish and fun class. I would not add anything. Just make him a little better. Not much. A little more dmg on 2h and 1h
    A little more value on damage add an heal chant. Maybe an instant rez. And there you go. Dont add celerity. Thats a midgard thing.
    Fri 31 Aug 2018 4:42 AM by Boulvejak
    Kaziera wrote:
    Thu 30 Aug 2018 6:51 AM
    And if you have a theurgist the value of your da drops to 50 %.

    Is that confirmed to be true on Phoenix?
    Fri 31 Aug 2018 5:01 AM by Kaziera
    Yes.
    Fri 31 Aug 2018 5:38 AM by poisonclover
    Clerics, not a solo class at all, Smite is trash ( power cost is ungodly and it doesn't crit ), and a body cab heals without aggro. Paladins are great pve, just not needed in rvr. They don't need anything, the same people leveling them to 50 in 2 days knew they weren't getting groups in rvr.

    maybe give them celerity,giving them heals or anything else in that line just takes away from a friar or cleric. body cabs already doing that.
    Fri 31 Aug 2018 5:56 AM by Kaziera
    Except that you can make the class viable in rvr by some minor tweaks. Rvr is a integral Part of the game you know? There is a difference between not beeing able to solo well and to not beeing able to rvr well.....
    Fri 31 Aug 2018 8:13 AM by Druth
    They need celerity and a slight bump to damage table, together with warden, even if it's a gimp version of healers.

    Thing is though, that Mids are the least played realm right now, so don't expect any buffs to alb/hib, and with BM's reigning supreme I would not expect any buffs to Hib melee.
    Fri 31 Aug 2018 9:15 AM by Kaziera
    Allright, yesterday i played my paladin in rvr. Due to the Missions i bumped from 1l9 to 3l0 in 1.5 hrs.

    I put in a crafter order for the slower weapons for the 3 dmg types. Aditional testing with slower weapons will follow.
    Fri 31 Aug 2018 12:22 PM by Kha
    Druth wrote:
    Fri 31 Aug 2018 8:13 AM
    Thing is though, that Mids are the least played realm right now, so don't expect any buffs to alb/hib

    Still they managed to give a random MOC RA (1.68 patch) to bard ... for some reason ...
    On probably the best support class (if well played) in the game at 1.65

    They banned poisons to non assassin class though ! (ToA nerf)
    It kills the melee ranger (and solo smithe cleric that's doesn't have snares at this patch) which balance things a bit i assume

    They opened the custom RvR balance pandora box.
    So you could very well ask for celerity on paladin, the NS spell(that debuff matter aswell) on wizard earth spec line etc ...
    Fri 31 Aug 2018 12:34 PM by Kaziera
    Of course you can ask for all kinds of unreasonable stuff. But lets face it. The more unreasonable your demands are, the less likeley it is that anything happens. Lets focus on things that make sense and have a certain probability to be fulfilled, shall we?
    Fri 31 Aug 2018 1:49 PM by Druth
    Kha wrote:
    Fri 31 Aug 2018 12:22 PM
    Still they managed to give a random MOC RA (1.68 patch) to bard ... for some reason ...
    On probably the best support class (if well played) in the game at 1.65

    They banned poisons to non assassin class though ! (ToA nerf)
    It kills the melee ranger (and solo smithe cleric that's doesn't have snares at this patch) which balance things a bit i assume

    They opened the custom RvR balance pandora box.
    So you could very well ask for celerity on paladin, the NS spell(that debuff matter aswell) on wizard earth spec line etc ...

    I did not say that we can't ask for custom stuff.

    But you don't ask for buffing a melee class, when the melee realm in the game is doing poorly.

    When asking for buff/nerf, the first thing to do is to step back, preferably 5 steps back, and look at the bigger picture.
    Sort a like a checklist!

    1) Is my realm underdog/doing poorly? If yes, continue to step 3, if no continue to step 2.
    2) Is the class invited to RvR groups? If Yes, and you answered "no" to question 1, stop QQ'ing. If no, continue to step 3.
    3) Does your class do well 1v1? If yes, stop QQ. If no, your class might deserve a buff.

    And... then you should only adjust with minor changes.
    We don't want Valk/Thane issue, where Ragnarok is suddenly certain death if you get slammed and dont have purge up.
    Fri 31 Aug 2018 1:57 PM by Kaziera
    Step 4 should always be, to check the raw data of dps and Performance testing in comparison to the other classes performing this role.

    Maybe it is just a case of perception?
    Fri 31 Aug 2018 3:52 PM by Kha
    Kaziera wrote:
    Fri 31 Aug 2018 1:57 PM
    Step 4 should always be, to check the raw data of dps and Performance testing in comparison to the other classes performing this role.

    Maybe it is just a case of perception?

    Finally someone said it ... bored of random requests with no datas to prove anything. (seen it the class i play, a lot !)
    Hope you'll find time to do your tests and come up with something solid.
    Will always be better than "nah too OP" "nah too weak" !
    Sat 1 Sep 2018 2:18 AM by Komaf
    Regardless of arguments against buffing paladins and related considerations, as someone posted above, Dark Age of Camelot is an RvR-centric mmorpg. It isn't Ultima, Everquest, Asheron's Call, or what would eventually be World of Warcraft,

    Daoc was unique in its RvR design. It was known for its straightforward common sense pvp build where realms gave players a true sense of not us vs us, as you see in popular sports (2 factions, same gear and strategies...) but an us vs them mentality, built on the lore of different cultures, races, religions, architecture, and so forth.

    In that vein, since a Phoenix in and of itself is symbolic of something once ruined rising reborn and whole from the ashes, why not continue to bring new life to other aspects of Dark Age of Camelot, such as applying rvr concepts to hybrid classes?

    Phoenix has tweaked aspects of the title to continue the common-sense mentality of what constitutes a fun, mmorpg experience, then why not take a look at the viability of hybrid (or lack thereof) classes? While this certainly looks like a huge undertaking....I believe it would be an amazing step in showing what the Phoenix team is capable of, as well as cement in the fact that they have quite literally proven to have the best Daoc emulator ever coded.

    In other words, find one thing for each hybrid class that would inspire a group to invite that class to RvR...if a group isn't given the incentive to invite they will nearly never do it except out of a desire to fill a slot with anything they can find...

    Here's the litmus test when you go about adding a benefit to Thanes, Paladins, and what have you...make sure that whatever that one thing is...it's something no other class can do as well. That alone should be something to consider.

    Some fun ideas:

    Paladin: Chant of Grace:

    The paladin creates an aura that constantly pulses a purification effect (think cleanse, in World of Warcraft). This means, if pulsing, nearsite, disease (pesky shaman and that one mana eldritch that got invited...lol)...dots and debuffs will just fade away.

    Thanes: Thor's Passage:

    In the spirit of Thor...a thane can create teleport bind points. A ground area effect spell is enacted and the group is bound to that spot....the Thane, if alive, can cast this spell once per hour, even while under attack.

    A defensive circle of runes appears around the thane, at which point surviving group members rally to the circle and teleport out. Note that Thor's Passage acts as a kind of Speed of Sound spell, in which once cast, players are temporarily immune to CC/Stun/etc. If the player in the thane's group attacks an enemy, that player will be susceptible to CC but still be able to access the circle. The circle acts as an unattackable target point, meaning all players within the circle cannot be targetted or attacked through general area of effect damage.

    Note: Players within the thane's circle will be unable to attack surrounding players.

    Once enacted, the group has 30 seconds to reach the circle before the spell adds it teleportation effect.

    Granted, these both need work...but they are meant to inspire consideration.

    Thank you
    Sat 1 Sep 2018 9:18 AM by Kaziera
    I really like your thinking. Fits into the immersion. But i see some Problems implementing it

    that chant of grace would be very strong. Basicly a improved version of grouppurge. It gave me an idea about healchant though. Why not make the heal chant better for evry negative effect and missing health on the healed caracter? At the moment healchant heals 46 per pulse. Maye make it, so that it heals up to 120 hp if the target is almost dead and has massive debuffs and bleeds and so on? You know, Defender of the weak style!

    Thane circle would be very midgard style. But since Kollision is afaik a dificult issue, i dont see it happening.
    Sat 1 Sep 2018 12:39 PM by Kha
    Found a good buff for paladin : speed 5.
    Trust me, alb will need it.
    Sun 2 Sep 2018 4:22 PM by Komaf
    Sadly, most gaming populations don't have a lot of vocal representation for things they would like to see. A lot of folks hate reading, let alone writing and trying to tickle the developer's brains a bit with ideas. I will blame the "going afk to smoke a bowl" players, but that's another issue, lol.

    There should be a ton of responses here, especially for the folks that love the hybrid classes. I'll bet most don't even read the forums. Anyway - if people aren't willing to put in the effort of trying to think and discuss this, then the developers will just kind of meander along and do the same same.

    This happened with archers, as one example, on Uthgard. It was pointless to play an archer at 50....though now and again someone who didn't know how bad the damage was would be seen soloing (because that's another thing Daoc was known for, not building incentive for rogue classes even to be in pve groups).

    I think we can look at all of these issues and see why Blizzard kicked so much butt in 2004. Rogues and hunters became awesome grouping classes...and even end game groups took at least the minimum hunter # for raids, the devs at least had the sense to make it where you needed the class (tranq shot, kiting, etc)....for certain things.

    Rogues were plain up dps.

    Anyway - just pointing out the obvious here.


    Here's to hoping the Phoenix devs think about some of these things and never forget that today's gaming population won't respond to a lot of things unless there's some incentive involved, such as realm points for healing out of groups...as the devs factored in...but this includes more than a social 5% boost to xp for inviting a rogue class or paladin, it needs to be enough that people enjoy having certain classes in their group.

    Incentive, fellas, makes the game fun for everyone.

    When everyone's having fun, they stick around.
    Thu 20 Sep 2018 7:56 PM by Kaziera
    So here is my report after playing Paladin to RR4

    i really tried hard to make paly work in this state. played it in rvr on 2h and 1h spec till almost rr4. but here are the facts:

    dmg is at about 75% of a arms on 2h spec. (tasted in multiple hours at different specs, weapons and targets) Good hits on templated casters are around 280 with slow weapons (5.3 pierce) . Thats less than a merc with 1h, (4.2 around 310 ish on temped casters mainhand only). hit rate is bad. asassings have a 4x % evade rate against you. block and guard chance against you is sometimes almost 65% ( thats near cap if i remember correctly). even BMs have a 20% evade chance. and dont get me started on svges. there were fights where i needed 5 styles in a row to snare one (2h backsnare)

    dmg is not existant on 1h peel spec. only positive thing here is 44 pierce spec. 27sec snare is strong. but here again arms trumps you because he can also spec pierce and apply the same styles with a higher hit rate and higher dmg. and dont get me started on the hitrate of a detaunt style in rvr.

    your chants have ZERO impact. and dont talk to me about resist chants. if you cant interrupt the caster, your grpm8 dies. period. (30s recast 1350 range instant taunt shout anyone?)

    All other chants are even more useless.
    Damage add would be nice, but without a permanent uptime (you either end on Endo chant or on resist chant), it has even less utility (8s recast, 5s duration, meaning a uptime of 62.5%. making a 7.5 dps chant a 4,6875 dps chant.)

    Endo chant is the WORST strain on your wrist ever. in the end i specced tireless 2 LW 2 so i could run endo pots. i had to do this to avoid serious dmg to my left wrist, because enableing and disableing it to save mana while sprinting was a constant and unhealthy movement.

    dont get me wrong. i seriously love the style and the theme of paly in daoc. and i am not the only one here, judging by my fellow comrades in this thread.

    but im sorry to say, that i cant reccomend this class. its subpar. in any role it can play. and min-maxing it can even be a real health risk for your wrist.

    Edit: Formating and spelling
    Thu 20 Sep 2018 8:00 PM by Pendalith
    I would suggesting raising the paladin ws/dmg table slightly imo , aswell as thanes ^^
    Thu 20 Sep 2018 8:10 PM by Kaziera
    im fine with the dmg.

    i think this problem has to be tackled another way.

    - make Endochant a buff (please, my wrist hurts)
    - increase chant effectiveness, but only one can can be active at a time. so its a real choice and not a spam.
    - increase heal chant effectiveness depending on targets health ( the more the target is in danger, the more the paladin saves. best knight in shiny armor theme ever)
    - fix defense penetration so you can play your defensive and offensive roles more reliable (cant really be the savior in shiny armor when the saving blow always misses)
    Thu 20 Sep 2018 10:30 PM by relvinian
    Kaziera wrote:
    Thu 20 Sep 2018 7:56 PM
    So here is my report after playing Paladin to RR4

    i really tried hard to make paly work in this state. played it in rvr on 2h and 1h spec till almost rr4. but here are the facts:

    dmg is at about 75% of a arms on 2h spec. (tasted in multiple hours at different specs, weapons and targets) Good hits on templated casters are around 280 with slow weapons (5.3 pierce) . Thats less than a merc with 1h, (4.2 around 310 ish on temped casters mainhand only). hit rate is bad. asassings have a 4x % evade rate against you. block and guard chance against you is sometimes almost 65% ( thats near cap if i remember correctly). even BMs have a 20% evade chance. and dont get me started on svges. there were fights where i needed 5 styles in a row to snare one (2h backsnare)

    dmg is not existant on 1h peel spec. only positive thing here is 44 pierce spec. 27sec snare is strong. but here again arms trumps you because he can also spec pierce and apply the same styles with a higher hit rate and higher dmg. and dont get me started on the hitrate of a detaunt style in rvr.

    your chants have ZERO impact. and dont talk to me about resist chants. if you cant interrupt the caster, your grpm8 dies. period. (30s recast 1350 range instant taunt shout anyone?)

    All other chants are even more useless.
    Damage add would be nice, but without a permanent uptime (you either end on Endo chant or on resist chant), it has even less utility (8s recast, 5s duration, meaning a uptime of 62.5%. making a 7.5 dps chant a 4,6875 dps chant.)

    Endo chant is the WORST strain on your wrist ever. in the end i specced tireless 2 LW 2 so i could run endo pots. i had to do this to avoid serious dmg to my left wrist, because enableing and disableing it to save mana while sprinting was a constant and unhealthy movement.

    dont get me wrong. i seriously love the style and the theme of paly in daoc. and i am not the only one here, judging by my fellow comrades in this thread.

    but im sorry to say, that i cant reccomend this class. its subpar. in any role it can play. and min-maxing it can even be a real health risk for your wrist.

    Edit: Formating and spelling

    Save yourself from carpal tunnel !
    Mon 1 Oct 2018 4:29 AM by teiloh
    Digging up my recommendations from 13 years ago -

    End Chant range to 1500, remove power cost
    Heal chant increased 50% to 68 per tick
    Bump up dmg chant to 10 or 15 DPS (Skald and Warden as well)
    Lower AF chant range but make it co-exist with Spec AF (stacking over it when in effect, defaulting back when it's off)
    Add a small radius to taunt (50 growing to 150)
    Chants should cost no or little end if this isn't the case already

    Other Ideas:

    An Insta (20s timer) that casts a buff on you. The next time you land a hit in 20 seconds you deal 180-209 delve spirit damage. Adds some controlled burst, but not a very large amount of DPS (should hit for 250-320 on a low acuity hybrid).

    For hybrids in general, make determination available to everyone, but in a weaker form - then tanks get some sort of basic version for free. Say each level of det gives 10% reduction, but Arms/Hero/Warrior get 25 base, light tanks 20, hybrids 10, etc. Something like that.

    As for styles, I didn't play a Paladin long enough to weigh the different lines.
    Wed 3 Oct 2018 7:27 PM by Rexoo
    My version of the Paladin
    Nautral born with magic resistens grow (Like evade)
    Str/con & Dex, Damge hast, End reg. = (Self) Buffs (30min)
    Base skills: Ress,
    Damge shield - Aura/ Area Taunt (No end/power reg.)
    Self heal.
    Range nuke (Lightning / stun (Build in))
    Charge.
    Class build for (Still lowest dps scale) 1h/shield (Not 2hander) (Crush only) - Parry, Evade and shield (Base grow)

    Realm: Melee resist / Not magic resist.
    This topic is locked and you can't reply.

    Return to Albion or the latest topics