Devout Crusader's Sabatons/Devout Crusader's Helm

Pallish

Dalayan Beginner
I was wondering if it would be possible to have Bane inc 6 added to these boots and perhaps Casting speed inc 6 to helm. Both focus effects would be great, but the bane inc 6 i think would be best. I see it as something that just should be on the items. Bane inc is hard as hell to come across at this lvl in the game, as is Casting speed.
 
take the bane 7 from clr gloves and give it to paladin :hmph:

Otherwise there is just bane 6 on 4.1 sword , bane 7 on ulaz belt and gonobn wants to blast undeads like crazy :dance:
 
Finny said:
That's a good reason ngl.

I knew i should have edited this post lastnight and gave some better reasons or comments like this would be made, so here we go.

Basically the reason for this post is to get bane inc. At this point in the game we are confined basically to conviction from IP. Seeing as how bane inc is such a big part of paladin dps i figured there wouldnt be much to bitch about this request... obv i was wrong. So with that in mind lets point out the fact that Shadowknights are getting parry from their gloves and affliction inc from their pants. I have attempted to get parry added to the gloves in the past with no results so... lets get back to adding bane inc. The paladin only proc and our undead nukes is where a good portion of our dps comes from on the undead types an seeing as how it kinda like a big part of a paladin to kill undead things adding bane inc wouldnt be overpowering. Most other classes have options as to where they get their focus effects from. Knights have limited options as to where we get such effects from.
 
Pallish said:
I knew i should have edited this post lastnight and gave some better reasons or comments like this would be made, so here we go.

Basically the reason for this post is to get bane inc. At this point in the game we are confined basically to conviction from IP. Seeing as how bane inc is such a big part of paladin dps i figured there wouldnt be much to bitch about this request... obv i was wrong. So with that in mind lets point out the fact that Shadowknights are getting parry from their gloves and affliction inc from their pants. I have attempted to get parry added to the gloves in the past with no results so... lets get back to adding bane inc. The paladin only proc and our undead nukes is where a good portion of our dps comes from on the undead types an seeing as how it kinda like a big part of a paladin to kill undead things adding bane inc wouldnt be overpowering. Most other classes have options as to where they get their focus effects from. Knights have limited options as to where we get such effects from.


I totally agree with that.



Bane Inc is crazy useful for certain classes in certain places (Necros/Pallies mainly) and I don't even know any worthwhile items with it 4.1 sword and Ulaz belt aside.
Thaz helm and boots for pallies are nice but nothing to swoon about (like most of the paladin armor I've seen on fomelo) and as pointed out that'd go quite well with the class itself and make thaz items a bit more unique and a bit more useful.

If it was to be added to either item I'd actually think about a thaz pally item besides arms - haven't seen BP yet but everything else is okish but not really that much of an upgrade as thaz items are to other classes but that's just my 2cp.
 
Also a friend told me i might wanna ask for the ferocity 5 to be nerfed to 3 and add bane inc 6 to it to make it more balanced persay. Once again this is just a thought.

The BP is Damage inc 6.
 
just hotswap your bane inc like real men do!

PS EDIT: NGL I think you xp fast enough already Gonobn. :toot:
 
Seeing as how the Paladin is supposed to be the "DPS tank" since the changes and the lack of bane increment at the upper tiers (not to mention all tiers really, for paladins anyway) I don't see a big reason NOT to add bane inc to Thaz gear.If SK's get affliction enhancement for their dots (admittedly I doubt they use them much) I see absolutely NO reason bane inc cannot be added for Paladins, it's a big part of the lore of their class fighting undead and all.
 
Hate to be the bad guy but the helmet right now Contains 10% Mind Shield And Stun resist. If anything else was added something else would have to be toned. As for the greeves they have a focus effect but ferocity 2 isn't really a huge thing. But considering they have range Inc already it would seem weird to change it
 
ryutakin said:
Hate to be the bad guy but the helmet right now Contains 10% Mind Shield And Stun resist. If anything else was added something else would have to be toned. As for the greeves they have a focus effect but ferocity 2 isn't really a huge thing. But considering they have range Inc already it would seem weird to change it.

Um range inc let alone the pants were a whole other argument.

This one is regarding the Feet. I dont really see why there is any objections to adding bane to this, i mean really what the hell is it hurting, Ryu ur what a bst? An hey you have a inc 7, but ur a hybrid. I dont get healing inc 7 wth. Now granted the helm thing was on a big long shot hope because, yes it is pretty dope. When i had this idea i didnt realize that trying to get a much needed focus effect from an " top teir " zone/gear would have such a opposition.
 
Ugh Excuse bad posting at odd hours but after a second look the Helm is even more Baller than i thought
 
So, do the powers to be see my way or should i just forget about it? Obv some people see this a bad idea ( Althuna knows why ). It would be nice to see " end game items " with bane inc especially for a paladin. I would really like to get some GM input here. Thinkmeats, Zaela, Wiz and or anyone else whom might have a valid opinion other than the dumbass beastlords that wonder in from time to time at 3am just to chillvill up a thread and attempt to silence it. As always waiting for a reply.
Your good friend and neighborhood Pali-man.
 
I would like to see Bane enhancement added to the boots, remove the ferocity entirely. It would make it so that paladins do much more dps against undead as they should, but wouldn't overpower them.

If thats a no-go, i'd like to suggest changing the hat (removing the FT) on both the SK and Paladin hat and add DI6 to the SK hat, and BE6 to the Paladin hat.

Slot Paladin Shadowknight
LegsRI6, Fer2AE6
BreastplateDI6 knownAE Hate, Proc Taunt +5
HatFT1FT1
ArmsHI6Unknown (asked Finster and he said they sucked)
BootsFer5CS6, Fer2
GlovesDurI6, Fer2Parry +10, Rec3
BracerUnknownUnknown (Jose said healing proc)


As you can see Paladins get plenty of ferocity (45 attack) compared to SKs (10), and Sks get (at least) +10 parry mod on Paladins. I feel that removing some ferocity and adding BE6 to the boots or hat would make them very nice and not so much of a clone to the SK gear. And if DI6 could be added to the SK hat, it would be marvelous. As for the unknown gear, it would be worth noting that the Paladin bracer probably has some proc on it, and the BP likely also has a proc.

I do think that what Gonobn suggested would be good too.
 
Paladin's certainly dont have much choice when it comes to Bane Enhancement. Conviction seems to be the only choice. As the effect is situational, very much part of the Paladin anti undead mythos and very hard to come by it should most certainly added to another piece of gear that is available in the Thaz, ValorB, ToT range.
 
volvov2 said:
If thats a no-go, i'd like to suggest changing the hat (removing the FT) on both the SK and Paladin hat and add DI6 to the SK hat, and BE6 to the Paladin hat.

This is a great compromise lol id be mroe than happy to lose 1 FT to gain a much needed bane Inc.
 
I like what Volkov suggested but I'd still like to see BE 7 added on Thaz gear if that happens. BE 6 can be obtained in Cmal 4.1 (I'm pretty sure Gono can tank this by now) and even tho' the weapon is a downgrade from the later tiers it's still pretty nice to have it around for the focus effect. The thing is, to me it seems that Thaz class gear represents sort of the "end-all be-all" Foci-wise - other classes get their "special foci" at rank 7, hence I think it'd just be fair to do the same for paladins and obviously for SK's if something changes there.
 
Bane increment can be useful in certain situations, sure. Having bane increment is a good thing for the occasional HHK or Rust exp group. However, I don't think adding a focus to a high-end raid tiered item just for the sake of making the occasional exp group more awesome is a good idea. You have to keep in mind that Thaz armor was made with the intent of it being used by high-tier raiding guilds in high-tier raiding situations. In those situations, that is, general raiding that does not involve undead(pretty much every bit of raid content past some parts of Factory), ferocity(looking at the boots) is going to improve paladin DPS across the board much more significantly than bane increment. Seeing as paladins are the "DPS tanks" of the game, I think it makes perfect sense for the top-tiered raid gear to build upon that concept in general, rather than nitpicking itself down to a very few zone instances for AAing. The same can be argued for FT and its necessity in keeping paladin mana up for group HoTs.

In short, I think it's a bad idea to take endgame raid gear and change it up so it will be utility for awesome HHK groups. It needs to stay utility for awesome endgame raid DPS.
 
Cholfo said:
Bane increment can be useful in certain situations, sure. Having bane increment is a good thing for the occasional HHK or Rust exp group. However, I don't think adding a focus to a high-end raid tiered item just for the sake of making the occasional exp group more awesome is a good idea. You have to keep in mind that Thaz armor was made with the intent of it being used by high-tier raiding guilds in high-tier raiding situations. In those situations, that is, general raiding that does not involve undead(pretty much every bit of raid content past some parts of Factory), ferocity(looking at the boots) is going to improve paladin DPS across the board much more significantly than bane increment. Seeing as paladins are the "DPS tanks" of the game, I think it makes perfect sense for the top-tiered raid gear to build upon that concept in general, rather than nitpicking itself down to a very few zone instances for AAing. The same can be argued for FT and its necessity in keeping paladin mana up for group HoTs.

In short, I think it's a bad idea to take endgame raid gear and change it up so it will be utility for awesome HHK groups. It needs to stay utility for awesome endgame raid DPS.

While I see where you are coming from I kinda disagree with you.

Paladins ARE already hefty DPS tanks. Depending on what gear I wear on Balthor he is either a bulwark or brutal DPS. And that's completely without ANY Thaz gear but immaculate pants. To be totally honest - adding even more Ferocity to what I can equip (don't have the number from top of my head but I think it's beyond 12) would already come close to be too much IMO. I agree Bane Enhancement is more along the lines of a flavour thing but definitely one I'd like to have and for balances and flavour sakes I'd take it over ferocity.

I'd like to get Gono's opinion on that matter because AFAIK he is the only real top end paladin that is active (I am active but don't have any upgraded armor).
 
Yes i would have to agree that in the long run of things bane inc does seem to be a lessor deal i suppose when compairing to Ferocity. However, bane inc is still a huge part of a paladin. Not having bane inc is like a Mage or bst not having pet str, its not really required but it but its a boost to their dps and thats basically what im looking for. Sence so many dont really think bane inc should be added to the gear may i suggest that perhaps we exchange the duration inc on the paladin gloves for bane inc. Yes i am well aware that ferocity is a boost to overall dps, but still. Other than IP no bane inc 7 or even 6 items come from shit in the top tiers, Thaz (both UT and LT), ToT, Sanctuary have no bane inc. At this point in the game we should have one static piece of gear with bane inc. 6 would be fine but 7 would be better. Idk, perhaps when the Althuna plane comes out our aug or whatnot will have bane inc on it... doubtful but maybe.
 
I'd also like to have Bounta post here because yeah - there are only 2 top-end paladins that are mained (sorta) and he's the third upper tier paladin that might have an opinion on that issue.

Also I don't want to get on your toes Cholfo but comparing toons there's quite a difference betwenn Gono/Bounta/Balthor (myself) and you - by the time you accquired some more gear and got some more AA's you'll probably notice what I'm talking about, Bane Enhancement is just more along the flavour foci but it shouldn't be forgotten. I am more then willing to give up some Ferocity for it but yeah - Dur Inc is nothing too special tbh and you can already get Dur Inc 7 on The Earthen Core. I'd just like to see it on some more items that are pally usable and since it'd be wasted on all other classes (save Necros) Thaz gears seems to be the right thing to put it on.

I'm actually fine with almost everything that gets us some Bane Enhancement that is not Conviction or Ceremonial Banisher's Sword.
 
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