Paladin Immaculate Gauntlets

kaloft

Dalayan Adventurer
<IMG SRC="http://img254.imageshack.us/img254/7316/wtfsd8.jpg">

This is going to be a little brief because I am tired, but overall, I feel like the Paladin thaz-upgraded gloves are really lacking in stats and effects.

In comparison to regular immaculate gauntlets, the upgraded paladin version is +6 str, +1 sta, +1 wis, +10 hp, +15 mana, and +2 to all saves. We LOSE, 11 to dex (And intelligence, but that's fine).

When you compare it to Shadowknight upgraded gloves, the SK gloves actually gain better stats, as opposed to the paladin gauntlets. SK gloves are +3 stam, +1 dex, +10 agi (wow!), +2 saves, hp/mana up, and +10 parry WITH 2% crit strike. Their only loss is 11 wisdom which is pretty useless and 3 str. Oh, and BTW, the sk gloves in that picture have an exceptional AC aug on it.

The paladin gloves have a focus effect of duration inc 6, which is kinda meh because it gets cancelled by the earthen core but that's fine. Focus effects are whatever on hybrids because none are really THAT useful besides range/healing, but I couldn't really argue much on that because I don't know what the other paladin pieces contain because there are no other paladins with immaculate! :x

What I would like to see is maybe an upgrade on stats (wru dex/agi) and maybe an effective skill mod that compares to SK hands such as dodge (or even taunt! :toot:). Maybe even some sort of advanced item effect such as crit/aggression would suit it as well. :hmph:

Edit: Oh, and the name blows! :dance:. Devout Crusader's Bulwark? :what: :what: :what: Lol.
 
Since Paladins are supposed to be more of a DPS class now (even though they barely lost any of their tanking skill), what about changing the gloves to:


Devout Crusader's Gauntlets
Magic Item Lore Item No Drop
Slot: Hands
AC: 33
Effect: Ferocity II or Valiance IV
Focus Effect: Damage Increment VII
STR + 14 STA +8 DEX +14 AGI +10 WIS +10 CHA +10 HP +155 MANA +165
MR + 7 CR + 7 FR +7 DR +7 PR +7
Critical Strike +2% Stun Resist +3%

Or if the dev's feel like Paladins should keep their DPS and their tanking ability:

Devout Crusader's Gauntlets
Magic Item Lore Item No Drop
Slot: Hands
AC: 33
Skill Mod: Parry +5
Focus Effect: Damage Increment VII
STR + 14 STA +8 DEX +11 AGI +14 WIS +10 CHA +10 HP +155 MANA +165
MR + 7 CR + 7 FR +7 DR +7 PR +7
Critical Strike +2% Aggression +1%
 
Mythryn said:
Devout Crusader's Gauntlets
Magic Item Lore Item No Drop
Slot: Hands
AC: 33
Skill Mod: Parry +5
Focus Effect: Damage Increment VII
STR + 14 STA +8 DEX +11 AGI +14 WIS +10 CHA +10 HP +155 MANA +165
MR + 7 CR + 7 FR +7 DR +7 PR +7
Critical Strike +2% Aggression +1%

May have a tad more stats, so I was thinking like

Devout Crusader's Gauntlets
Magic Item Lore Item No Drop
Slot: Hands
AC: 33
Skill Mod: Parry +5
Effect: Flowing Thought II
Focus Effect: Range Increment VII
STR +8 STA +12 DEX +10 AGI +14 CHA +10 HP +155 MANA +165
MR + 7 CR + 7 FR +7 DR +7 PR +7
Critical Strike +2% Aggression +1%

IMO, I'd pick charisma over wisdom on these, but a small addition of maybe even 5 wisdom helps anytime.

Range increment is :thumbs up: for our aoe heals and FT is always nice.

If the crit/aggression may be much, a substitution of maybe mind mind shield or spell ward wouldn't be hurtful. 5%/5%.
 
Can't have spell ward, it's busted and 'overpowered' (IE it's one of the effects that closes the gaps between Knights and Warriors, can't have that oh no) and Mind Shield is worthless :[
 
I fixed it a bit, and mind shield is cool if you have 40% of it!

And oh man, I was looking at the tome of knowledge and spell ward sounds so bomb. :x

Spell Ward: Reduces all damage you take by a % equal to your Spell Ward when your mana is full. If you are at less than full mana, the reduction is proportionally lowered (so a 6% spell ward is 3% when your mana is at half full). Capped at 10%.

IMO it wouldn't be THAT overpowering, amirite? As Knights, we have to use our mana to tank, so therefore having a full proportion of spell ward at the beginning of the fight helps and it slowly decreases as the fight lasts.
 
I agree, Wiz sadly, doesn't. It's also broken so that if you have 0 mana out of your maximum 0 mana (hello warriors, rogues, monks) you gain the full benefit of the % of damage reduction.

And as a side note, when the SK helm had 3% spell ward and I had linken /shielding me with an 85 AC shield on some trash in Thazeran's, I still took more damage than he did. It doesn't overpower Knights compared to Warriors, it gives us an edge over monks (oh jesus no)
 
Then stop whining about your obviously-made-for-tanks gloves :toot:
(although I agree that maybe pally gloves could get a boost)
 
Given that he's a SK, that isn't exactly clear. He just referred to "knights" when it looks clear to me that SK gloves aren't underpowered in their risk vs. reward.

In any case, I don't see anybody here disagreeing with your OP, so I suppose an

"I approove his product and/or service"

is sufficient.
 
I was referring to the fact that Knights, who are tanks (both Shadowknights and Paladins) have less HP on their gloves than Bards and Rangers. 155hp is also on Ylar, so we're about equal with Monks and Rogues too, which is stupid. Inflating Bard, Ranger and Monk HP and AC levels makes them able to tank Raid content meant for actual tanks. Case in point: Ginam Zhak and Aleria able to tank Lower Thaz water boss, as well as any other lower boss.
 
Lawlo I tanked water boss when Sald was mia. It was fun! :dance:

So, wru Xeldan oh man! It's been 2 days, 17 hours, 13 minutes, and 57 seconds since I posted this thread. Erudite Paladin, needs food badly!
 
The paladin gloves could probably stand to be tweaked, but I'm not going to promise any changes until after we're done reviewing items in general.
 
Adding 1% Crit Stirke and Effect: Ferocity II to them. This will also be accounted for if they're retuned any in the item review, so expect them to remain offensive in nature and have this regardless of whether other stats change or not.
 
It may just be me, but I still think that these gloves are a little below-average. Yeah, the fero2 and crit 1 is cool, but the stats are still :psyduck:.

+34 in stats, compared to the +50ish stats that SK/Ranger/Bard have. :[ *cough dex* :toot:
 
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