Paladin raid utility

As much as i love ur posted suggestions bro i know wiz will laugh and reply with no. The ideas are great but that would upset some balancing issues i feel.

Underlined my 2cp on ur 2cp =)

Blades of the Divine
Level 65
Effect: Adds 62(lvl49) to 110(lvl 65) DD weapon Proc and 35 atk, - aggro modifier
Mana: 100
Cast Time: 3s
Re-Cast Time: 6s
Duration: 1 Hour
Self Only


Crusaders Courage
Level 65
Effect: 40 ATK, 8 Stamina regen, 5 point DS, 60AC, 50 STR
Mana: 10
Cast Time: .5
Re-Cast Time: 18s
Duration: 60s


Words of Protection
Level 64
Effect: 700 HP Magic Rune
Mana: 375
Cast Time: 2s
Re-cast time : 60s

____________________________________________________________
This sounds like Bst territory although it would be nice.

Gift of the Gods
Level 65
Effect: 100 atk, 2% spell crits, 2% Melee Crits, 50 MR
Mana: 250
Cast time: 1s
Re-Cast Time: 600s
Duration: 1800s
Targetable Spell


"Hand of Piety is AA costing 3 AAs per level that gives an instant group heal base of 750,1000,1250 hp and has a 36 Minute recast. I would like to see this altered to provide an instant heal of 1500,2000,2500. In the high end this ability does nothing in the situations you would use it in."

Idk man i critted mine for 3400~ so its not bad, although again the change would be sweet.
And let us not forget we still have thaz gear to be fixing. /cough dex critstrike ferocity2
 
Balthor's suggested changes are, for the most part, probably more reasonable and class-appropriate than most of mine.

Either way, though, I'd love to hear a comment from the admins on whether pallies are balanced the way they want right now, or whether they warrant some retuning. Among the players there's obviously a pretty wide range of opinion.
 
The idea of upgraded or new spells fills me with a joy and hope I cannot begin to describe. Most of the original spells listed really find little use outside of the group game, except for maybe Yaulp, whose raid benefit is still somewhat dubious.

I would, however, like to throw my two-cents in on the idea of paladins keeping themselves alive with group and self heals during ramp tanking to take the strain off of the healers. While this option seems perfectly viable in theory, when one recalls the amount of agro generated by group hotting during the course of aux tanking, the benefit begins to find some serious mitigation, especially when you consider that later-game paladins are churning out some fairly hefty dps in conjunction with said heals. If he spams his HoTs, the paladin runs the risk of stealing agro from the main tank and dying in a rather undignified manner. No HoTing, and the strain on the healers is only slightly mitigated by the paladins occasional direct heals, and no other players receive the paladin's healing benefits. It's a very delicate situation, and ultimately results in a fairly small reduction of healer strain, especially in upper-tier raiding where rampage mobs are churning out substantial damage per round.

Blinds and stuns generate substantial agro, but when it comes right down to it I've always found my best snap-agro and agro-maintenance tool to be good old Ethereal Cleansing. It's even stolen back or away necro Archaic agro fairly frequently, all by its lonesome. Now given, most warriors can keep agro above the rate the paladin churns it out with HoTs and dpsing, but the risk always remains, especially if gloves don't land. And frankly, if the paladin can't take the strain off of the healers in his ramp tanking, bards and monks seem to make much more viable choices, if only for their nimbleness.
 
A warrior geared at the same tier as the paladin should never loose agro to the paladin if he only melees and does hots. If the warrior does then he should look at his playing style.
 
Noktar said:
A warrior geared at the same tier as the paladin should never loose agro to the paladin if he only melees and does hots. If the warrior does then he should look at his playing style.
if the pally also self-heals, lands good rounds while the warrior lands some bad rounds, it could happen, even if everyone is playing "right".
 
That's the thing, really. It's not a guarantee that the pally will steal agro by any regard, but it's a risk, and one that could lead to rather unfortunate raid-wide results, or at least slow-downs.
 
Cholfo said:
That's the thing, really. It's not a guarantee that the pally will steal agro by any regard, but it's a risk, and one that could lead to rather unfortunate raid-wide results, or at least slow-downs.
Here's one place where I disagree. Virtually every other class in the game has to do some aggro management. There's nothing wrong with expecting pallies to do the same. I don't have a problem with the amount of aggro generated by the cleansing spells; they aren't so much as to be a serious problem, while still being high enough to be useful from time to time, particularly if you popped your AOE aggro spells right before an add or something showed up. I'm fine with having to use a little bit of caution when it comes to the group HoT; it's not like it's much of a problem, anyway. With a warrior with aggro proc weapons tanking, it's very, very rare to pull the primary target off of them with just group and self heals and DPS. Adds are a different story, of course, but that's to be expected.
 
Aaubert said:
if the pally also self-heals, lands good rounds while the warrior lands some bad rounds, it could happen, even if everyone is playing "right".

Hes right, all to often this happens.
 
I think one thing you could possibly do to make paladin more useful on a raid is to give paladin a shield block type spell which requires you have a shield equipped to use, but lets a paladin absorb some damage taken for another player depending upon who's buffed with the spell which would be limited to one person per paladin and the same person can only be buffed by one paladin at a time.
 
Oooh that reminds me of the shielding ability of Ithink Cecil in Final Fantasy...4 I think, prolly others.
I support this, a spell doing this would be feasible I guess, sounds like a targetable rune where the Pally gets it instead of the person he protects.
But the part with wielding a shield for this to work...no need I guess the damage you get depends of your AC and that's all.
 
knowom said:
I think one thing you could possibly do to make paladin more useful on a raid is to give paladin a shield block type spell which requires you have a shield equipped to use, but lets a paladin absorb some damage taken for another player depending upon who's buffed with the spell which would be limited to one person per paladin and the same person can only be buffed by one paladin at a time.

This is something that would be in the shadowknight catagory, this is something " defensive " although it is a good idea. Adding or upping damage or whatnot is something that would be " offensive " which after paladins were changed would be a good course of action.
 
Pallish said:
This is something that would be in the shadowknight catagory, this is something " defensive " although it is a good idea. Adding or upping damage or whatnot is something that would be " offensive " which after paladins were changed would be a good course of action.
We should get an archaic nuke. Purchasable from the Newport vendor.

And for the record, I support my own product and/or service.
 
Hasrett said:
We should get an archaic nuke. Purchasable from the Newport vendor.

And for the record, I support my own product and/or service.

1) Asking for outlandish improvments doesnt cause the admins to be anymore receptive suggestions.

2) Posting the fact that you support and/or approve of your own service is like laughing at your own jokes.
 
Pallish said:
1) Asking for outlandish improvments doesnt cause the admins to be anymore receptive suggestions.

2) Posting the fact that you support and/or approve of your own service is like laughing at your own jokes.

Taking his post seriously is worse than both combined.
 
Wow, witty 1liner post. Do I detect some previous goonsquad affiliation in your exstensive past here on SoD perhaps?

/d sir.
 
Pallish said:
Wow, witty 1liner post. Do I detect some previous goonsquad affiliation in your exstensive past here on SoD perhaps?

/d sir.

OH MAN COLD BLOODED
 
if the pally also self-heals, lands good rounds while the warrior lands some bad rounds, it could happen, even if everyone is playing "right".
A warrior uses all his clickies and his AAs and stances correctly he should not loose agro to the paladin. The problem could be that the reclick time is to long for every trash mob but Rampaging mobs where you would really want to bother with dedicated rampage tanks and needing a paladin to heal himself are pretty rare and dont come every 10 mins.
 
Granted that I've really only skimmed this thread (I know precious little about Pallies), but I will say that I always feel ALOT better about raids with a Pally in the group. Tanks squeal for SSS and during a named fight, a pally means I don't have to pay any attention to ANYONE else in my group except Jax and Rom if Jax somehow drops. Shit, I don't even have to heal MYSELF. Pally's got it. I love having paladins around. Granted, we only have one on raids regularly, but that's because of the 3 in guild, 1 isn't raid level and 1 is an alt of a main we need more.
 
Widan said:
Taking his post seriously is worse than both combined.
True story. If one of my posts is shorter than Harry Potter Book 7, it's probably meant to be a joke.
 
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