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  1. #1
    Community Member gpk's Avatar
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    Default Feel like the paladin class(especially pure) has been shafted over the last few mods?

    Well speak out in the general and development forum sections, your frustration is likely to go unnoticed here.

    If you're like me and feel that the Paladin class has been overlooked for many mods all the while having abilities reduced and or changed while other classes got better speak up about it!

    Possible grievances:

    -reduced aura
    -reduced DF
    -no worthy high level spells or new pally specific spells (lack of Divine Fury, Divine Righteousness and poor implementation of Holy Sword )
    -high enhancement cost & prereqs (aura)
    -metamagic changes
    -Smite Evil barely worth clicking
    -no real reason to stay pure paladin past lev 11

  2. #2
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    Caius Furius Aurelius of Fernia
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    Aurelia - Lucilla - Iulia - Marciana - Caecilia - Pompeia
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  3. #3
    Community Member gpk's Avatar
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    Well ill be a SOB, seem in mod6 Holy Sword will be a holy burst weap finally. I rememebr MANY ppl begging for this before it went live. Mod6 is a long time away, maybe we can get it added in the next patch?

  4. #4
    Community Member Dworkin_of_Amber's Avatar
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    Even with the Holy Sword change, I still agree with the OP that Paladins are getting the "shaft", and I still cannot see any real reason to go beyond Pal 11 for pretty much any build. I know the purists will cry foul, but there are way too many gains in splashing for 12-14 into Rogue or Fighter or even Cleric or Sorc for a Paladin. Yes, getting Death Ward is very nice, but most Clerics carry it, and there is a clicky for it in TangleRoot (and for those who still have jellies from last year, there is a Death Ward Jelly - I still have about 10 of them!)

    But yes, I agree that Paladins need to have something significant added to their level progression or Enhancement Progression to make them worth taking beyond 11.
    Since we lost the Paladin Mount, and the lessened effectiveness of Turn Undead and Smite Evil, there needs to be some more "oomph" given to Paladins to keep them pure (or find some reason to go beyond Pal 11).

    I don't know what the solution is, maybe a higher-level Aura Enhancement (with a reduced cost, please), or Holy Sword, Mass, or some aura-enhancements that do damage/slow/curse/etc to Evil Mobs within it's range? That might be something VERY useful...

    Say a Paladin 15 Enhancement:
    Righteous Aura - All Evil-Aligned creatures within the range of the Paladin's Aura take a 25% speed penalty and a -4 to-hit, damage, and saves due to the overwhelming righteousness of the Paladin.

    Or maybe:
    Aura of Damage Reduction - Party Members within your Aura gain DR 5/good. (Providing DR against Evil creatures, as opposed to Angelskin which is the opposite... but make the Aura Provide it!)

    Or:
    Paladin's Righteous Fighting - Provides an additional +1 to the Critical Multiplier (or Possibly the Threat Range) of the Paladin's Wielded weapon when fighting against Evil Creatures

    Or:
    Paladin's Holier Smite - Doubles the Paladin's character level for Holy Smite Damage calculations

    Or:
    Paladin's Righteousness - Adds a +2 sacred bonus to Hit and to Damage for any weapon that the Paladin wields against Evil creatures (Similar to tacking Righteousness onto the weapon)

    Or:
    Paladin's Undead Fury - Doubles the HD (or the Paladin's Turning Level) for Turn Undead Attempts

    Or:
    Paladin's Undead Hatred - Allows the Paladin to add hit Charisma modifier to his To-Hit and Damage when fighting Undead creatures

    Or:
    Paladin's Holy Smite - The Paladin can cause his aura to cast out a blast of Holy Force, causing a spell-like effect similar to the Cleric's Holy Smite spell. The Paladin's Aura will cast spell-like effect of Holy Smite, with a caster level equal to double the Paladin's level. Using this effect consumes one turn undead for the day. (Metamagic Allowed: Extend, Maximize, Empower) (I know this is similar to Divine Righteouness, but the Holy Smite would be more effective, considering the stun portion)

    Or:
    Paladin's Aura of Alacrity - The Paladin's Aura is enchanted to provide any Lawful-Good allies within the range of his aura a 5% Melee and Ranged Alacrity bonus. (This includes the Paladin himself)

    Or:
    Paladin's Divine Might - The Paladin can use this spell-like effect to grant the haste ability to all party members in range. The Haste effect is cast with the caster level equal to the Paladin's Level. This effect consumes one turn undead attempt for the day. (Metamagic Allowed: Extend)

    Or:
    Paladin's Divine Cure - The Paladin can use this spell-like ability to cast Cure Moderate Wounds, Mass on his entire party. Caster Level equal to Paladin's Level. This effect consumes one turn undead attempt for the day.


    That's all I can think of right now... but maybe some of these ideas might give reasons to continue Pure Paladin... especially the always-on-aura-enhancements!
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
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  5. #5
    Community Member Mhykke's Avatar
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    Bottom line is that other classes were given boosts, paladins only ones who were nerfed. And not just nerfed. Paladins lost DPS (DF), AC, AND Saves!!!!!!!!!
    Mhykke(Pldn):Mhykkelle(Srcr):Mykkelle(Rngr):Mhykael(Clrc):Mykke(Brbrn):Mhykel(Ftr):
    Mhykelle(Wzrd):Mhyke(Brd):Mykkael(Rgr/Rog/Barb):Mykkel(Rog):Mhykkaelsan(Mnk):Mhykkael(FVS):Mhykkel(Brd):Markas(Ret.Srcr)

  6. #6
    Community Member Frodo_Lives's Avatar
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    Not to mention the things that made the paladin so good when the cap was lvl 10 was AC and saves, plus boosts to the whole party. Now AC matters less and less, and resistance items are common. Most high level characters have decent saves anyway so it further reduces the benifits that are inherant to a paladin. A paladin with good AC and Saves used to bring something to the party, now a fighters AC can easily be higher and everyone has decent saves.

    They have expanded the DPS of other melee classes to untold levels at the same time lowering the paladins ability to DPS. They made the advantages that a paladin brings to the party significantly less important and easily replaceable.

    No one thinks that a paladin should DPS like a barbarian, or have the tactical feats like a fighter. There is something to be said for the shear versitility of the class. But being able to do a lot of different things doesn't mean a lot if what you can do is both easily replaceable and underpowered.

    A pure paladin is like having deception on a weapon. No where good as it could have been.
    Last edited by Frodo Lives; 11-05-2007 at 01:32 PM.

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