With the renaming of the metamagic enhancements to the spell saver what ever they are now, does any one else see them using the names we have now but used to eather increase the potency of the enhancement? For example improved empower could eather do x% more damage, and improved highten could up the dc by 1 or or some such. This seems like it would be one easy way to add a lot of enhancements to the caster classes with out an awfull lot of work.
I disagree to a certain extent.
Yes the Paladin's need love and the devs have admitted this. They are working on them. The next mod is not here yet, and they are continuing to work on the Paladin. Each week has unveiled something new they are giving to them. Let us hope they continue this trend of new things over the new few weeks.
I think the difference between Paladins and other classes are over-exaggerated by some. Yes, they aren't as good at DPS as Rangers, Barbarians or Rogues. Their defense can be trumped by a few choice builds. However, I think they can still be, if not the top defensive tanking class, a close second or third.
Yes, while they get the benefit of their aura so does everyone else in the party. However, the same argument can be made for a melee bard. While he gets the benefit of the song, so does everyone else in the group.
That's my thoughts. While I am not 100% in love with the new Paladin stuff, I do like the direction that they seem to be heading. I eagerly await the Weekly Dev Activities each week to see what changes they are looking to add![]()
Once again, here are some good PnP compliant spells that should be added:
Silverbeard:
Level 1 , 1 minute/level, self only
+2 Sacred AC bonus
Righteous Fury:
Level 3, 1 min/level, self only
+4 Sacred STR, +5 temp HP/caster level max 50
Righteous Aura:
Level 4, 1 min/level, self only
+4 Sacred CHA bonus (Pally bomb kaboom/heal on death can be replaced with whatever else that seems fair)
And here is a divine Feat that can be added as a split enhancement, duration non pnp-compliant to scale to DDO standards (NWN boosted duration too):
Divine Might, requires Power Attack, Turn Undead
Use a Turn Undead charge to add CHA modifier bonus divine damage for Charisma modifer rounds (6 seconds)
(boosted from 1 round fixed duration as other games like NWN have done)
So in DDO you can add it like :
Divine Might 1, min lev 8, 2 AP: add half your charisma modifier to damage for cha mod rounds
Divine Might 2, min lev 15, 4 AP: add your full charisma modifier to damage for cha mod rounds
If CHA mod is too strong then simply omit Righteous Aura scared CHA bonus so as to not boost Divine Might and have the damage only apply to evil mobs. If still too strong get rid of extra turn undead enhancements.
This is a feat-like enhancement that rewards pure high level paladins, makes good use of turn undeads, rewards paladins with a good charisma score.
Last edited by gpk; 03-24-2008 at 06:49 PM.
The problem is, paladins don't get the vast majority of their defensive capability from being a level 14+ paladin. Rogues, Rangers and Barbarians do get the majority of their capability from being a whatever level whatever. Give them a basic level of gear and they're good to go. Give the paladin a basic level of gear and he's going to not hold aggro(no intimidate!), get hit on every swing and be generally worthless.
edit: Heck, pretty much every build *except* for defensive one's gets the vast majority of it's utility from simply being the proper level, taking the proper enhancements and having a basic level of gear. The only exception to that rule is defensive tanks.
Last edited by Strykersz; 03-24-2008 at 05:32 PM.
Well...enhancements are only useful if someone takes them. Enhancements like +1 to your repair skill are never used and thus, a complete waste of dev time and only serve to pad numbers of available enhancement options. I don't see myself or any other paladins I know taking advantage of the new enhancements. The only thing they'll be taking advantage of so far is the action point discount on the AC and resistance auras. That's about the only 'Pally love' I've seen so far that I think matters. Everything else is still garbage.
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(and if you disagree with me, then you can treat me like a Nintendo Cartridge)
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They're in the Spell Compendium, same place Nightshield and the totally different Ram's might come from. These have been mentioned on these forums as well by other people.
Divine Might is listed in the D20srd in it's pnp form.
Also you can swing your weapon without targetting a mob. You will continue to swing after the mob you did have targetted drops dead.
And you won't get spammed with "Not in Range" messages as you tab around looking for something as you do with auto-attack turned on.
And I can reassign my G15 key that is giving me this feature and put it on my mouse where I want it.
LMAO more hot bars just what my big clumsy fingers need, more ways to screw up....... but the click and hold to attack OHHHHHHHHHH I feel a woody coming on![]()
You know I was gonna get on here and complain that Divine Sacrifice is not enough for Paladins, but you know, at least it's something. No reason to get all negative when they are adding something POSITIVE (albeit fairly small) to the class. Here's to hoping it won't be the last time.
Lufeng - 15/2 Paladin/Fighter, Dryo - 17 Sorcerer, Rami - 17 Cleric, Purgatorius - 13/2/1 Rogue/Ranger/Fighter, Barbee - 11 Fighter
Legends of Aerenal on Sarlona
If the extent of pally love comes in the form of Divine Sacrifice and some equally silly sounding Smite Evil enhancements, would that be a reason to to "get all negative?"
In DDO getting "something" is not always better than getting "nothing"; at least there is no wasted DEV and QA time on "nothing". Normally I'm not one to jump on the whole "dev time" bandwagon but recent posts have led us to believe that it is an ever diminishing resource and as such should be expended very carefully.
We're all keeping our fingers crossed that this is just a "well we had some time so we added this too" "something".