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  1. #21
    Community Member Emili's Avatar
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    http://www.d20srd.org/srd/spellLists/paladinSpells.htm

    http://www.d20srd.org/srd/spellLists/rangerSpells.htm

    OK... in a nutshell. Pally's and Ranger's are not suppose to be heavy spell casters. That just it. In DnD they are lower level spell casters they bring a slight versitility to the party because of it. In DnD proper (the non-spell point variety) the pally gets 3 1st lvl, 3 2nd lvl, 3 3rd lvl and 3 4th lvl spells a day at level 20 and is a level 16 caster. Likewise the ranger follows suit also. The arcane and divine heavy casters also are limited in spell use thus are not as flexible in every situation in DnD pnp as they are in DDO... thus that's where the lower level casting classes come in a tad more handy DnD pnp... we do not have that here in DDO where mana typically flows like water.

    The prime purpose of these two classes *Pally and ranger* are they are a flavor of warrior class... a related fighter class if you would but with predetermined environmental or ethical stance for role-play and support of that flavor. They are foremost warroirs not casters in any event - DDO attribution of defining some as more DPS oriented and others more defensive produced the quagmire we have now... while the base abilities of a class well suited them in a particular area - it was not meant for them to excell in that area far beyound the other warrior classes ... in DnD a well offensively feated Pally is very much on par with a well offensively feated ranger, barbarian, even rogue withing a single die roll... it also goes the other way a barbarian can gain as much deffensive ability as the pally, (That are what feats are for - to customize) this is not so much true in DDO.
    Last edited by Emili; 03-27-2008 at 08:40 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  2. #22

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    I found another interesting one in Spell Compendium that shouldn't be too hard.

    Favor of the Martyr, Paladin 4. 1 min/level, self or ally. Immune to Charm, Compulsion, and "pain" effects (irrelevant in DDO as of now?). Cannot be dazed, exhausted, fatigued, nauseated, sickened, staggered or stunned. Grants the Diehard feat.

    Also:

    Clear Mind, Paladin 1. 1 min/level, self only. You gain a +4 sacred bonus on saving throws against mind-affecting spells and effects.

    Cloak of Bravery, Paladin 2, Cleric 3. 1 min/level, area of effect. Allies gain a morale bonus on saves vs. fear equal to your caster level (max +10).

    Hand of Divinity, Paladin 2, Cleric 2. 1 min/level, self or ally. +2 sacred bonus to saving throws.

    Lionheart, Paladin 1. 6 second/level, self or ally. Immune to fear.

    Righteous Fury, Paladin 3. 1 min/level, self only. You gain 5 temporary hit points per caster level (max 50) and +4 sacred bonus to strength.

    Shield of Warding, Paladin 2, Cleric 3. 1 min/level, self or ally. +1 sacred bonus to AC and Reflex saves. +1 per five caster levels (max +5). Must be using a shield.

    Silverbeard, Paladin 1. 1 min/level, self only. +2 sacred bonus to AC.

    Word of Binding, Paladin 3. 6 second per level, enemy. Target cannot act and moves at one quarter speed. Reflex negates.

    Really, there's almost no excuse for not having more Buffs in the game. Half of the ones we already have don't have any real animation. Give something the shiny orange foot glow, and the orange circle if it's AoE, and you're set. Then all you've got to do is make an icon.
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  4. #24
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    Quote Originally Posted by MysticTheurge View Post
    I found another interesting one in Spell Compendium that shouldn't be too hard.

    Favor of the Martyr, Paladin 4. 1 min/level, self or ally. Immune to Charm, Compulsion, and "pain" effects (irrelevant in DDO as of now?)
    DDO includes Wrack and Symbol of Pain. Hopefully once monks are introduced, nongood monks will be allowed to select Flensing Strike.

    Quote Originally Posted by MysticTheurge View Post
    Cannot be dazed, exhausted, fatigued, nauseated, sickened, staggered or stunned
    Note that daze immunity has various exploitive effects in D&D. In DDO, it would render you almost completely immune to Mind Flayers.

  5. #25
    Community Member Snoggy's Avatar
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    Quote Originally Posted by artvan delet View Post
    Much rather have an easily crafted great commander green steel weapon with more base damage, holy and pure good burst, that doesn't take components for.
    What's the difference between components and ingredients?

  6. #26
    Community Member Snoggy's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    However, if they changed the implementation so that the +4 added to bark AC, it could be helpful.
    That would pretty much break the rules in a bad way. And start this game on the road to becoming Everquest.

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