Not that I built my guy based off this thought. But then again, I built him with the idea that the stance would actually work. Allowing him to threat or intim depending on the scenario.
Situationally, I disagree with your disagreement
A fighter's ability to specialize in something should make them pretty much top tier in any 'generally' specific thing they specialize in... as a general rule. (If you don't understand that, its OK, I'm not sure it even makes sense at first, but I can't think of a 'more betta' way to say it.)
Here's an analogy:
A fighter who's dedicated his life to mastery of the [short] bow will pretty much out marksman anyone in a standard archery contest.
Now, consider a nomadic tribe whose warriors / hunters are trained to strike something as small as a rabbit or a head-shot while riding a horse bareback through a forest. [They're entire tribes survival depends on this and has for say 1000 years]
When it comes to hitting a rabbit in a crosswind while riding bareback through a forest, who's going to bring home the gold? Not the Kensai, although he should make a far more respectable showing than anyone else.
So, back to an intimidate-like skill for paladins, vs overwhelmingly evil undead / outsiders, an 'Intimidating/threatening/challenging' paladin should win hands down every time vs anything else because a. they specialized much like the fighter and b. the target is predisposed to hate them in the first place.
In nearly all other cases, the 'general specialist' should be able to hold the advantage.
Anyway, that's how I see it.
Remember the little people, if for no other reason than to better savor the squishy sound they make as you roll over them.
Cleric, Rogue, UMD - Because Grease Clickies Have Consequences.
There are no bad builds, only Characters with High End-Game Mule Potential.
Well they could give them the paladins non-functional agro generating stance and everyone comes out even.
Why would giving paladins an expensive work around for a class power that doesn't work mean fighters and barbarians should also get something when there stuff isn't broken.
While I agree with Junts that threat tanking is more fun than intimitanking, and that the devs really need to get in there and fix the non-functional hate generation in DoS, I don't really feel that adding Intimidate to the paladin's skill list would be either a waste or detrimental.
For one, paladins are likely running with considerably more Cha than fighters, and for another, adding the skill to their list would necessarily bring along skill enhancements (as I believe you, Eladrin, mentioned recently concerning skill lists and their corresponding enhancements, along with a note about lowering the cost for ranks II-IV), so they'd have the option of improving their intimidate that way. After that, it would simply be a matter of choice:
Splashing 2 fighter, while largely for the access to intimidate, won't be obsoleted as it still gives some hefty benefits (3 feats, if you count Tower Shield Proficiency, Haste Boost I, Str I and access to Jump).
Personally, I enjoy having the options to both threat tank and intimitank when the need arises: sure, without feats a paladin still probably won't be intimidating epic Lailat or elite Horoth, but those extremes shouldn't be the stick by which this decision is measured.
Threat-tanking works very well vs. single opponents and when you're starting as the tank, but works poorly against multiple opponents and in situations where you are not the one tanking from the start, such as if, in ToD, the main tank goes down--intimitanking, with a high enough score, can often salvage that situation, whereas hate tanking is much more dicey.
In summary, I'd be overjoyed to see paladins get intimidate as a class skill, Eladrin.
Now, can we get greensteel deconstruction so people can adjust to major changes like this PLEEEEEASE?!
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Might I suggest that you simply give paladins a power that works on diplomacy that works as if it were intimidate? Holy Word - gives a sermon that REALLY annoys everyone, and forces them to attack the paladin. For extra kicks, make everyone in the party roll a will-save vs attacking the paladin too
Devs: Thanks for making Druids available to VIPs without the pack. This more than anything, has made me want to buy the pack.
Remember the little people, if for no other reason than to better savor the squishy sound they make as you roll over them.
Cleric, Rogue, UMD - Because Grease Clickies Have Consequences.
There are no bad builds, only Characters with High End-Game Mule Potential.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Ahhh... taking "How Not To Be Annoyingly Self-Righteous" lessons. Everyone wants to teach the indignant b$#@!*&ds a lesson, no? Diplomacy could be this, surely.
Perhaps if paladins had auto-aggro based on their BAB (or level or more applicable number) + 10 + CHA bonus or such and make them take the skill to grant the Pally levels in a stance which works AGAINST their auto-aggro aura (diplomacy). If any pally wants to shed aggro in favor of a differently designated tank then they will actually have a passive diplomacy effect triggered by entering a stance. I would imagine this would take concentration for a pally to maintain, so it might give them a -5 to concentration (pick more appropriate value for balance) while they are holding the stance.
Thus diplomacy could be used, not to shed aggro, but to prevent drawing extra.
Goe ahed... korekt mah spelin'.
BAB doesn't work in DDO the same way that it does in PnP. It goes up just for standing in one place instead of going down for each extra attack in a round.
Since BAB doesn't work the same anyway, I think we should give all of the classes the same BAB. Much more balanced, and so many people like playing WF wizards with greatswords. Why not let them have fun too?
The benefit of multiclassing Rogue for Paladins would be significantly diminished by granting Paladins Intimidate as a Class Skill. In its absence, Anguirel would have some of her utility reduced, making the multiclassing effective only for UMD and Evasion. I've worked hard on Anguirel and would have mixed feelings about a mechanic change.
The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory. - Sun Tzu
DPS: GTWF Kopesh 36+ str exaulted smite 3 for DPS Crits around 500pts on smites which are spaced for agro. With the 300% hate amp (not including items) thats 1500pts which few frenzied barbarians can hope to match. A non smite crit is around 150 or 450pts and a regular hit 40 or 120pts. The only thing that can really peal off agro are lighting strikes crits very early on which are far more rare that crit smites.
AC: Base 10, Armor 8, Aura 6, Gear dodge 9, Stance dodge 4, CE 5, Dex 8,Wis 8, Insight 4, Alchemical 1, Bark 5, Inspire Heroics 4, Recitation 2, Haste 1, Deflection 5, Syberis set 2 = 74
Then there are the ship buffs extra potions to dix/wis, .... and short buffs like defense boost or shield clickie. Not hard to go to 80 for end game.
My guild leader in madborn plays a hate tank pally like this. I don't think he's gotten to 80 but he's 70+ when tanking. I've never seen anything peel off agro from him but you do have to give him a few swings to get the hook in. On the other hand I've pulled agro off of frenzied berzerkers on my skirmish paladin with no agro amp due to crit smites or lightning strike. Hate amp is just far more consistent than simply doing a lot of damage.
A suggestion made since DDO's beta:
Give Diplomacy a second icon so it can be used either to attract or reply aggro. This will neatly grant Paladins and Monks full access to tank taunting. For the sake of variety, aggro-pulling by Diplomacy is unaffected by size, and instead is modified by law/chaos alignment, with more chaotic creatures better able to resist it.
Note that either approach (allowing Dip to pull aggro or giving Paladins Intimidate) would invalidate the reason for very many Paladins to splash Fighter and Rogue, so you could look at sending them a complementary Lesser Heart.
PS. Of course I also suggest bigger changes to Intimidate-type things, such as having them work with hate aggro instead of overriding it.
Last edited by Angelus_dead; 08-09-2010 at 11:55 PM.