Results 1 to 3 of 3
  1. #1
    Community Member
    Join Date
    Jun 2006
    Posts
    9,633

    Default Buff for Paladins: Leadership Tree

    Paladins are supposed to be natural leaders, but their party buffing skills are rather underdeveloped. They're a melee class with self-healing, but they're extremely one-dimensional, and except for their Saves, pretty much inferior to other classes at any one aspect of the game. Plus, they only have two current Enhancement trees. I think a third tree could be added to add a little diversity and dimension to the Paladin's playstyle, while keeping within their core focus:

    Leadership Tree

    Core abilities: Your Aura extends an additional 5m (2m?) for every Core skill you possess
    Core Skill 1: Your Aura now grants Deathward to everyone within it.
    Core skills 2-4: Your Aura now adds an Aura bonus to Concealment/Attack Speed/Incorp/Dodge equal to 1/2 your CHA modifier
    Capstone: +2 Cha, all party members are always considered within your Aura while in the same zone, bonus increased to 3/4 your CHA modifier

    Line 1: Herald. Summon a divine Herald of your deity; basically a Paladin copy of Skelly's PM.
    Line 2: Adds Blur/Haste/Displacement/GH to your spellbook as L1/2/3/4 spells (not SLAs)...or other possible Divine buffs instead that aren't already in the Pally spellbook.
    Line 3 and 4: AB: Inflame (same as Warpriest), Cha/Con multi-selector, maybe Efficient Metamagic: Extend and Emp Heal
    Line 5: A +1[W] melee attack that grants stacking bonuses to allies within your Aura when it lands: +damage/USP, HOTs, elemental absorbtion, threat reduction, etc., with additional benefits being added with additional investment in the line.

    L5 skills: GH (Line 2), grants your Herald CCW (CSW?), Lesser Restoration, and Raise Dead (Line 1), adds Immunity to Stun/Daze/(Paral?/Hold?/Etc.) to your Line 5 special attack (Line 5).

    Basically the idea is to make heavily-invested Paladins extremely desirable in group settings, granting significant bonuses to nearby allies and gaining useful buffing skills and spells, while the Herald makes the line also worthwhile for solo play and not simply a buffbot. While it doesn't directly increase the Paladin's tankability or DPS the way SD or KotC does, the more allies in your group, the more meaningful the paladin's bonuses become.

    Everything here is negotiable too, if a given value or choice seems overpowered - its the basic idea and mechanics of the tree (buffing auras, Herald pet, boosts to allies) that's the main suggestion.

  2. #2
    Community Member
    Join Date
    Jul 2012
    Posts
    697

    Default

    Quote Originally Posted by droid327 View Post
    Paladins are supposed to be natural leaders, but their party buffing skills are rather underdeveloped. They're a melee class with self-healing, but they're extremely one-dimensional, and except for their Saves, pretty much inferior to other classes at any one aspect of the game. Plus, they only have two current Enhancement trees. I think a third tree could be added to add a little diversity and dimension to the Paladin's playstyle, while keeping within their core focus:

    Leadership Tree

    Core abilities: Your Aura extends an additional 5m (2m?) for every Core skill you possess
    Core Skill 1: Your Aura now grants Deathward to everyone within it.
    Core skills 2-4: Your Aura now adds an Aura bonus to Concealment/Attack Speed/Incorp/Dodge equal to 1/2 your CHA modifier
    Capstone: +2 Cha, all party members are always considered within your Aura while in the same zone, bonus increased to 3/4 your CHA modifier

    Line 1: Herald. Summon a divine Herald of your deity; basically a Paladin copy of Skelly's PM.
    Line 2: Adds Blur/Haste/Displacement/GH to your spellbook as L1/2/3/4 spells (not SLAs)...or other possible Divine buffs instead that aren't already in the Pally spellbook.
    Line 3 and 4: AB: Inflame (same as Warpriest), Cha/Con multi-selector, maybe Efficient Metamagic: Extend and Emp Heal
    Line 5: A +1[W] melee attack that grants stacking bonuses to allies within your Aura when it lands: +damage/USP, HOTs, elemental absorbtion, threat reduction, etc., with additional benefits being added with additional investment in the line.

    L5 skills: GH (Line 2), grants your Herald CCW (CSW?), Lesser Restoration, and Raise Dead (Line 1), adds Immunity to Stun/Daze/(Paral?/Hold?/Etc.) to your Line 5 special attack (Line 5).

    Basically the idea is to make heavily-invested Paladins extremely desirable in group settings, granting significant bonuses to nearby allies and gaining useful buffing skills and spells, while the Herald makes the line also worthwhile for solo play and not simply a buffbot. While it doesn't directly increase the Paladin's tankability or DPS the way SD or KotC does, the more allies in your group, the more meaningful the paladin's bonuses become.

    Everything here is negotiable too, if a given value or choice seems overpowered - its the basic idea and mechanics of the tree (buffing auras, Herald pet, boosts to allies) that's the main suggestion.
    i'd rather add some kind of inquisitor, a "mage-killer". The problem is that could possibly make the other 2 trees completely outdated and useless.

    Though we agree Paladins need some love, either making AC/PRR worthless for the whole game or changing some things in the trees

  3. #3
    Community Member Fedora1's Avatar
    Join Date
    May 2013
    Posts
    3,524

    Default

    Is the consensus that Paladins have weak dps because all there bonuses are restricted to a small subset of mobs?

    Smites only proc on evil mobs, correct? And he has a limited number of them although they do regen slowly.

    Bonuses only apply to either undead OR evil outsiders.

    If the bonuses applied to all outsiders and undead alike, would that even the score?

    Would it have to be against all of evil alignment, or is that OP?

    Should they get bonuses with longswords?

    Personally I love my paladins (although none are pure, I typically splash monk, fighter, or rogue) in heroic content.
    My take on "the grind": https://www.ddo.com/forums/showthrea...=1#post6220972

    Ordinary humans have inhibitions that serve as a buffer against what we know is bad behavior.
    However, some people, by blaming others for their own bad behavior, develop a thought pattern that allows them to override self-control in order to achieve a selfish end.
    - My opinion on exploiters and cheaters blaming SSG for unfair punishment.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload