So just realized that Holy Retribution recharges Smites, are you going to make it so that it has a CD and no Turn Undead use?
Paladins have limited Turn Undead, and making another key ability use them I think is poor design.
Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
Tekllin Human 20 Sorc (3x Sorc, Wiz PL)
Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
Degenerate Matter
DDO only uses the Eberronean version of most classes.
In the case of paladins, this means the Lawful Good-restricted Eberron Paladin [in FR, Paladins may be of different alignments than LG].
The LG-only Eberron paladin has strict outlooks and restrictions- including a harsh outlook toward 'evil' and 'unnatural' creatures.
Unlike paladins of other settings, which tend to convey the interests of their god, whatever their alignment, Eberron paladins are 'paragons of virtue' that seek to 'cleanse evil'.
You could view them as a sort of natural response/counter-existence to the existence of evil undead, even.
Undead animated by negative energy are always treated as evil creatures.
Holy damage always works against evil creatures.
See:
http://www.d20srd.org/srd/monsters/skeleton.htm
http://www.dandwiki.com/wiki/SRD:Holy
So how does this interact with Legendary Dreadnought? Will the Exalted and Avenging Cleaves work without having the feats for things like Lay Waste and Momentous Swing? Can Paladins use those abilities without having Power Attack on (or Power Attack at all) since that was a big hang-up for that ED?
If not, is it completely asinine to require higher standards and more feats to get a few basic abilities in an ED to work than an Epic feat? Really, if this part of the game wasn't thought through with the game, I wonder what unintended changes (and possibly gamebreaking stuff) is going to happen with all these changes at once.
Let me put it this way for everyone too willfully obtuse to want to actually think about what im saying:
The current design is worthless because it leads to shallow, very exploitable trees.
What should be the design is a series of incredibly deep, broad, and difficult decision where only 30% of the options at any given time can be chosen but all 100% of that is worth considering. That is not the case anywhere atm.
Divine Retribution is a 3/3 ability. its nice for vs spellcasters but its just not worth it lets say they remove the vorpal, and just keep the debuff, the ability still needs to recharge multiple uses of smite evil to actually see use. Because paladins get recharging smite evil but not recharging turn undead.
2 reasons:
1: Paladin doesnt get spellpower for ****
2: its as they said, so they have more ways to balance power then they currently do.
No paladin of Freedom. so no bardadins
Actually, the non-LG paladins are in Unearthed Arcana, which is not a campaign linked book.
Eberron paladins are going to have significantly different outlooks then Faerun.
Also, undeath isnt inherently evil in Faerun, its inherently trying not to goto Dolurrh where your soul rots and fades away
Sev,
I need you to take a step back. Look at EVERY class and EVERY tree.
Now please tell me, why would ANY character, melee or ranged, not simply go 14 Paladin/6 whatever and have the absolute best version of what melee/ranged character they want? Ranger for Manyshot, Monk for Throwing or Monking, Rogue for Staffing...It's TOO powerful. And I almost never call for nerfs.
Zeal and Holy Sword MUST become Competence based like almost EVERY OTHER class/ED/Race based Critical Threat and Multiplier adjustment (Swash, Halfling, LD, Kensei, etc).
If you need help from some expert builders who can already tell wht terrible things will happen if you go through with these changes, please just let us know. There are a few of us left who will tell you the truth.
good at business
Why is it that people don't seem to like the Aura of Courage at all? It's a passive buff that is always on you, and buffs the party besides.
That's not lag, it's just DDO trying to become turn-based again.
Feature wishlist: colour-coded HP bars; red/blue teams in raids; rez-timer in party menu
Bug report form link
You are kidding right? You have to give up so much for 14 level splashes in a tree just for +1 range and multi on a single dispellable spell, and even then it helps Rogue splashes...and that's it. Paladin literally has nothing else going for it, a truth I think will remain the same as we move forward.
Running my math on it there are only a small handful of splashes that seem to benefit, and those are tough choices where the holy sword bonuses are weight heavily with all the things you give up because of a deep splash in a class with little else going for it.
Devs have said they want tough choices. This is one, and one that brings a very tiny amount of builds into a upper 20% range of viability.
Officer of Renowned
Because paladin's are already immune to fear so half the bonus doesn't even do anything for them? The other half of the bonus is pretty lackluster since with their high saves enchantments aren't much of a issue either?
And then of course you can't read anyone's biography because the aura keeps jumping you back to the top every 3 seconds.
So basically it's only useful to the party, if they stay close, not the actual Paladin.
more accurately because the area of effect is so short that only paladins benefit from the aura, and what benefits it does give are minimal as it is. If an ally can benefit from the effects of Aura of Courage, then they are definitely out of possition
the +3 stacks with saving throws is good in DoS, its just that unlike paladin auras from WoW, which had an AoE of 60 yards, the aura of courage is 10 feet in radius, meaning it covers 1/324th of the area.
Every build that wants bonuses to crit threat and multi must give up a great deal. Either Tier5 Enhancements, or many levels, or both.
Are you kidding?
Fighter: 8 levels, multiple feats, Tier 5
Rogue: Tier 5, 5 Levels
SwashBuckler: Ridiculously OP, Tier 2 Core, 3 Levels. Cannot go Monk or Pally
Halfling: 16 AP, only applied to throwers
LD: Pulveriser, Headmans Chop or whatever, etc require LD destiny
Rogue/Monk for Qstaffs: Tier 5, many AP
But perhaps most importantly: NONE OF THESE STACK: they are all Competence typed bonuses. There is a reason for that. Severlin (and you) need to understand this is a mistake to make it stack with everything.
There was a dev who a few months ago said DDO was trying to move AWAY from granting stacking multiplier and threat range bonuses to damage in favor of something that smooths more gracefully.
What happened to that idea?
good at business