Page 32 of 36 FirstFirst ... 22282930313233343536 LastLast
Results 621 to 640 of 706
  1. #621
    Community Member
    Join Date
    Jan 2010
    Posts
    23

    Default

    I didn't even get my Paladin past tenth level yet, and she's going to be nerfed. She used to be a monk, but they got trashed after teh_trolls one-man campaign against them. Don't see him around much anymore. At least we got that much out of it.

    How about just leaving them alone and turning archon light back on -you know do something nice for a change?

  2. #622
    Community Member Takllin's Avatar
    Join Date
    May 2007
    Posts
    253

    Default

    Quote Originally Posted by BDog77 View Post
    Um, ok, I put up a list of what KoTC Paladins got (all of which were either nerfed or broken on release).

    Please, enlighten me. What did they get that wasn't nerfed or broken?
    You put up part of a list...

    Here is the KotC Paladin wiki page, go enlighten yourself. I'm not going to waste my time doing it. There is WAY more than just three things that KotC Paladin received.

    Read over everything, and then come back and try to say that the only things that KotC Paladin got was some light damage, a free feat, Holy Retribution(which is actually really good)....

    http://ddowiki.com/page/Knight_of_th...e_enhancements

    Is it really a nerf if it was changed prior to release? I don't think so.

    Quote Originally Posted by fTdOmen View Post
    I'm astounded the devs don't understand this.
    Amen.

    Quote Originally Posted by SilkofDrasnia View Post
    I played them when cap was 20 too lol.

    1. there is power creep we all need to live with it, devs have decided to make all classes strong and be able to self heal decently with "recent" changes
    2. because of point 1 how classes play and are balanced needs to change, case example bards.
    3. Pally is no longer a waste of slot now I agree lets keep it that way.
    4. If other classes need balancing because of recent changes do not undo the recent changes rather fix those other classes.


    5. and I said this in an earlier post if pally supposed OPness is due to holy sword make two versions of it, the nerfed version you get access to at 14 levels of pally and the unnerfed version you get with 20 levels of pally. Why? Cause I would bet the claims of OPness are due to multiclassing.
    Yes, we must live with power creep. It is the level of power creep which we must live with that I take issue with. The less power creep, the better IMO.

    Also, the claims of OPness are not due to multiclassing. Especially considering that there is no Ranged Power equivalent to Melee Power right now...Pure Paladin is the best melee currently.

    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

  3. #623
    Community Member SilkofDrasnia's Avatar
    Join Date
    Dec 2009
    Posts
    610

    Default

    Quote Originally Posted by Takllin View Post
    You put up part of a list...

    .....



    Yes, we must live with power creep. It is the level of power creep which we must live with that I take issue with. The less power creep, the better IMO.

    Also, the claims of OPness are not due to multiclassing. Especially considering that there is no Ranged Power equivalent to Melee Power right now...Pure Paladin is the best melee currently.
    If your issue is with power creep you should have moaned long before now like in the heal amp changes, ac/prr/mrr, swf changes etc. Right now you seem to be wanting to get one particular class only nerfed which smells of personal agenda.
    Quote Originally Posted by Cordovan
    Insulting the development team is not allowed.
    Quote Originally Posted by Jendrak
    Somebody should definitely explain to Turbine that when they roll up a new GM that INT is not dump stat.

  4. #624
    Community Member
    Join Date
    Jul 2014
    Posts
    30

    Default Power creeper

    yes it is going to happen.. but it always happens to classes like the pally..they have been a slot filler at last resort for years. look at ranger , take away the slayer arrow and primal overload and what good is it ? the paralyze arrow is laughable in ee and most eh. so nerf it i say.. nerf the slayer arrow and nerf the pally, we can all build monk tornadoe throwers and join the crowd on making completionist that way, turbine doesnt seen to mind, they could delete the code for tornadoes and not hurt anything. now that i think of it they could fix alot of issues they created with the free tie they spend trying t figure out how to make more money..umm.. bank space we could buy more bank space from them..must be a lot of people out there with all that gear jamming up space.. but the business model for them is so close to a las vegas casino its incredible. power creep on bank space for a bit ?
    Quote Originally Posted by Takllin View Post
    You put up part of a list...

    Here is the KotC Paladin wiki page, go enlighten yourself. I'm not going to waste my time doing it. There is WAY more than just three things that KotC Paladin received.

    Read over everything, and then come back and try to say that the only things that KotC Paladin got was some light damage, a free feat, Holy Retribution(which is actually really good)....

    http://ddowiki.com/page/Knight_of_th...e_enhancements

    Is it really a nerf if it was changed prior to release? I don't think so.



    Amen.



    Yes, we must live with power creep. It is the level of power creep which we must live with that I take issue with. The less power creep, the better IMO.

    Also, the claims of OPness are not due to multiclassing. Especially considering that there is no Ranged Power equivalent to Melee Power right now...Pure Paladin is the best melee currently.

  5. #625
    Community Member
    Join Date
    Dec 2009
    Posts
    455

    Default

    Quote Originally Posted by Takllin View Post
    I'm not going to waste my time doing it.
    Yeah, that's what I figured. Most people on the forum like to make sweeping statements without basis.

  6. #626
    Community Member
    Join Date
    Sep 2011
    Posts
    97

    Default

    While starting nerf paladin you should start with bug, that paladin in KotC getting not only 7d6 bonus light damage from new core, but she also still getting 2d6 bonus damage against evil and 2d6 holy damage from old KotC (from core lvl 3, 12 and 20) so you are getting 11d6 bonus damage against evil for all attack and all glancing blows.

  7. #627
    Community Member
    Join Date
    Dec 2009
    Posts
    47

    Default

    Quote Originally Posted by BDog77 View Post
    Yeah, that's what I figured. Most people on the forum like to make sweeping statements without basis.
    True that. Especially from people that tell YOU to do research and to come up with your own assessment for the topic at hand when they are questioned about it.
    Last edited by XxJFGxX; 11-14-2014 at 02:02 AM.

  8. #628
    Community Member
    Join Date
    May 2013
    Posts
    477

    Default

    I see this tree has a lot of activated abilities.
    How much stuff like "Cracking Attack" can you activate within a 6 second window?

    Say I have 50% bonus attack speed and full BAB.
    I think that gives me about 2 attacks per second. Or 12 attacks in a 6 second window.

    How many special attacks can I fit it?
    12?
    6 and 6 regular attacks?
    just 6?
    something in between?

    Feels kind of important when assessing power level.

  9. #629
    Ultimate Uber Completionist Dalsheel's Avatar
    Join Date
    Nov 2010
    Posts
    298

    Default

    Quote Originally Posted by bbqzor View Post

    How does this change for paladins... you can drop the cleaves? And then not use momentum swing / lay waste? Thats not good for comparing DPS. Are you just ignoring LD as a DPS choice? Why focus on "free" feats that take away an entire destiny? How is that an advantage? You cite LD in like every other post... just ignoring this problem then? Or falsely representing the "free" feats as better than they are? Whats up?
    [/I]
    I'll let you in a little trick:
    1. Level up taking up the "Cleave" feat.
    2. Purchase Momentum Swing and Lay Waste from LD
    3. eTR and skip the "Cleave" feat.
    4. Your LD destiny will NOT reset and you can STILL use Momentum Swing and Lay Waste
    5. Profit?
    Argonnessen - Death N Taxes
    Main: Dalsheel, Paladin - Triple everything
    Alts: Elralia, Wizard - Retired for now // Nesnibtan, Undecided - Currently on the TR-Train

  10. #630
    Community Member BigErkyKid's Avatar
    Join Date
    Jan 2014
    Posts
    6,393

    Default

    Quote Originally Posted by bbqzor View Post
    More hp and amp wont stop hp from going down too rapidly, which is the barbarians issue. Getting it to go back up was never a problem for anyone healing who bothered to try at it.
    For me this is the key. Right now, even with high PRR, mobs hit too hard if you cannot reliably self heal. SFP could be enough, but not everyone has them and I think it is wrong to plan a class around that. The current self healing options of the barb come at a cost (locking into trees) and healing amp is only useful if you are getting any healing.

    For me, all barbarians should get as a class feature the DC self healing abilities on kill. For free, out of the trees.

    Quote Originally Posted by bbqzor View Post

    So, barbarians dont do enough dps because a paladin will outlive them and keep dpsing when they are dead
    Basically. What matters is NOT DPS against a dummy, rather combat time adjusted DPS. Does anyone believe for a second that barbarians, despite the changes, will have more combat time than paladins? Because they don't, they need to be way ahead in DPS to be somehow comparable.

    Finally, I am against the nerf. Yes, holy sword is very powerful and I agree that paladins should have never been placed at the top of the feeding chain both in DPS and survivability. But nerfing holy sword too much will just move people back to bards. May I remind you that bards have CC, the best stun ability in the game (frozen fury?), very good self heals, utlity spells (DDoor?) and max umd, self buffs (displacement?), awesome crit profiles, awesome defenses and saves and can stack very high levels of PRR? I said it the previous round in Lama: right now light armor builds can achieve very high levels of PRR.

  11. #631
    Community Member fmalfeas's Avatar
    Join Date
    Apr 2009
    Posts
    1,118

    Default

    I'm rather opposed to nerfing Holy Sword. To quite a few players out there, it's the only compelling reason to take more than 5 levels of paladin (the 5 due to being able to become immune to neg levels if you don't need other tier5 for your build).

    And the comparison between the chalice anti-undead vorpal attack and the barb one? It doesn't fly. The fact that the barb one works on everything is a big, big deal. 100 less damage, but 100% applicability no matter what you're fighting? Yeah, that's an outstanding ability.

  12. #632
    The Hatchery Mryal's Avatar
    Join Date
    May 2012
    Posts
    306

    Default

    Ok so..since people have gotten into the paladin nerf discussion.I'll voice on that.I'm only repeating what i said before the changes pretty much but..
    Folks are right when they say that despite the ridiculous holy sword pally will still have more dps based on how they are the best survival now, no time wasted jumping,healing, scrambling to survive the huge damage taken from mobs.
    You dont even have to bring in math to prove that paladins have become too good, you just have to look at what happens in the pug scene everyday,see, i play on argonessen, and our guid pugs 7-8 spots in raids pretty much 5 night per week, and the result, ever since the update is always the same : between 5-6 paladins in party.

    Now, never before a class has showed up so much, not even when monkcher was the new cool thing.Not even when bard changes came and an onslaught of people claimed they'd just dominate..now they are back in their old place, 0-1 per raid.Everyone just became pally - because people will always go the easier route.

    That beign said, i personaly think holy sword is ridiculous.It needs to go back to offering DR breaking and only give +1 threat range.No, paladins dont need holy sword to have 'incentives to level past 2-5', theres alredy vangard, theres alredy kotc light cores, theres alredy their defender cores wich are better than fighter ones.Theres alredy smites (wich should be fixed) and loh.A class that is alredy the best at defense can be the best in offense too? No.that doesnt makes sense.

    Forum folks and dev folks have developed this idea that nerfing is so bad and should be avoided at all costs but..i disagree.Its always either nerf or power creep the rest to keep up with that, wich, i think, is a lot worst.Its because of these choices that the same folks that disagree with the nerfs are complaining that theres no challenge in the game all the time.
    Give every person a gun and the richest man is the one that sells crutches

  13. #633
    Community Member Takllin's Avatar
    Join Date
    May 2007
    Posts
    253

    Default

    Quote Originally Posted by SilkofDrasnia View Post
    If your issue is with power creep you should have moaned long before now like in the heal amp changes, ac/prr/mrr, swf changes etc. Right now you seem to be wanting to get one particular class only nerfed which smells of personal agenda.
    I don't except you to be familiar with my stances on those topics, but I have had issue with power creep for all of those. When Centered Kensai came out, I was against it, Swashbuckler, SWF, Paladin, Armor Up, etc.

    It isn't a personal agenda. I love Paladin. I wish that the MRR/PRR formula was 125 instead of 100. I wish that Holy Sword wasn't so OP. I don't want to nerf Paladin into oblivion. I want to make it actually challenging to play content while on one...

    Quote Originally Posted by BDog77 View Post
    Yeah, that's what I figured. Most people on the forum like to make sweeping statements without basis.
    LOL. I just gave you the basis. All the changes in the DDO Wiki. Here, go look at the Release Notes. You know what, I'll even copy and paste the KotC Paladin part for you, so you can make it even easier to enlighten yourself!

    Knight of the Chalice has been improved. The enhancement tree now reads as follows:

    Innate Abilities
    1 AP: Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 100% Melee Power.
    5 AP, Pal3: Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.
    10 AP, Pal6: Slayer of Evil II: You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures.
    20 AP, Pal12: Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage.
    30 AP, Pal18: Slayer of Evil III: You now gain +3 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
    41 AP, Pal20: Champion of Good: You gain +4 Charisma and 10 Melee Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction.
    Tier One (0 AP Required)
    Extra Turning: +(1/2/3) Turn Attempts per rest.
    Divine Light: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.
    Extra Remove Disease: +(2/4/6) Remove Disease uses per rest.
    Exalted Smite: You gain 2/4 additional use of Smite Evil per rest.
    Action Boost: Attack: Activate to gain a +(4/6/8) Action Boost bonus to hit for 20 seconds.
    Tier Two (5 AP Required)
    Improved Turning: You count as (1/2/3) levels higher when turning undead, and add (2/4/6) to the number of hit dice turned.
    Divine Might: Channel Divinity: Channel Divinity: You gain an Insight bonus to Strength equal to your Charisma modifier for 30/60/120 seconds. (Cooldown 20 seconds)
    Rally: Channel Divinity: Remove fear from nearby allies. You and the affected allies gain a +2/+4/+6 Moral Bonus to Will Saves vs. Fear effects and a +1/+2/+3 Morale Bonus to Attack and Damage for 60 seconds. (Coodown: 3 miniutes)
    Exalted Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Shares its cooldown with the Cleave feat."
    Action Boost: Damage: Activate to gain a (+10/+20/+30)% Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 Seconds)
    Tier Three (10 AP Required)
    Improved Restoration: Your Paladin Remove Disease ability now also applies a (Lesser Restoration / Restoration / Greater Restoration) effect.
    Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional (5/7/9)d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. Light damage scales with 100% Melee Power.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Exalted Smite: Active: An improved smite that adds +1/+1/+2 to your weapon's critical damage multiplier and 0/+1/+2 to your weapon's critical threat range.
    Str or Cha: +1 Strength or Charisma
    Tier Four (20 AP Required)
    Censure Demons: You gain On Vorpal: Stuns Chaotic Evil outsiders for 3 seconds.
    Passion: Your Divine Sacrifice ability gains: On Damage: Gain (5/10/15) temporary spell points if you strike an evil creature with this attack.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Empowered Smite: Your Smite Evil and Exalted Smite abilities now grant a buff that increases Melee Power by 5 for 10 seconds.
    Str or Cha: +1 Strength or Charisma
    Tier Five (30 AP Required)
    Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. You also gain 5 Melee Power.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Holy Retribution: Melee Channel Divinity: Executes a powerful holy strike against the target that deals +1/+3/+5[W] damage. On Damage: Evil creatures with less than 1,000 HP have a 50%/75%/100% chance to be forced to make a WIll save (DC 10 + Paladin Level + Charisma Mod) or be destroyed. On a successful save, the affected creature takes 100 holy damage from this attack as well as -6 to all ability scores for ten seconds. (Cooldown: 6 seconds) This ability also recharges one Smite Evil.
    Sealed Life: You are immune to Energy Drain.
    Avenging Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Greate Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."

    http://ddowiki.com/page/Update_23_Re...s#Enhancements

    Are you saying, for a fact, that KotC got nothing more than those three things that you stated?

    Quote Originally Posted by XxJFGxX View Post
    True that. Especially from people that tell YOU to do research and to come up with your own assessment for the topic at hand when they are questioned about it.
    At least you used the right word this time, research!(not observation)

    Except, the part where you are wrong, is that I've already done my "research" and know that KotC Paladin got more than what he posted. I mean, he doesn't even know if the stuff works...I think that speaks for itself on his knowledge of the tree.

    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

  14. #634
    Community Member
    Join Date
    Dec 2009
    Posts
    47

    Default

    Quote Originally Posted by Takllin View Post
    I don't except you to be familiar with my stances on those topics, but I have had issue with power creep for all of those. When Centered Kensai came out, I was against it, Swashbuckler, SWF, Paladin, Armor Up, etc.

    It isn't a personal agenda. I love Paladin. I wish that the MRR/PRR formula was 125 instead of 100. I wish that Holy Sword wasn't so OP. I don't want to nerf Paladin into oblivion. I want to make it actually challenging to play content while on one...



    LOL. I just gave you the basis. All the changes in the DDO Wiki. Here, go look at the Release Notes. You know what, I'll even copy and paste the KotC Paladin part for you, so you can make it even easier to enlighten yourself!

    Knight of the Chalice has been improved. The enhancement tree now reads as follows:

    Innate Abilities
    1 AP: Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 100% Melee Power.
    5 AP, Pal3: Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.
    10 AP, Pal6: Slayer of Evil II: You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures.
    20 AP, Pal12: Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage.
    30 AP, Pal18: Slayer of Evil III: You now gain +3 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
    41 AP, Pal20: Champion of Good: You gain +4 Charisma and 10 Melee Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction.
    Tier One (0 AP Required)
    Extra Turning: +(1/2/3) Turn Attempts per rest.
    Divine Light: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.
    Extra Remove Disease: +(2/4/6) Remove Disease uses per rest.
    Exalted Smite: You gain 2/4 additional use of Smite Evil per rest.
    Action Boost: Attack: Activate to gain a +(4/6/8) Action Boost bonus to hit for 20 seconds.
    Tier Two (5 AP Required)
    Improved Turning: You count as (1/2/3) levels higher when turning undead, and add (2/4/6) to the number of hit dice turned.
    Divine Might: Channel Divinity: Channel Divinity: You gain an Insight bonus to Strength equal to your Charisma modifier for 30/60/120 seconds. (Cooldown 20 seconds)
    Rally: Channel Divinity: Remove fear from nearby allies. You and the affected allies gain a +2/+4/+6 Moral Bonus to Will Saves vs. Fear effects and a +1/+2/+3 Morale Bonus to Attack and Damage for 60 seconds. (Coodown: 3 miniutes)
    Exalted Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Shares its cooldown with the Cleave feat."
    Action Boost: Damage: Activate to gain a (+10/+20/+30)% Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 Seconds)
    Tier Three (10 AP Required)
    Improved Restoration: Your Paladin Remove Disease ability now also applies a (Lesser Restoration / Restoration / Greater Restoration) effect.
    Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional (5/7/9)d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. Light damage scales with 100% Melee Power.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Exalted Smite: Active: An improved smite that adds +1/+1/+2 to your weapon's critical damage multiplier and 0/+1/+2 to your weapon's critical threat range.
    Str or Cha: +1 Strength or Charisma
    Tier Four (20 AP Required)
    Censure Demons: You gain On Vorpal: Stuns Chaotic Evil outsiders for 3 seconds.
    Passion: Your Divine Sacrifice ability gains: On Damage: Gain (5/10/15) temporary spell points if you strike an evil creature with this attack.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Empowered Smite: Your Smite Evil and Exalted Smite abilities now grant a buff that increases Melee Power by 5 for 10 seconds.
    Str or Cha: +1 Strength or Charisma
    Tier Five (30 AP Required)
    Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. You also gain 5 Melee Power.
    Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
    Holy Retribution: Melee Channel Divinity: Executes a powerful holy strike against the target that deals +1/+3/+5[W] damage. On Damage: Evil creatures with less than 1,000 HP have a 50%/75%/100% chance to be forced to make a WIll save (DC 10 + Paladin Level + Charisma Mod) or be destroyed. On a successful save, the affected creature takes 100 holy damage from this attack as well as -6 to all ability scores for ten seconds. (Cooldown: 6 seconds) This ability also recharges one Smite Evil.
    Sealed Life: You are immune to Energy Drain.
    Avenging Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Greate Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."

    http://ddowiki.com/page/Update_23_Re...s#Enhancements

    Are you saying, for a fact, that KotC got nothing more than those three things that you stated?



    At least you used the right word this time, research!(not observation)

    Except, the part where you are wrong, is that I've already done my "research" and know that KotC Paladin got more than what he posted. I mean, he doesn't even know if the stuff works...I think that speaks for itself on his knowledge of the tree.
    And you copying and pasting a PrE does what to back up your claim? Instead of doing that why not just separate the most powerful abilities from KotC tree that Paladins got.
    Last edited by XxJFGxX; 11-14-2014 at 07:43 AM.

  15. #635
    Community Member SilkofDrasnia's Avatar
    Join Date
    Dec 2009
    Posts
    610

    Default

    Quote Originally Posted by Takllin View Post
    I don't except you to be familiar with my stances on those topics, but I have had issue with power creep for all of those. When Centered Kensai came out, I was against it, Swashbuckler, SWF, Paladin, Armor Up, etc.

    It isn't a personal agenda. I love Paladin. I wish that the MRR/PRR formula was 125 instead of 100. I wish that Holy Sword wasn't so OP. I don't want to nerf Paladin into oblivion. I want to make it actually challenging to play content while on one...

    ......
    Well I see where you are coming from I just think it is a dead horse. That last line there is where I have a problem, DDO isn't challenging anymore and they do not seem to want it "overly" challenging.

    They want it to be doable by the masses which do not want a a huge challenge and this is my belief based on all the "recent" changes that many of the masses have approved, tbh I can't help but think they are working on getting the game ready for maintenance mode.

    Sad part is I can't really blame them (turbine) because those that exclaim the most they want a "challenge" usually run on the most OP fotm build with multiple PL/EPL, I wont even mention the store pots, and then moan I have no endgame content to run.

    There is just no pleasing them so why try when they are just a small % of the player base.
    Last edited by SilkofDrasnia; 11-14-2014 at 08:38 AM.
    Quote Originally Posted by Cordovan
    Insulting the development team is not allowed.
    Quote Originally Posted by Jendrak
    Somebody should definitely explain to Turbine that when they roll up a new GM that INT is not dump stat.

  16. #636
    Community Member Qhualor's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by XxJFGxX View Post
    And you copying and pasting a PrE does what to back up your claim? Instead of doing that why not just separate the most powerful abilities from KotC tree that Paladins got.
    This
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  17. #637
    The Hatchery Mryal's Avatar
    Join Date
    May 2012
    Posts
    306

    Default

    Quote Originally Posted by IxidorGR View Post
    I'll let you in a little trick:
    1. Level up taking up the "Cleave" feat.
    2. Purchase Momentum Swing and Lay Waste from LD
    3. eTR and skip the "Cleave" feat.
    4. Your LD destiny will NOT reset and you can STILL use Momentum Swing and Lay Waste
    5. Profit?
    Pretty sure this violates the forum rules.
    Give every person a gun and the richest man is the one that sells crutches

  18. #638
    Community Member
    Join Date
    May 2013
    Posts
    477

    Default

    Quote Originally Posted by Severlin View Post
    Greetings!

    Blood Tribute: (1/1/1 AP) Gain +50/+100/+150 Temporary Health for one minute. This scales with 400% Melee Power. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
    What are the activation times on this? (delay before effect and total delay).
    How long until the 'heal' hits (you can take much more risk and 'heal' much later when it's near-instant)
    And how long until you start attacking again? (even quickened casting a heal is a major DPS loss)

    This is pretty important in evaluating this ability's power; and with that this PrE's power.
    A 3000 HP boost delivered at the speed of an non-quickened mass heal is not nearly as gamebreaking as a 3000 HP boost at instant speed.

    If you really want more accurate feedback on the impact of a change, you would need to provide more information about that change.

  19. #639
    Community Member Blackheartox's Avatar
    Join Date
    Dec 2010
    Posts
    2,275

    Default

    Quote Originally Posted by Rull View Post
    What are the activation times on this? (delay before effect and total delay).
    How long until the 'heal' hits (you can take much more risk and 'heal' much later when it's near-instant)
    And how long until you start attacking again? (even quickened casting a heal is a major DPS loss)

    This is pretty important in evaluating this ability's power; and with that this PrE's power.
    A 3000 HP boost delivered at the speed of an non-quickened mass heal is not nearly as gamebreaking as a 3000 HP boost at instant speed.

    If you really want more accurate feedback on the impact of a change, you would need to provide more information about that change.
    Roll a barb and test it, it wont be changed at all, its just a redish animation that takes a split second.
    IT just refreshes over old stack of hp, currently you can use it to get 100 hp and when its at like 2 use again and it jumps up to 100 again.
    Issue is with melle power this can be manipulated to be absurd.
    ITs on paper, and will be in gameplay a gamebreaking ability if it stays as its planned.

    Keep in mind that barb was meant to be a 2hander class that "should" have highest 2 handed damage.
    So the split second wont be such a big dps lose either due to fact that that barb doesnt get dstrike, mostly speed builds would lose on activation stuff.

    Issue is that you can do a swasch or druid smthn with 3 barb levels to abuse this ability (maybe i got tier of blood tribute wrong) and ear smash that will cost less.
    Not only does it provide survival to barbs but it is a easy abusive ability for multiclassing.
    Op in any sense you can think of it
    Last edited by Blackheartox; 11-14-2014 at 10:41 AM.

  20. #640
    Community Member IronClan's Avatar
    Join Date
    Jan 2010
    Posts
    0

    Default

    The problem with Barb's is still rage:

    Benefit (11 barb):
    +6 STR and CON

    Drawbacks:
    Can not cast anything, heal self, use clickies like displacement, cocoon or heal scrolls or otherwise use many of the best things in the game. limited duration and uses and Fatigue.

    Now lets compare Rage to similar self buffing:

    Sacred/Stalwart Defensive Stance: +6 STR +6 CON no draw backs, includes many other benefits
    Divine Might: better damage no con bonus, no drawbacks
    Know the angels: better damage, no con bonus, no drawbacks
    Power surge: better damage (8 STR) no con bonus, no drawbacks
    Primal Scream: +5 STR and CON, no drawbacks

    Clearly rage is the problem, you pay a MASSIVE opportunity cost of having terrible survival, self healing, hugely inconvenient (I can't help the group by UMD'ing raise dead, or restoration scrolls) and frankly not as good DPS as much more survivable classes. So being that you wont remove the drawbacks you must make Rage actually good enough to make the drawbacks worthy of putting up with. I would suggest 12 STR and CON and +1 Multiplier on all crits as a starting point, that actually gets close to compensating for being so helpless and useless. Or a combination of relaxing the drawbacks and improving the effect. Such as "spells/clickies/scrolls below 3rd Spell level allowed, +8 STR and CON" Otherwise: no thanks, I'll play a better DPS build that doesn't have the drawbacks.

Page 32 of 36 FirstFirst ... 22282930313233343536 LastLast

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