I would just like to see paladins get something practical to replace turn undead, remove disease, and mount. I kind of feel that some of the things that are inherent to the class to balance them with "true tanks" are missing in DDO.
There are a bunch a good ideas out there on the subject...but I did have a daydream about pallys getting teleport a few times a day to simulate a really really really fast mount![]()
Have a question about the Eberron Setting?
Ask a Loremaster.
Pair the enhancement with body feeder weapon and you have something sick. As mentioned above by illuminati is a way to get sick numbers and if this enhancement grows.....could make paladins very attractive. Sacrificing life force and being able to self heal and take some of the new regen items or jerky pouch and this becomes a very viable enhancement chain if they fill it out to III.
so if monks are gonna be a new playable class are they gonna be granted to all players automatically or is it gonna be some kind of an unlockable???????
because after waiting almost 2 years for monks i would hate to see new players be able to roll up a monk as there first character!!!!
I would say new players would be upset if Monks were not playable until unlocked. Core stuff should be available from the start. Drow on the other hand are Non-Core so should be and are an unlockable bonus.
Jasperheart, Flintfingers, Elyanna, Llyana, Illianos, Arienna, Beldagarde, Bostjan, Cammie.
Collectively known as Team Flint.
Just a note to those who knew Flintheart. I am no longer in possesion of the name.
"fill it out to III" That is the point everyone seems to have glossed over. It seems based on the naming language that there is more then one tier to this line. At tier III that is 7d6 extra damage and +3 to the crit multiplier. With a 6 second cool down if you hit even once every 10 tries you are talking some seriou numbers and with improved critical a crit with this hitting could be devestating. Lord knows take a dwarf paladin with power attack on using a great axe who crits with this and the numbers seem staggering.
At tier 3 a khopesh user 1d8 + str bonus average 12 x 6 critmultiplier 72 + 7d6 average 21 thats 93 if you have a bloodstone which is +8 x 7 56 that is 149 and if they can tie smite to this as well this can get crazy high.
These a rough numbers if someone want to correct me if I am wrong plz do so.
Already use Turn for turns and Remove to help keep people healthy. Only really missing mounts and that could be solved with just giving us a Once/rest friend like various Dragon Marks can.
About turns, making them more useful would be simple, just give Paladins access to some or all of the other Divine (Healing, Vitality, etc ) lines that they currently cannot get. I would really like to be able to use those 13 turns / rest for something in quests without undead.
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
I meant to make turn and remove disease useful. Paladins turns are basically ineffective doing level appropriate content, and with the number of disease immunity\remove disease pots makes RD not that useful either.
Personally, I dont think giving paladins DV1 would be a game breaker
Second, third, fourth this.
I mentioned this type of rogue enhancement a long time ago. It would seem to be a MUCH better solution, compared to another click-to-attack effect.
And you can even have a seperate (?) line for undead. Kind of like bards have the fascinate undead and construct lines.
I disagree that music of the maker is 10x more powerful. First off, fascinate just stops the constructs from moving for a set amount of time. It doesn't make any advances towards damaging or killing them, especially for a bard that doesn't get any mass damage spells like Disintegrate.
I'm not saying that Bard Music the Maker isn't more powerful, but the new Wrack Construct isn't as bad as you say it is. It's really only 6 AP (3 of which you might be buying anyway) to deal an extra 3d6 damage to any constructs every 8 seconds. That's really not a bad burst of damage. Plus, I'm betting it just might work against everyone's favorite pillars and portals.
I can get behind this. It's similar to how Way of the Mechanic gives access to Iron Companion line of enhancements. That being said, I can kinda understand why they might want to leave it only as Disable Device III, to balance out the costs.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
Yes it's funny how the pally related spells and spell-like effects seem to be pnp compliant, yet Ram's Might, Crit Rage 2 are SO far from pnp or balance it's almost comical.
5d6 self damage 10 might be OK in some circumstance in pnp, even with the +1 Crit multiplier this is a joke.
Damage from Divine Sacrifice should have been doubled or even tripled or self damage reduced to say 1-3 hit points for it to be viable in DDO. Everything else seems to be scaled to DDO standards why not this?
5d6 in DDO is NOT the same as 5d6 in pnp.
Giving worse than vicious as a class ability is hardly what I'd call "pallylove"; the bodyfeeder argument makes no sense for a variety of reasons:
No guarantee of critical hit, no crafted bodyfeeder, usign bodyfeeder on an inferior weapon losing DPS praying for a crit etc.
I'm baffled by this strange obsession with Smite Evils still
Where is Silverbeard, Righteous Fury, Righteous Might, you know the good spells? Where is Divine Might?
Those Turn Undead uses are meant to be used with divine feats such as Divine Might and Divine Shield.
Can we expect those spells and divine feats/enh in the next WDAs?
Last edited by gpk; 03-24-2008 at 02:58 PM.