View Full Version : another paladin and TK suggestion thread ^^
Waffles
02-10-2006, 04:37 AM
Paladins and temple knights should have a ressurection skill, first learned at lvl 32 (10% rez), and then with higher % gained back at higher lvls.
make Iron Will and Spirit Barrier stackable with magic barrier.
give Temple Knights a useful dmg skill, some kind of DoT would be nice.
reduce the mana cost of Elemental Heal and Holy blessing by 30% and increase the casting time.
Double the power of the paladin skill "Holy Strike" and make it usable on players.
Make the skills "sanctuary" and "holy aura" able to be used on other players.
Give Temple Knights their 3rd cubic, just take a cubic from another class and give it to them.
Make Elemental Heal be able to heal other players as well, not just a self heal.
Give Paladins and Temple Knights a group heal.
and at last, give paladins and Tks a skill that forces the targeted player/mob to attack them for 10 seconds with no way of breaking out/failing.
Thats all. These boosts will not in any way make any other class weaker, but they will make the paladins and temple knights much more fun to play.
discuss ^^
PavlovsDog
02-10-2006, 05:13 AM
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Paladins and temple knights should have a ressurection skill, first learned at lvl 32 (10% rez), and then with higher % gained back at higher lvls.
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I like this idea, but perhaps just the Pladin.. kind of goes in line with the "ealing Tank"aspect of a Paladin.
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make iron Will and Spirit Barrier stackable with magic barrier.
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Sorry, no... yes this would give my Paladin massive Mdef, but I get overbuffed now with a BD in party, (we usually have at least 1 BD).
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give Temple Knights a useful dmg skill, some kind of DoT would be nice.
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Raise a wolf, they do tons of DoT.
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reduce the mana cost of Elemental Heal and Holy blessing by 30% and increase the casting time.
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No thanks, already takes long enough to cast.
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Double the power of the paladin skill "Holy Strike" and make it usable on players.
Make the skills "sanctuary" and "holy aura" able to be used on other players.
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exactly how many undead players are there? I know that I feel like a zombie after a long weekend of grinding out 7% XP, but my character still isn't undead.
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Give Temple Knights their 3rd cubic, just take a cubic from another class and give it to them.
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If you want a 3rd cubid you should have rolled a SK not a TK.
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Make Elemental Heal be able to heal other players as well, not just a self heal.
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Same as above except replace SK with Paladin.
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Give Paladins and Temple Knights a group heal.
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With Paladins holy blessing costing 185MP, Group Holy Blessing would cost about 500 MP. No thanks.
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and at last, give paladins and Tks a skill that forces the targeted player/mob to attack them for 10 seconds with no way of breaking out/failing.
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Called Hate Aura. Has a fail rate. MDef applies. Can be defeated if you don't do enough damage.
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Thats all. These boosts will not in any way make any other class weaker, but they will make the paladins and temple knights much more fun to play.
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Paladins are fun to play now, if you play them correctly. Paladins are the only tank that gets to heal others. SK's are the only ones to get 3 cubics. Thats what makes their classes unique in their own way. You made one good point here, the rez for paladins.
LostGrace
02-10-2006, 05:16 AM
[ QUOTE ]
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Paladins and temple knights should have a ressurection skill, first learned at lvl 32 (10% rez), and then with higher % gained back at higher lvls.
[/ QUOTE ]
I like this idea, but perhaps just the Pladin.. kind of goes in line with the "ealing Tank"aspect of a Paladin.
[ QUOTE ]
make iron Will and Spirit Barrier stackable with magic barrier.
[/ QUOTE ]
Sorry, no... yes this would give my Paladin massive Mdef, but I get overbuffed now with a BD in party, (we usually have at least 1 BD).
[ QUOTE ]
give Temple Knights a useful dmg skill, some kind of DoT would be nice.
[/ QUOTE ]
Raise a wolf, they do tons of DoT.
[ QUOTE ]
reduce the mana cost of Elemental Heal and Holy blessing by 30% and increase the casting time.
[/ QUOTE ]
No thanks, already takes long enough to cast.
[ QUOTE ]
Double the power of the paladin skill "Holy Strike" and make it usable on players.
Make the skills "sanctuary" and "holy aura" able to be used on other players.
[/ QUOTE ]
exactly how many undead players are there? I know that I feel like a zombie after a long weekend of grinding out 7% XP, but my character still isn't undead.
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Give Temple Knights their 3rd cubic, just take a cubic from another class and give it to them.
[/ QUOTE ]
If you want a 3rd cubid you should have rolled a SK not a TK.
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Make Elemental Heal be able to heal other players as well, not just a self heal.
[/ QUOTE ]
Same as above except replace SK with Paladin.
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Give Paladins and Temple Knights a group heal.
[/ QUOTE ]
With Paladins holy blessing costing 185MP, Group Holy Blessing would cost about 500 MP. No thanks.
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and at last, give paladins and Tks a skill that forces the targeted player/mob to attack them for 10 seconds with no way of breaking out/failing.
[/ QUOTE ]
Called Hate Aura. Has a fail rate. MDef applies. Can be defeated if you don't do enough damage.
[ QUOTE ]
Thats all. These boosts will not in any way make any other class weaker, but they will make the paladins and temple knights much more fun to play.
[/ QUOTE ]
Paladins are fun to play now, if you play them correctly. Paladins are the only tank that gets to heal others. SK's are the only ones to get 3 cubics. Thats what makes their classes unique in their own way. You made one good point here, the rez for paladins.
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Wow.......... you should have rerolled a sk and not a tk? What kinda half *** reply was that?
DravynX
02-10-2006, 05:22 AM
Just a couple things:
Hate needs to be boosted. Hate/Hate aura won't even hold aggro for 10 seconds when it can be negated by a single archer crit.
Paladin heals cost far too much for the amount they heal.
Holy Strike does pathetic dmg and only works on undead, vs. drain life that, while still doing pathetic damage, does more than Holy Strike and is useable against all mob/player types. Either Holy Strike needs to become a pathetic nuke useable against all player/mob types, or its power needs to be raised considerably against undead.
- Raising a wolf shouldn't be one's option for doing extra dmg. Its rather like telling tanks they need to carry a bow with them if they expect to be useful.
Holy blessing with acumen and +4 wit, in heavy armor, casts decently fast. (339 cast speed, I think, takes me about 1.5, maybe 2 sec to cast mine) I would have no problem whatosever with makin it a longer cast as long as they either a)boost the healing power tremendously for the amount of mp consumed, or b) drastically lower mp cost.
I can't speak for TK, since I don't play one or know anyone that does, but I do play Paladin, and NC needs to throw them a bone.
PavlovsDog
02-10-2006, 05:26 AM
The same type of reply that would be given if someone suggested that Gladiators should get party buff dances. Or Prophets should get VR. TK's have 2 cubics, SK's have 3. If you want 3 cubics, go SK. If you want to be a TK, live with the 2 you get. Paladins and DA's get 0 cubics. TK's are lucky.
Khaine_Erica
02-10-2006, 05:29 AM
i dont think he had anything constructive to say so he gave the old faithful response (if u wanna do A you should have been a A). If TK's were not to have 3 cubits then why have a skill that lets us summon 3?
I would say if you improved the TK's cubits AI that would be the best thing you could do for it. right now they are worthless.
PavlovsDog
02-10-2006, 05:42 AM
Ok, I didn't realize that TK's have a mastery that allows them to summon 3 cubics. I gave up my TK at lvl 45. Your right that that doesn't make any sense, unless it allows you to summon a sineater while still using both of your cubics. If it does not, then yeah, get rid of the extra mastery or cough up another cubic. Caveate: If TK's get a 3rd cubic, then the level progression of the other two would be decreased, since only one cubic per skill set is improved.
Waffles
02-10-2006, 06:31 AM
Meant to write DEcrease the casting time of the heals sorry >.<.
And the new hate thing I told you about was meant to be without ANY chance of the mob switching target for those 10 seconds (of course this skill would have a 3 minute cooldown or something). like when you are tanking a raid boss and it suddenly starts to attack the mages and you cant get it to attack you by spamming normal agression (yes this happens more than you think), then you use that other skill to force it to attack you, so you can get control over the situation.
Pavlos, these boost weren't meant for only the paladin, as TKs are even more gimped than pallys atm, so why do you only want paladins to get rez? and even if you don't want to use group heal, it's always nice to have the option.
i still think that if you want A play A :p
templeknights are not paladins, so no way they get to heal others :p
just thinking but.. maybe the 3rd cubic can come from a mass cubic summon from the summoner classes. not sure if you need masterys to get those .. just thinking it might be it.. might be it since mages get a skill to increase recharged mp value, yet they dont recharge themselves :p
MalineII
02-10-2006, 08:33 AM
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The same type of reply that would be given if someone suggested that Gladiators should get party buff dances. Or Prophets should get VR. TK's have 2 cubics, SK's have 3. If you want 3 cubics, go SK. If you want to be a TK, live with the 2 you get. Paladins and DA's get 0 cubics. TK's are lucky.
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TKs actually have 0 useful cubics in party - Storm is a sitting duck and overpriced anyway, and life won't go off properly in a party unless both the tank and the healer suck tremendously (due to ******ed AI).
Originally, the payoff for this was that they had the highest PDef in all of the game - but NCsoft gave that candy to the SK, and never gave the TK the re-balancing boost required after that.
righteousOne
02-10-2006, 08:38 AM
If you think TK's are more gimped then pallys your are ******ed or not a pally
Paladins have it the worse of all tanking classes! A healing tank that spends time healing when it should be forcused on taking agro or spending hp's healing others when it should be the one taking the damage these skills are just largely bad for what the role of a tank should be. Paladins get 0 summons,0 cubics nota **** thing. Holy stirke is pointless as you have to be within agro range of mobs to use it and it does about as much damage as you would do hitting the mob in the time it takes to cast. Sanc is not bad but costs a lot of mp so pull half a room before you use it. Look at the 3rd CC skills TK's come out way ahead of paladins first you get magic mirror which reflects harmfull magic debuff type spells which are all over the place while pallys only get hte lame physical debuff reflect pretty pointless unless they put stun into it which I doubt they did. But to top it off TK's get touch of life the top level skill that is suppose to be a major advantage to the paladin's healing abilities. So much for uniqueness. Tk's have cubics and now have ninja'd our healing skills and you say they are worse off. trade me your cubics and ill trade you anything I have. Yes TK's SUCK but Paladins Suck worse
MalineII
02-10-2006, 08:43 AM
0 summons. 0 cubics. 1 Shield Stun. Lots of CON for HP to heal with. Lots of STR for keeping hate. Something to do in PvP other than entangling random people.
I do see: you have it tough.
Khaine_Erica
02-10-2006, 08:46 AM
ill trade you cubits for shield stun
zzzZZZzzz
02-10-2006, 02:46 PM
I am a TK and I haven't used a cubic for any practical reason since level 62. Neither of our cubics are worth the crystal cost for what they do. I lose enough money on soulshots (that are more effective than cubics by far) that I don't need to leak 27 D crystals every 15 minutes for something that doesn't even make a difference. To say TK is better off than Paladin because of cubics is a lesson in ignorance in my eyes. However, shield fortress is a totally different story. Every time I fight a human tank, I seem to always be doing much more damage to them than they do to me simply because I used shield fortress and guard stance. That said, Paladin and TK are both in great need of boosts. Arguing which is more gimp is also a lesson in ignorance; they both need boosted.
My biggest problem with tanks right now is that they are completely ineffective at tanking nukes. This goes for both pvp and pvm. They have only 100 more mdef than their respective dagger counterparts when buffed. My favorite suggestion has always been to make shields able to block magic attacks, which also means shield fortress and the various human knight shield toggles working on magic attacks as well.
Iriden
02-10-2006, 03:26 PM
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My biggest problem with tanks right now is that they are completely ineffective at tanking nukes. This goes for both pvp and pvm. They have only 100 more mdef than their respective dagger counterparts when buffed. My favorite suggestion has always been to make shields able to block magic attacks, which also means shield fortress and the various human knight shield toggles working on magic attacks as well.
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there's also the fact that mdef is almost useless in pvp. if you look at prima guide's magic dmg formula, you need 4x the mdef to counter the matk everytime someone activates bsps (assuming the formula hasn't change since c1). same thing applies to debuff. which class can boost mdef by 4x to counter the offensive effect of bsps? in order to fix tk and pally for pvp, the magic dmg formula has to change so that mdef actually makes a difference first.