Considering the stats, Fire/Air are supposed to be the offensive stances, and Earth/Water to be the defensive ones. Moving the extra crit to Fire would force everyone that currently uses Earth Stance to choose between the extra defense or the extra crit. One of the major problems with earth stance right now is that you have the best defense AND offense in the same stance. Turbine should split them up, and considering how Air is vastly more used than Fire, Fire seems like a better choice.
Add to the pile that they can use the two bonus feats to get Dodge and Mobility, earning 5 extra dodge on top of that. Now that Toughness is no longer a requirement to every character, those two have been popular choices for some weird and strange reason.
Anyway, this is a pally thread. I'll stop pestering about monk nerfs here.
Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
We are also considering a controversial change as well:
Divine Grace is now limited to 2 + (3 x Paladin Level) for the total Charisma bonuses it will add to saving throws.
We'd like feedback on both the good changes and possibility of a Divine Grace change which is more restrictive.
Can we just cut to the chase please.
Are you nerfing divine grace or not!!! I am eager to either ITR my main to a BF or (nearly as satisfying) have a nuclear RAGE QUIT and move on to pathfinder.
Facing CR70+ mobs with unlimited mana and absurd DC damage spells...people turned to paladin splashes, forsaking things like caster levels, capstones, etc.
It's not an exploit, it's a weighed decision.
increase run/walk speed
confer sprint boosts while alive
had lots of slots (more than iron defender or wolf companions)
did some dps here and there (i.e. give it a "kick" command)
would not only be awesome, it'd be a low hanging fruit example of making paladins cooler and better.
The mechanics are already there. I know they're F2P, but if wizards can get a skeleton knight, paladins and rangers should get their due companions.
The paladin mount should be the best companion though. It's a freaking horse.
I can't say I care for the proposed changes. Tacking on two new mechanics out of thin air seems like an overly complex bandaid solution. Better to just give a bit of a buff to existing Paladin DPS options.
Some things that I think would help.
1. Have KoTC cores apply to all Evil Undead/Outsiders/Aberrations instead of forcing a choice between Undead/Outsiders
2. Change the Holy Sword spell to an imbue that adds Holy Burst to whatever weapon the Paladin chooses.
3. Buff Exalted Smite to grant a larger Crit Range / Crit Multiplier boost. Making it top out at +6 Crit Range and +3 multiplier instead of +2/+2 would put some actual power into smiting. The current stats are a bit low for something that costs 6AP and applies to an ability with very limited uses.
4. Adjust the Smite mechanics to make it harder to waste smites.
5. Add a faster smite regen enhancement to KoTC.
6. Add some boosts to Shield Bashing to the Sacred Defender Tree.
7. Have Tier 3 of Sacred Shield Mastery grant Proficiency with Tower Shields.
8. Give the Paladin a small number of bonus feats. I'd suggest letting them choose an extra feat at levels 7, 13, and 19.
9. Add Cure Critical to the Paladins L4 spell list, move Cure Serious to L3 and Cure Moderate to L2.
The previous post is a good start to the issue
Officer of Renowned
more or less, DDO has gone by the same level up progression as in PnP. i don't think the devs should stray from that by adding bonus feats for Paladins.
if CCW was to be added to the level 4 spells list, there would be an outcry. i play a Ranger, so why shouldn't they get CCW in the level 4 spell list too? i could foresee suggestions by others saying they want the spell lists adjusted and certain spells lowered also for their classes. the reasoning would be, if the devs did it for Paladins than they should be able to do it for everyone else and why should they get special attention just to boost needed Paladin power. CSW with devotion slotted and other things to boost it can be pretty decent already, but Paladins can have endless LOHs in epics. CSW is plenty sufficient for heroics and epics has several options that Paladins could twist like Renewal and Cocoon if the spells and LOHs weren't enough for them. personally, i think CSW and regenerating LOHs is fine.
not sure what you mean by 4. Adjust the Smite mechanics to make it harder to waste smites.
"People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind
Originally Posted by CordovanOriginally Posted by Jendrak
I wouldn't mind seeing FoM (level 2) and Aid, Mass (level 4) added to the pally spells list either. Really could use more at 2nd level spells, but nothing else comes to mind off-hand.
I think that two feats (13and19) are probably fine. Paladins do get a lot that should be considered as a granted feats (LoH, Remove Disease which is easy to buff to add greater restoration, DG, Smites, Turns because that's where DM comes from, Divine Health, and Fear Immunity); however, as some of those have been nerfed, some are of marginal importance and the fact that pallies get no mount in this game I think that two bonus feats is not too much to ask. If Turbine went so far as to un-nerf DM and return it to a direct add to damage rather than a STR buff and kept the 30s/60s/120s timer on it I'd say that adding one bonus feat might be enough.
I may not agree with some of the specifics like fixing smites by making them crit more often and harder I would prefer them to just do more damage +x% but either way the idea is the same fix smites.
The core ideas for any Paladin buffs and changes are
1) Make the trees better specifically KotC
2) Make Smites worth using
3) Address lame spells
4) Address that the class is feat starved
I guess it would depend what is meant by "bonus feats". Are we talking auto granted or additional feats like fighters get? I've personally never had a problem getting in all the necessary feats, human or not.
In other words : Add more damage!
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