- Joined
- Apr 17, 2011
- Location
- CANADA
Here is how I would do it.
@Eldrylars I stole your format with some modifications, just thought I should thank you for making it.
Keep in mind when reading this that if a number is listed, it is in no way the final version of the skill. Everything is a base idea that would need to be tweaked. I will not be adding warmups, cooldowns, and mana/stamina costs for the suggested skills because that would be sorted out later. The ideas are what is key.
Basic Information:
Type: Warrior
Focus: Tank Support
Base Equip Weight: 50
Weapon: Iron Door
Base Damage: 29
Max Damage: 50
Base Health: 725
Health Per Lvl: 2
Max Health: 1150 (with no attribute enhancing skills)
Base Stamina: 1000
Base Mana: 350
Mana Per Lvl:2
Max Mana: 650
Starting Attributes:
Strength: 2
Constitution: 5
Endurance: 2
Agility: -3
Intellect: 2
Wisdom: 2
Charisma: 0
Strengths:
Strongly wanted for large scale fights, high tankyness and good peeling.
Weaknesses:
Immobile, low damage, requires good awareness
Skills:
A note first: NONE OF THE SKILLS STACK. HAVING MULTIPLE PALADINS IN ONE PARTY WILL NOT INCREASE THE AFFECTS OF THE BUFFS
Level 1
Protector
The damage you deal with your weapon is equal to 4% of your maximum health. The damage caps at 50. Additionally, your magic resist is increased by 5%
The idea behind this one is to prevent paladins from building more strength than tankyness. Now, if you build lots of strength, you are just wasting your attribute points. Your key attributes should be Constitution, Endurance, then Wisdom and intellect for the mana.
Level: 5
Chasten
You smite your target for 40 magic damage,(+1 per point of intellect) and increases damage party members do to the target by 5(+1% for every 5 int)% for 7 seconds. (does not affect you).
While I like the idea of selfless paladins, it needs some damage. This gives the paladin some damage but also helps out allies when doing so.
Level: 12
Bulwark
You place a holy ward around a targeted ally, for the next 5 seconds they receive 25%(+1% for every 1.25 endurance) less damage and ignite the enemies who hit them, dealing an instant 15 magic damage and knocking back slightly. (Cannot be used on yourself)
Something I am noticing currently is the stacking of stuns to instagib someone. This is a counter to that and to provide tactical play to enemies (perhaps baiting the skill, as I assume this would have a long cooldown).
Level: 19
RighteousInfluence
All party members within 6(+1 block for every 3 wisdom) blocks deal 10% more damage (does not affect you) for the next 8 seconds.
This is my twist on might/warsong. I have always wanted it to be an increase on flat damage, not only melee. This increases the damage allies do but only for a small period of time.
Level: 25
Pray:
You heal yourself or an ally for 110 health (+2.5 per wisdom point)
Gotta have some sustain
Level: 28
Reckoning
All enemies within 8 blocks are pulled to you and slowed by 25%(+1% per point of intellect) for the next 3 seconds.
This skill can be using for peeling or locking people down.
Level 35
Layhands
An ally within 10 blocks is instantly restored to full hp. Use of this on yourself cuts the heal by 50%
This skill is just classic layhands but a large self heal nerf to encourage using it on your teammates as opposed to yourself.
Level: 42
ShieldBash
You slam your shield into all targets in a cone in front of you, dealing 65(+0.25 endurance and con) damage and knocking them all back 6 blocks.
This skill helps with peeling for squishies and keeping heavy damage classes off of them.
Level: 49
DivineAura
For the next 12 seconds, allies are restored 3% of their maximum health every 3 seconds, and all enemies have their magic resist reduced by 5% if they are within 8 blocks. (You are not healed by this)
This skill grants the paladin more utility in a fight and encourages getting right in the middle of everything
Level: 60
Revive:
At the cost of a rose and 15% of your maximum health, you bring an ally back from the dead, giving them a +5 to all attributes for 25 seconds.
This skill has a higher cost than the current revive to have a higher reward for getting it off during a fight.
Level: 65
ConsecratedSoil
You place a flag at desired location, inspiring allies and striking fear into enemies. Allies are granted speed II for 5 seconds (+1 second for every 3 points of agility), while enemies receive slowness II for 6 seconds. Enemies take 5% more damage when within 15 blocks of the flag. The flag lasts for 10 seconds.
I see this skill working kind of like the current zo skill tempest, mixed with a "totem". In a 15x15 square around the flag, yellow fireworks shoot up around the edges every two seconds to indicate the borders of the flag. This skill again requires the Paladin to get right in the middle of things and help out their team, whether it be keeping enemies off allies or keep enemies close to allies.
I would like to say that I do not in any way shape or form expect these changes to be added. I had some ideas and thought I would lay them out in a public scenario for some feedback. Like the other (4?) reworks I made, this one will most likely disappear with those ones. However, I don't care. I do these to voice my feedback on a class and to see what people think the class needs.
Thanks,
-Pew
@Eldrylars I stole your format with some modifications, just thought I should thank you for making it.
Keep in mind when reading this that if a number is listed, it is in no way the final version of the skill. Everything is a base idea that would need to be tweaked. I will not be adding warmups, cooldowns, and mana/stamina costs for the suggested skills because that would be sorted out later. The ideas are what is key.
Basic Information:
Type: Warrior
Focus: Tank Support
Base Equip Weight: 50
Weapon: Iron Door
Base Damage: 29
Max Damage: 50
Base Health: 725
Health Per Lvl: 2
Max Health: 1150 (with no attribute enhancing skills)
Base Stamina: 1000
Base Mana: 350
Mana Per Lvl:2
Max Mana: 650
Starting Attributes:
Strength: 2
Constitution: 5
Endurance: 2
Agility: -3
Intellect: 2
Wisdom: 2
Charisma: 0
Strengths:
Strongly wanted for large scale fights, high tankyness and good peeling.
Weaknesses:
Immobile, low damage, requires good awareness
Skills:
A note first: NONE OF THE SKILLS STACK. HAVING MULTIPLE PALADINS IN ONE PARTY WILL NOT INCREASE THE AFFECTS OF THE BUFFS
Level 1
Protector
The damage you deal with your weapon is equal to 4% of your maximum health. The damage caps at 50. Additionally, your magic resist is increased by 5%
The idea behind this one is to prevent paladins from building more strength than tankyness. Now, if you build lots of strength, you are just wasting your attribute points. Your key attributes should be Constitution, Endurance, then Wisdom and intellect for the mana.
Level: 5
Chasten
You smite your target for 40 magic damage,(+1 per point of intellect) and increases damage party members do to the target by 5(+1% for every 5 int)% for 7 seconds. (does not affect you).
While I like the idea of selfless paladins, it needs some damage. This gives the paladin some damage but also helps out allies when doing so.
Level: 12
Bulwark
You place a holy ward around a targeted ally, for the next 5 seconds they receive 25%(+1% for every 1.25 endurance) less damage and ignite the enemies who hit them, dealing an instant 15 magic damage and knocking back slightly. (Cannot be used on yourself)
Something I am noticing currently is the stacking of stuns to instagib someone. This is a counter to that and to provide tactical play to enemies (perhaps baiting the skill, as I assume this would have a long cooldown).
Level: 19
RighteousInfluence
All party members within 6(+1 block for every 3 wisdom) blocks deal 10% more damage (does not affect you) for the next 8 seconds.
This is my twist on might/warsong. I have always wanted it to be an increase on flat damage, not only melee. This increases the damage allies do but only for a small period of time.
Level: 25
Pray:
You heal yourself or an ally for 110 health (+2.5 per wisdom point)
Gotta have some sustain
Level: 28
Reckoning
All enemies within 8 blocks are pulled to you and slowed by 25%(+1% per point of intellect) for the next 3 seconds.
This skill can be using for peeling or locking people down.
Level 35
Layhands
An ally within 10 blocks is instantly restored to full hp. Use of this on yourself cuts the heal by 50%
This skill is just classic layhands but a large self heal nerf to encourage using it on your teammates as opposed to yourself.
Level: 42
ShieldBash
You slam your shield into all targets in a cone in front of you, dealing 65(+0.25 endurance and con) damage and knocking them all back 6 blocks.
This skill helps with peeling for squishies and keeping heavy damage classes off of them.
Level: 49
DivineAura
For the next 12 seconds, allies are restored 3% of their maximum health every 3 seconds, and all enemies have their magic resist reduced by 5% if they are within 8 blocks. (You are not healed by this)
This skill grants the paladin more utility in a fight and encourages getting right in the middle of everything
Level: 60
Revive:
At the cost of a rose and 15% of your maximum health, you bring an ally back from the dead, giving them a +5 to all attributes for 25 seconds.
This skill has a higher cost than the current revive to have a higher reward for getting it off during a fight.
Level: 65
ConsecratedSoil
You place a flag at desired location, inspiring allies and striking fear into enemies. Allies are granted speed II for 5 seconds (+1 second for every 3 points of agility), while enemies receive slowness II for 6 seconds. Enemies take 5% more damage when within 15 blocks of the flag. The flag lasts for 10 seconds.
I see this skill working kind of like the current zo skill tempest, mixed with a "totem". In a 15x15 square around the flag, yellow fireworks shoot up around the edges every two seconds to indicate the borders of the flag. This skill again requires the Paladin to get right in the middle of things and help out their team, whether it be keeping enemies off allies or keep enemies close to allies.
I would like to say that I do not in any way shape or form expect these changes to be added. I had some ideas and thought I would lay them out in a public scenario for some feedback. Like the other (4?) reworks I made, this one will most likely disappear with those ones. However, I don't care. I do these to voice my feedback on a class and to see what people think the class needs.
Thanks,
-Pew
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