John41283
TNT
- Joined
- Sep 16, 2011
- Location
- Janesville, WI
I don't think anyone can say a Paladin is OP, but after a LONG duel the other day, I've decided I want to suggest a few things that might help the class be a bit more viable in PVP other than support. Yes, Paladins are tanks, but more often than not I will get rooted/slowed and left alone because I cannot catch/effectively damage any of the damage classes.
HOLY SHOCK
Some kind of ranged attack or stun. I can't tell you how frustrating it is to be chasing someone that is almost dead, who can just outrun/enfeeble you whilst you are powerless to stop them. I understand Paladins are healers, but they are also powerful holy knights, are they not? I was thinking a holy shock- nothing DEADLY just something that can be used at range. If not for damage, perhaps a slow/stun.
INVULN FIX
On another note, I can't really get much usefulness out of Invuln. Great idea, a good opener, but the cooldown is too long to be efficient and the duration is almost worthless- almost. I think the best way to remedy this might be reducing the mana cost slightly but leaving the rest of the ability alone for now, it currently use 65% of your mana- maybe knock it down to 25-30 or so otherwise you really wont ever use it since you'll pop off a heal before you waste your 5+ min cooldown ability. Having a lower mana cost would make it a more viable tool in battle rather than a last resort that you don't have the mana for when the time comes or a predictable opener.
DIVINE FERVOR
I think a limited duration speed ability would be a good addition to run counter to Layhands. Both would require 100% of your mana (obviously, layhands already does) lay is a healing/defensive mechanism, whereas Fervor could be the offensive/chasing ability. If needed- possibly making both skills go on cooldown when one is used and for the same cd amount so as to keep a fair balance. The speed increase could or could not affect the health regen for the paladin if a duration is set or even tap into life for as long as you are moving (sprinting with +speed?)with it active with auto-deactivation once you stop for a moment.
I would say only using one of these ideas, not all of them as that would make Paladins OP and this thread is (ideally) based on simple balance.
HOLY SHOCK
Some kind of ranged attack or stun. I can't tell you how frustrating it is to be chasing someone that is almost dead, who can just outrun/enfeeble you whilst you are powerless to stop them. I understand Paladins are healers, but they are also powerful holy knights, are they not? I was thinking a holy shock- nothing DEADLY just something that can be used at range. If not for damage, perhaps a slow/stun.
INVULN FIX
On another note, I can't really get much usefulness out of Invuln. Great idea, a good opener, but the cooldown is too long to be efficient and the duration is almost worthless- almost. I think the best way to remedy this might be reducing the mana cost slightly but leaving the rest of the ability alone for now, it currently use 65% of your mana- maybe knock it down to 25-30 or so otherwise you really wont ever use it since you'll pop off a heal before you waste your 5+ min cooldown ability. Having a lower mana cost would make it a more viable tool in battle rather than a last resort that you don't have the mana for when the time comes or a predictable opener.
DIVINE FERVOR
I think a limited duration speed ability would be a good addition to run counter to Layhands. Both would require 100% of your mana (obviously, layhands already does) lay is a healing/defensive mechanism, whereas Fervor could be the offensive/chasing ability. If needed- possibly making both skills go on cooldown when one is used and for the same cd amount so as to keep a fair balance. The speed increase could or could not affect the health regen for the paladin if a duration is set or even tap into life for as long as you are moving (sprinting with +speed?)with it active with auto-deactivation once you stop for a moment.
I would say only using one of these ideas, not all of them as that would make Paladins OP and this thread is (ideally) based on simple balance.