Paladin Nerf Kmst 1.2.010 At first, the translated notes may make Paladins seem better than before, with one small exception that was lost in translation. **Blast is now given a cooldown that lasts as long as the buff, which is [url=http://imgur.com/pVeydqz]10 seconds[/url]. The buff also doesn't stack/refresh itself. ie. if you use the skill before your buff is gone, the skill goes on cooldown but you don't get a new buff. The buff applied remains the same, with +40% crit rate, +40% total damage, and +30% PDR. This means Paladins are now reduced to using elemental charges as a main bossing skill, complete with low number (4) lines, while at a much slower attack rate compared to Hero/DrK. The changes in this class are reflected in the short
Paladin Nerf Simulation Once news about the removal of the ability to ignore elemental attributes from "Void Elemental" was released, I wondered if it would be possible for me to continue soloing bosses. After some blue-aura trials at Magnus, it was clear that only a very minimal amount of equipment adjustments would allow my damage to carry over. Said changes were made, and [url=http://youtu.be/4r52u3S5n0I]this my first simulation of a paladin that cannot ignore elements[/url]. Forgot to record with the BGM on, just watch it with any song from Two Steps From Hell's [url=http://youtu.be/itEZDdoJByk?list=PLRY58Cc1VG0ZFm3XJ8Vsg83rMRh8J062V]Archangel[/url] album.