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Summary of paladin skill changes

Paladin Forum Talk about Page, White Knight and Paladin

FreeWii4Mii Level 230 Bellocan Hero
**Updated for June 28 changes, as posted by orangemushroom and southperry (thanks @frostilyte)

Info on the RED revamp currently in KMS/KMST has been posted already but it doesn't include skill percentages and delays, which I think would be helpful to have in one spot. Will be updated as necessary.

Swordman (1st job)


HP Boost (Removed)
Power Strike (Removed)

Iron Body (Changed)
OLD:
MP Cost: 14, Weapon DEF: +200, Duration: 300 sec, Delay: 600ms
NEW:
[i]Increases your Weapon Defense for a fixed amount of time. Reduces the damage done by nearby enemies. Permanently increases your max HP.[/i]
MP Cost: 14, Duration: 300 sec, Weapon DEF: +200, Enemy Damage: -10%, Passive Effect - Max HP: +20%

Slash Blast (Changed)
OLD:
MP Cost: 14, Damage: 260%, Max Enemies Hit: 6, Delay: 810ms
NEW:
MP Cost: 6, Damage: 335%, Max Enemies Hit: 6, Delay: 900ms*
  • Southperry lists two delays for this skill (900 and 990), currently not sure which one applies

Warrior Leap (New)
[i]While in the middle of a jump, jump once more to move forward.[/i]
MP Cost: 5, Jump a fixed distance

Warrior Mastery (New)
[i]Permanently increases speed, jump and stance, and increases your HP with your level.[/i]
Speed: +10, Jump: +10, Maximum Speed: 10, Max HP per Level: +20, Stance Rate: +40%

Page (2nd Job)


Ground Smash (Removed)
Soul Rush (Removed)
Power Guard (Removed)
Threaten (Removed)

Final Attack (Unchanged)
Activation Rate: 40%, Damage: 150%

Physical Training (Unchanged)
Strength: +30, Dexterity: +30

Weapon Booster (Unchanged)
MP Cost: 11, Duration: 200 sec, Delay: 1320ms

Weapon Mastery (Unchanged)
Sword and Blunt Weapon Mastery: +50%, Accuracy: +120

Elemental Charge (New)
[i][Specialized Skill] When using different elemental skills, become charged with elemental power, enhancing your strength. Increases the defense stat cap. Damage reduction applies to %HP-based attacks.[/i]
Gain 1 Elemental Charge when switching elements, up to a maximum of 5, For each charge - Total Damage and Healed Amount: +2%, Weapon Attack: +8, Status Effect Resistance: +2%, Damage Received: -2%, DEF cap: 20,000, Duration: permanent

Flame Charge (New)
[i]Imbue your weapon with flames, dealing fire damage to enemies, burning them.[/i]
MP Cost: 30, Damage: 140%, Number of Hits: 3, Max Enemies Hit: 3, 90% chance of Damage Over Time: 75% damage every 1 sec for 6 seconds, Delay: 810ms

Blizzard Charge (New)
[i]Imbue your weapon with frost, dealing ice damage to enemies, chilling them. Deals more damage to enemies hit by Flame Charge.[/i]
MP Cost: 30, Damage: 140%, Number of Hits: 3, Max Enemies Hit: 3, 90% chance to Slow enemies by -20 for 6 sec, Damage (vs Burned): +15% (Total: 115%), Delay: 810ms

Page Order (New)
[i]Summon sacred hammers on both sides of you, pulling enemies inwards dealing damage to them.[/i]
MP Cost: 20, Damage: 125%, Number of Hits: 2, Max Enemies Hit: 8, Stun Rate: 80%, Stun Duration: 4 sec, Delay: 900ms

White Knight (3rd Job)


Charged Blow (Removed)
Flame Charge (Removed)
Blizzard Charge (Removed)
Magic Crash (Removed)

Combat Orders (Changed)
OLD:
MP Cost: 36, All Skill Levels: +2, Duration: 180 sec, Delay: 1500ms
NEW:
MP Cost: 36, Duration: 180 sec, All Skill Levels: +2, Passive Effect - Flame Charge and Blizzard Charge Damage: +70%, Delay: 1500ms

HP Recovery (Changed)
OLD:
MP Cost: 40, Restores 40% of Max HP, Cooldown: 15 sec, Delay: 1500ms
NEW:
MP Cost: 40, HP Recovered: 50%, for each use within 15 sec, HP Recovered: -5%, Delay: 1440ms

Lightning Charge (Changed)
OLD:
MP Cost: 35, Lightning Attribute Duration: 200 sec, Damage: 140%, Stunt Chance when Charge Blow is used: 90%, Stun Duration: 2 sec, Delay: 900ms
NEW:
[i]Imbue your weapon with electricity, dealing lightning damage to enemies, stunning them. Deals more damage to enemies hit by Blizzard Charge.[/i]
MP Cost: 35, Damage: 250%, Number of Hits: 3, Max Enemies Hit: 3, Stun Rate: 90%, Stun Duration: 6, When not stunned - Damage Over Time: 115% damage every 1 sec for 6 seconds, Damage (vs Chilled): +15% (Total: 115%), Delay: 810ms

Shield Mastery (Changed)
OLD:
Weapon/Magic DEF: +200%, Weapon ATT: +10, Guard Chance: 20%
NEW:
Status Effect and Elemental Resistance: +40%, Weapon and Magic DEF: +250%, Weapon Attack: +10, Guard Rate: +40%, Stun Rate: +60%

Parashock Guard (New)
[i]Temporarily provide your allies with some of your own defense, as well as increase your weapon attack.[/i]
MP Cost: 32, Self Defense: -20%, Self Guard Rate: -20%, Self Weapon Attack: +20, Self and Ally Damage Taken: -20%, Ally Guard Rate: +20%, Delay: 0 (Toggle)

Threaten (New)
[i]Threatens and intimidates enemies, decreasing their Attack, Defense, and Accuracy.[/i]
MP Cost: 24, Enemy Attack and Defense: -30%, Duration: 80 sec, Accuracy: -30%, Duration (accuracy debuff): 8 sec, Delay: 1260ms

Rush (New)
[i]Charge forward, pushing enemies in front of you together.[/i]
MP Cost: 20, Damage: 305%, Number of Hits: 1, Max Enemies Hit: 12, Delay: 960ms*
  • Now moves you regardless of whether you hit an enemy, according to orangemushroom

Achilles (New)
[i]Permanently increases your defensive abilities so you take less damage from enemies.[/i]
Damage Taken: -30%

Blessing Armor (New)
[i]When being attacked, have a chance to block it completely. Up to 10 attacks can be blocked every 90 seconds, increasing your weapon attack in this time. Cannot be dispelled. Blocks attacks that deal damage based on %HP, and also reduces damage taken from these attacks.[/i]
Activation Rate: 50% when hit, Duration: 90 sec, Weapon ATT: +20, Number of Hits Absorbed: 10 - Cooldown Time: 30 sec, Damage reduction from %HP attacks: 25%

Paladin (4th job)


NOTE: skills will be described at max level +2 wherever possible

Monster Magnet (Removed)
Rush (Removed)
Achilles (Removed)
Divine Shield (Removed)
Guardian (Removed)

Advanced Charge (Changed)
OLD:
Damage: 250%. Max Monsters Hit: 9, Number of Attacks: 6, Weapon Mastery: +74% when charged, Chance to Stun with Charge Blow: 12%
NEW:
[i]A skill that encompasses all the elements, increasing max targets hit, number of hits (affects Charges and Blast). When using a Charge skill, there is a chance to cause instant death.[/i]
Elemental Charge Total Damage: 5%, Weapon Attack: 12, Number of Hits: +2, Max Enemies Hit: +3, Instant Death: 12%

Blast (Changed)
OLD:
MP Cost: 25, Number of Attacks: 6, Damage: 298%, DEF Ignore Chance: 31%, Additional Crit Rate: 52%, Instant Death Chance: 11%, Delay: 840ms
NEW:
[i]Strike each enemy with a powerful blow, using your Elemental Charges for a short buff.[/i]
MP Cost: 25, Damage: 326%, Number of Hits: 7, Max Enemies Hit: 1, Duration: 47 sec, Critical Hit Rate: +42%, Defense Ignored: +31%, Total Damage: +42%, Delay: 840ms

Heaven's Hammer (Changed)
OLD:
MP Cost: 62, Max Enemies Hit: 15, Bonus Damage on Bosses: 431%, Extra Attacks on Bosses: 4, Cooldown: 20 sec, Delay: 2520ms
NEW:
MP Cost: 62, Damage to Boss: 1348%, Number of Hits: 4, Max Enemies Hit: 15, Cooldown Time: 20 sec, Delay: 2760ms

Holy Charge (Changed)
OLD:
MP Cost: 40, Holy Attribute Duration: 330 sec, Damage: 152%, Seal Chance when Charge Blow is used: 98%, Seal Duration: 6 sec, Delay: 900ms
NEW:
[i]Imbue your weapon with light, dealing holy damage to enemies, silencing them. Deals more damage to enemies hit by Lightning Charge.[/i]
MP Cost: 45, Damage: 411%, Number of Hits: 3, Max Enemies Hit: 3, Seal Rate: 106%, Seal Duration: 10, Damage (vs Stunned): +21% (Total: 121%), Delay: 810ms

Maple Warrior (Unchanged)
MP Cost: 70, Duration: 960 sec, All Stats: +16%

Power Stance (Changed)
OLD:
MP Cost: 60, Knock-back Resist Chance: 100%, Duration: 300 sec, Delay: 900ms
NEW:
Stance Rate: +60%

Hero's Will (Unchanged)
MP Cost: 30, Cooldown: 240 sec

Guardian Spirit (New)
[i]Revive the closest ally to you, causing both them and you to become invulnerable for a short period of time.[/i]
MP Cost: 40, Invulnerability Duration: 20 sec - Cooldown Time: 560 sec, Delay: 1350ms

Magic Crash (New)
[i]Has a chance to cancel all enemy buffs and prevent them for casting new buffs.[/i]
MP Cost: 15, Success Rate: 100%, Buff Block Duration: 22 sec - Cooldown Time: 60 sec, Delay: 1380ms

Void Elemental (New)
[i]Imbue your weapon with every element, ignoring the enemy's resistances, while improving the damage of every charge except Divine Charge. Passive effect: increases damage done by all abilities.[/i]
MP Cost: 30, Duration: 180 sec, Resistance Ignored: 100%, Passive Effect - Flame Charge, Blizzard Charge, Lightning Charge Damage: +216%, Damage increase: 32%, Delay: 2400ms*

  • Note: currently not known whether the damage increase is a 1.32x multiplier or a 32% boost to total damage. Calculations assume the former.

Paladin Expert (New)
[i]Improve your mastery over Paladin abilities, improving your mastery, minimum critical damage, and damage or defense ignore depending on your weapon.[/i]
Mastery: +71%, Physical and Magical Defense: +420, Minimum Critical Damage: +16%, Swords - Maximum Critical Damage: +10%, Blunt Weapons - Defense Ignored +5%

Hyper Skills


NOTE: Hypers are unchanged but are included for completeness

Blast - Reinforce (Requires level 146) : Damage +20%
Blast - Critical Rate (Requires level 168) : Critical Hit Rate +20%
Blast - Bonus Attack (Requires level 189) : Number of Hits +1

Heaven's Hammer - Reinforce (Requires level 155) : Damage +20%
Heaven's Hammer - Bonus Attack (Requires level 177) : Number of Hits +1
Heaven's Hammer - Cooltime Reduce (Requires level 195) : Cooldown Reduction 50%

Threaten - Persist (Requires level 143) : Duration +20s
Threaten - Bonus Chance (Requires level 162) : Activation Rate +20%
Threaten - Enhance (Requires level 183) : Enemy Attack and Defense: -20%, Enemy Accuracy: -20%

Sacrosanctity : MP Cost: 600, Duration: 30 sec, Invulnerability - Cooldown Time: 300 sec, Delay: 900ms

Smite Shield : MP Cost: 400, Damage: 500%, Number of Hits: 6, Max Enemies Hit: 15, Duration: 20 sec - Cooldown Time: 120 sec, Delay: 1320ms

Epic Adventure : MP Cost: 100, Duration: 60 sec, Damage: +10%, Max Damage: +5,000,000 - Cooldown Time: 120 sec, Delay: 0ms

Numerical Summaries


What we have now

12 guards every 30 seconds, does NOT work against %HP-based attacks (divine shield)
100% stance, non-passive (stance)
71% damage reduction (power guard + achilles)
0% damage reduction against %HP-based attacks
42% guard rate (guardian)
32% elemental/status resistance
+200% def/mdef (shield mastery)
+200 def (iron armor)
+20% HP (hp boost)

94% mastery (advanced charge)
+30 STR (physical training)
+16% STR (maple warrior)
+34 ATT (divine shield + shield mastery)
192% damage (holy charge + lightning charge)
+31% ignore def on blast ONLY (blast)
+72% crit chance on blast ONLY(blast)
+20% total damage on blast ONLY(blast)

1v1 attack: 298% * 7
mob attack: 250% * 6 (9 monsters)

What we will have

10 guards every 30 seconds, works against %HP-based attacks (blessing armor)
100% stance, passive (warrior mastery + stance)
70% damage reduction (10% iron body + 30% achilles + 10% elemental charge + 20% parashock)
35% damage reduction for %HP-based attacks (10% elemental charge + 25% blessing armor)
20% guard rate (40% shield mastery - 20% parashock)
50% elemental/status resistance (40% shield mastery + 10% elemental charge)
10% increased healing (elemental charge)
+230% def/mdef (250% shield mastery -20% parashock)
+620 def (iron armor + paladin expert)
+420 mdef (paladin expert)
+20 HP per character level (warrior mastery)
+20% HP (iron body)

91% mastery (paladin expert)
+30 STR (physical training)
+16% STR (maple warrior)
+102 ATT (40 elemental charge + 20 parashock + 10 shield mastery + 20 blessing armor + 12 advanced charge)
130% damage (void elemental)
+16% min crit damage (paladin expert)
+10% max crit damage OR +5% defense ignore (paladin expert)
+31% def ignore on all skills (blast)
+42% crit chance on all skills EXCEPT blast (blast)
+62% crit chance on blast ONLY (42% blast + 20% hyper)
+67% total damage on all skills EXCEPT blast (10% elemental charge + 15% advanced charge + 42% blast)
+87% total damage on blast ONLY (10% elemental charge + 15% advanced charge + 42% blast + 20% hyper)
ignore elemental resistance (void elemental)

1v1 attack: 326% * 10
mob attack: 466% * 5 (6 monsters)

DPS Comparison


using STR: 999, DEX: 4, %STR: 50, ATT: 250
using 1H sword

Single Target (Blast)

vs. Snail (10% defense)
OLD: 1,526,946
NEW: 3,247,756

vs. Zakum (40% defense)
OLD: 1,187,442
NEW: 2,525,645

vs. Hilla (50% defense and resistant to physical attacks)
OLD: 537,137
NEW: 2,284,941

Mobbing (Adv. Charge for old, Lightning Charge for new)

vs. Snail (10% defense)
OLD: 735,205
NEW: 1,954,568

vs. Zakum (40% defense)
OLD: 490,136
NEW: 1,519,986

vs. Hilla (50% defense and resistant to physical attacks)
OLD: 204,223
NEW: 1,375,125

[url=http://docs.google.com/spreadsheet/ccc?key=0AuaL6Aa50ZrUdEdLRlBxelF6bVFQTnhBanVndkh1S0E&usp=sharing]Spreadsheet[/url]

Sources

orangemushroom.wordpress.com/2013/05/28/kmst-ver-1-2-478-adventurer-warrior-and-magician-reorganizations/
orangemushroom.wordpress.com/2013/06/05/kmst-ver-1-2-479-archer-reorganization-and-other-skill-changes/
orangemushroom.wordpress.com/2013/06/18/kmst-ver-1-2-480-thief-and-pirate-reorganizations/
orangemushroom.wordpress.com/2013/06/27/kmst-ver-1-2-481-skill-changes-and-new-ui/
www.southperry.net/showthread.php?t=66864
www.southperry.net/showthread.php?t=67301
www.southperry.net/showthread.php?t=67587
www.southperry.net/showthread.php?t=67343
www.southperry.net/showthread.php?t=67588
maplearchive.com/

Poll

What do you think about the changes?
Posted: May 2013 Permalink

Summary of paladin skill changes

4%1 / 25I think it's great because paladins get stronger!
16%4 / 25I think it's great because paladins get more supportive abilities!
12%3 / 25I think it's cool but they changed the playstyle too much.
68%17 / 25I don't like these changes.

Replies

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Frostilyte Level 205 Khaini Paladin
Well done. A full collection of correct changes with the old posted above so that the difference is actually shown. +1

That aside,

Things I like:
-100% passive stance
-The removal of power guard (It doesn't do anything on %HP-Damage based bosses, which will be most of the bosses post unlimited - it's lost it's stream it isn't needed)
-The new threaten animation, especially the new debuff animation (I have trouble seeing the current debuff animation) (I'm aware not everyone shares my opinion on the new animation)
-New animations for the charged blows which actually reflect the hitboxes they have (wanted this for a while)
-Hammer having increased damage, thus making it actually viable to use in more scenarios outside of the odd niche scenario
-The new elemental charge system - I like being forced to change around how I play, so I like how there is a renewed emphasis on switching charges
-[i]You don't just get maxed defence for having shield mastery maxed[/i]

Thinks I don't like:
-Losing slipstream. I can cast stream faster than I can flashjump. Plus, really? Another flash jumping character?
-Losing 96% Mastery and 13% status resistance (I had +3 to all passives in 4th, but as soon as I saw this revamp I started re-circing my inners)
-Shield mastery not inheriting guardian's animation or receiving it's own
-Divine shield still being a skill - doesn't block HP%-Damage skills from bosses, and doesn't even get activated by some %based attacks, so I've no love for it
-[i]Losing all of that mdef[/i] (Yes I realize I've contradicted myself)

Things I'm on the fence about:
-Parashock Guard
-New Mechanics of Blast - didn't like them at first, but seeing how they function, now, I'm unsure how I feel about them
-Void elemental - if that's 100% resistance inclusive of physical it's going under things I like, if it's just elemental reset then we already had that...

Also, saw a video with a paladin at monster park. The stun from lightning charge WAS working on the mobs in Monster Park. Hopefully those secondary affects will FINALLY work on party mobs and bosses, thus giving them a stronger presence in boss fights.
I'm also hoping that the blast hypers are changed to charged blow hypers.

Edit: Not sure where I stand in the poll Kinda want to wait on this one like I did with hyper skills. I have a feeling some of this stuff is going to be changed a bit.
May 29 2013
Kazzooey Level 200 Khaini Zero Transcendent
The new playstyle was the only good thing they did with this revamp. Unfortunately we got nerfed in both defense and offense so that's obviously a big fat fail. We didn't get any buffs to survive the new %Hp bosses so that sucks. Blast is total crap now as ACB very easily outclasses it. Blast ONLY comes in Fire Charge which is stupid because I don't want to use Fire, I want to use Holy and Lightning.

@Frostilyte We still have our 94% mastery. It was put into Paladin Expert. And why do you like the 150% cut on defense? I think one of our signature things was having max defense very very early on. As far as I know, you're the only crazy person to like it >:O
May 29 2013
KillerZero4 Level 203 Bera Paladin
The new playstyle was the only good thing they did with this revamp. Unfortunately we got nerfed in both defense and offense so that's obviously a big fat fail. We didn't get any buffs to survive the new %Hp bosses so that sucks. Blast is total crap now as ACB very easily outclasses it. Blast ONLY comes in Fire Charge which is stupid because I don't want to use Fire, I want to use Holy and Lightning.

@Frostilyte We still have our 94% mastery. It was put into Paladin Expert. And why do you like the 150% cut on defense? I think one of our signature things was having max defense very very early on. As far as I know, you're the only crazy person to like it >:O[/quote]

not so crazy, their are some things about this patch i liked, mainly the new charges, 100% physical/elemental ignore. Everything else, throw it out of a ship sailing in the pacific please and let it sink in an oceanic trench ._.
May 29 2013
Frostilyte Level 205 Khaini Paladin
@Kazzooey - 92% with +3, 91% with just CO.
http://www.southperry.net/showthread.php?t=66864

And I don't mind because it's not hard to max defence (not mdef) without the +200%. There are plenty of warriors out there who have max def...and some who aren't pallys who have so much defence that they actually lose defence because of how far over the cap they are.
On top of that, defence doesn't do a whole heck of a lot for us outside of reducing some of the touch damage we take, which is only a factor on mobs post unlimited because, if I remember correctly, bosses no longer do touch damage post unlimited.

Edit: SouthPerry links you, like azwan dcs, are the bane of my existance.

Paladin expert:
30 Mastery: +70%, Physical and Magical Defense: +400, Minimum Critical Damage: +15%, Swords - Maximum Critical Damage: +10%, Blunt Weapons - Defense Ignored +5%
31 Mastery: +71%, Physical and Magical Defense: +410, Minimum Critical Damage: +16%, Swords - Maximum Critical Damage: +10%, Blunt Weapons - Defense Ignored +5%
32 Mastery: +71%, Physical and Magical Defense: +420, Minimum Critical Damage: +16%, Swords - Maximum Critical Damage: +10%, Blunt Weapons - Defense Ignored +5%
33 Mastery: +72%, Physical and Magical Defense: +430, Minimum Critical Damage: +17%, Swords - Maximum Critical Damage: +10%, Blunt Weapons - Defense Ignored +5%
May 29 2013
FreeWii4Mii Level 230 Bellocan Hero
added a numerical summary of passive offensive/defensive benefits before and after the patch
the big positive is that blast's current passives are being moved to a BUFF so that you get def ignore and crit chance on skills other than blast
a big negative is that the damage bonus from charges (currently independent of total damage) is being changed to total damage, making total and boss damage lines less noticeable
May 29 2013
I like how they need us to change up our style a little bit, but I'm not too sure about the nerf in damage... Though I'm not sure if it'll be made up by rotating charge so that each one gains that extra 110%+ dmg leading up to a blast :S
May 29 2013
Not feeling the defense nerfs, but I'm feelin' the way they changed how to use elements - gonna call it the Elemental Shuffle
May 29 2013
FreeWii4Mii Level 230 Bellocan Hero
updated for recent changes
blast now has its' old delay and we traded a bunch of total damage for att
Jun 07 2013
"Shield Mastery: defense and magic defense boost has been increased from 50% to 250%, status and element resistance has been increased from 20% to 40%, new effect of 60% chance of stun when Guarding an attack has been added, **Shield Mastery now applies if you are wearing the subweapon Rosario**"

2h weapons yay
Jun 07 2013
FreeWii4Mii Level 230 Bellocan Hero
added a quick dps comparison using 50% str and 250 att
with the new changes, paladins will be slightly stronger 1v1, much stronger at mobbing, and much stronger vs. bosses with physical resistance
Jun 07 2013
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