Rejoice, you damn Paladins [b]Blast[/b] damage 200% x 6 -> 290% x 6 (1200% -> 1740%). Before the patch it was increased to 510% (1200% -> 3060%). [b]Charged Blow[/b] range increase: [url=http://www.southperry.net/maplerange.php?ltx=-350&lty=-100&rbx=50&rby=30&size=1024]extra 95 pixels forward, extra 10 pixels above, extra 30 pixels backwards, extra 30 pixels below[/url] (best range out of the 3 warriors now) [b]Advanced Charge[/b] damage 400% x 2 hits -> 230% x 6 hits (800% -> 1380%). In KMST it was increased to 270% (800% -> 1620%). Mob count 6 -> 8 (9 with Combat Orders) [b]Sacrosanctity[/b] cooldown 10 minutes -> 5 minutes. [b]Smite[/b] damage 500% x 3 -> 500% x 6 Range increase: [url=http://www
incomplete paladin hyper skills wasted a lot of free time on this just want some ideas or improvements thanks click here to view without annoying quote some changes too lazy atm
Shouldnt it be Holy Charge? Instead of lightning. makes more sense imo. --- [quote=Sephie]Yeah, that's a smart way of looking at it. It makes sense to have a stackable charge in 4th job because that would be a "buff" for 4th job. As of right now, since you can stack charges in 3rd job, 4th job is a very minimal increase in damage; if the stackable charge was in 4th, Paladins would feel a greater sense of progression with their class as they get a huge damage bonus in 4th job (think about ACA for Heroes: 25% damage to 100%; think about Berserk for DrKs: 60% damage increase). And lightning is a very random charge to have stackable and doesn't make any sense before and now. The stun proc wasn't there before and I feel was tacked on b