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iVege #Paladin Talk

General Paladin

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

General Paladin

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