General

Paladin

My paladin revamp post unlimited

This is my ideal revamp for paladins after unlimited hits.

[i][b]Page[/b][/i]

[b]Final attack (Skill change):[/b] You have a 40% chance to mimic the damage of the last skill used.
Example: You use ACB. Final attack will mimic the very last hit of ACB just like how shadow partner mimics hits. I think that the current FA is extremely weak and needs to be reworked to be more useful.

[i][b]White Knight[/b][/i]

[b]Shield Mastery (Skill change):[/b] Shield mastery increases defense by 200% and has a 20% chance to "guard". Upon guarding, you heal yourself and other party members for the damage dealt. Guard works on ALL types of attacks.

[i][b]Paladin[/b][/i]

[b]Blast (Skill change and animation renewed):[/b] Blast damage has been increased from 290% to 1500%. Number of hits reduced from 6 to 1. Range has been increased. Animation has been renewed to what weapon you are wearing.

[b]Advanced Charge (Skill change):[/b] Damage has been increased from 230% to 300%. This skill now adds attack. At max level, it adds 30 attack.

[b]Guardian (Skill change):[/b] Stays the same. Has 40% status resist.

[b]Divine shield (removed)[/b]

[b]Divine Assault(new skill): [/b]Cast a buff on your party members to make monsters weak to all elements. If the paladins charges are not active, this skill will dispel. Cannot be cast again for another 40 seconds. Duration of this skill is 120 seconds. There is a 180 second cooldown.

[i][b]Hyper skills[/b][/i]

[b]Blast: Reinforce has been deleted[/b]
[b][i]New:[/i] Blast: Defense break -[/b] Blast has a 20% chance to ignore all target defense. This includes damage reflection and super weapon defense.

[b]Sacrosanctity (skill change) :[/b] You become invulnerable for 30 seconds. While in a party, you have a 50% chance to cast sacrosanctity on other party members. Cannot be cast on other party members for another 40 seconds.

All other hyper skills were left alone. Blast will be doing 2 hits at 1500% with a 40% chance of a 3rd one. Shield mastery "guards" will now work like a party skill(yay for defensive party skills!). Shield mastery "guards" and guardians guards are 2 seperate entities. Guardian acts like shadow shifter. On the other hand, shield mastery's guard will actually have the words guard when proc'd. I took out divine shield because of the way bosses work in the future. Added a damage buff to paladins that really only helps mages and other paladins, although having 2 paladins in the same party casting that skill is useless because it has a magic crash/bind like effect after 1 cast. Sacrosanctity will now be a very handy skill if you want to be the unbreakable tank. I spread the i frames on sacrosanctity to other party members making paladins have even more party skills. Sacrosanctity will also become very handy on monsters that DR. With the addition of my new defense break hyper, you can constantly attack monsters regardless of their status as long as sacrosanctity is on. I pretty much reworked paladins to be a really good support/attacker based character.

Comment below if you like these changes or if you don't. What you would add or change. Criticism is welcomed.
EDIT: thanks to those who actually gave proper feedback. I'd still like to hear more of your ideas.

March 24, 2013

48 Comments • Newest first

sumyounguy

[quote=iChosenDream]Where in the skill descriptions does it say Sancrosanctity can't be recast for another 40 seconds?[/quote]

Oh I guess I forgot to add it in there. Good catch.

Reply March 26, 2013
iChosenDream

[quote=sumyounguy]@ichosedream 6 pallies wouldn't be able to spam sacro since you can't cast the skill again for another 40 seconds. It wouldn't work like crash either where you can do 2 crashes on top of each other.[/quote]

Where in the skill descriptions does it say Sancrosanctity can't be recast for another 40 seconds?

Reply March 26, 2013
sumyounguy

[quote=Frostilyte]@Sumyounguy - lol ikr? The only place I've ever found a use for charge's (post revamp) secondary effects is in old pvp and that terrible god awful new pvp. The DoT was very handy for taking people out and seal was the ultimate troll to people with 100k+ ranges.

As for the shield mastery, you didn't specify a range for it so I assumed it was full map lol. Guessing it'd be about the same range as BaM's aura? If so that'd make it a nice addition without it becoming too good.

Lol. I get that sometimes as well.

Edit: Also, digging the 40% status resistance. Funny story, I was at czak with a kaiser who was seduced and cursed more than I was (Granted I have almost 50% resistance now). [/quote]

Omg I loved old pvp. Paladins were actually feared. PG and HH were my best friends. I didn't mention a range which I should have. I was thinking a small space around the paladin. A bam's aura range sounds good it wouldn't be too big and not too little. I get "op paladin" all the time because I'm virtually the only paladin on broa. It feels good to hit higher than kaisers . Actually my status resist is only at 40% but I don't get a lot of lock/cursed on my paladin. Even at czak I'm seduced maybe twice during the whole thing. And lol@ that kaiser. Tell him not to scroll any equips for awhile.

Reply March 25, 2013
Frostilyte

@Sumyounguy - lol ikr? The only place I've ever found a use for charge's (post revamp) secondary effects is in old pvp and that terrible god awful new pvp. The DoT was very handy for taking people out and seal was the ultimate troll to people with 100k+ ranges.

As for the shield mastery, you didn't specify a range for it so I assumed it was full map lol. Guessing it'd be about the same range as BaM's aura? If so that'd make it a nice addition without it becoming too good.

Lol. I get that sometimes as well.

Edit: Also, digging the 40% status resistance. Funny story, I was at czak with a kaiser who was seduced and cursed more than I was (Granted I have almost 50% resistance now).

Reply March 25, 2013 - edited
sumyounguy

[quote=ihavefood]i still don't buy the defense break skill. wasting sacrosanctity for a dr that lasts, say 20-30s, and you only do 1/5 of your normal damage is not efficient at all. sacrosanctity should be for emergency uses imo, such as pot cooldown or something like that.

i don't really like removing divine shield too. maybe rework it, and have it reduce/prevent damage from boss doing %hp dmg.

i really like what a previous poster said about the charges having different effects on blast. lightning making blast multi-target or something like that.

also, do note that the additional hit on blast is for hyper skills, which if i'm not wrong, is at level 19x. so it' still gonna be lousier than the previous blast until you get to that level.

some feedback:
maybe sacrosanctity can be imbued with defense break? then 20% chance would be worth because your other party members have 50% chance of being invincible, and being able to hit it at 20% chance.
for divine assault, does it affect the party members or the mobs? lol. the wording is a little confusing. is it like combat orders or magic crash? and what does it mean "the skill will dispel"? is it like priests' dispel?
shield mastery is op lol. getting 50% of the damage you receive to heal you is awesome. i wonder how this would work with damage reflect lol... maybe this effect can be under hp recovery instead, since it doesn't really link to shields.[/quote]

That was one of the perks to having defense break although I definitely would only use it that way if I knew for certain I could live. Defense break also applies to bosses with extreme pdr (ex. chaos root abyss 300% pdr...). It would let us still deal some decent damage. Yeah I guess it never really popped into my mind about reworking divine shield haha. Additional hit on blast is at 189 which is kind of far away but at the same time not really with easy training areas like SH. I also like the effects of the poster who listed the benefits of having any charge as they were all really good perks and makes charges more useful. Adding defense break effect to sacro makes it too good. You're effectively saving people at the same time providing a huge DPS boost. Divine assaults was a buff that is to be casted on your party that affects all mobs. It gives the whole party an elemental edge on everything as long as your charges are active. If you have no charges active the skill will dispel. After talking with ivege I think that the shield mastery skill change is out of place. It's a nice touch but just strange to tack it onto the skill. Also frostilyte made a really good point. Our overwhelming defenses really take the heal out of that skill if it was ever implemented

@frosilyte I wanted to create a support paladin that is good to party members in more than just being a tank that can CO/threaten/crash/bind. I totally forgot about charges having effects because it doesn't really work anywhere. There was a guy on the first page who put up some good ideas on what charges could do. It'd be a nice touch if nexon reworked the charges. Also shield mastery only triggers at 20% chance. The chances of you being close enough to activate the heal would be lower but yeah I see your point. I like the 30 attack that doesn't have to be triggered . I always tell people my clean range because then they think my paladin is op once I start fighting.

@ichosedream 6 pallies wouldn't be able to spam sacro since you can't cast the skill again for another 40 seconds. It wouldn't work like crash either where you can do 2 crashes on top of each other.

Reply March 25, 2013 - edited
EggTree

wth 3000%

Reply March 25, 2013 - edited
Frostilyte

Wow it took me a while to sift through most of the posts people had put up and see what points were raised and which ones weren't.

I've read enough on the keep/remove Divine shield argument so I'm going to leave that one be.

I like the idea of Divine Assault. Kinda adds in another party skill that is useful for most (not all) of the mages and paladins (which 3/4 of my bossing party is atm). Definitely puts a slightly renewed emphasis on elements, which nexon seems to have been slowly filtering out of the game (Paladins are the only class left with elemental charges and when we dual charge we get an auto elemental reset). Having said that, it'd be nice if some possible changes to the elements were added into a revamp for paladins. Prior to the "Revamp" (Alliance Patch) that changed the effects of Charged Blow based on the elements you were using, Ice charge gave 100% freeze on everything you attacked regardless of the skill you used (unless it was a party mob or boss) and Charged Blow had 100% stacked stub (stun procing on a stunned monster didn't cancel it and neither did attacking said monster again). The "Revamp" nerfed Ice's freezing down to 90%, gave Flame a DoT that can't be used on anything save for regular mobs, a stun that never procs because every time it does the other charge'a effect cancels it out and seal which has next to 0 application outside of bossing. It would be nice if the charges were changed to actually have affects that worked on bosses. The DoT from flame charge currently isn't very strong, but having a DoT that is usable on bosses is better than having no DoT at all. It'd also be nice if some other interesting utilities that worked on bosses were added into the charge's secondary effects.

I like the changes to Shield Mastery, but I think it'll end up being like the 100% counter attack on PG in most (not all) cases. Entertain the idea that as a regular pally this skill does heal the party when it's proc'd. With the exception of Stronghold, thanks to Paladin's overwhelming defence, this skill would heal 1hp every time it is proc'd. Now, if we are at HoH, or in Empress, or at RA then we are in business! Those guys can actually do damage to us, but then the skill becomes a little unfair. Using my own pally as an example, if I get hit by vellum popping out of the ground and my shield mastery procs to heal my party then everyone just got 12,000 hp. That's a full heal (and then some) for just about every non-warrior in the game. If the incoming damage was considered a percentage then it wouldn't be as extreme, however (50% heal based on receiving class' hp).

Oh, and remove the +30 attack from Advanced charge that way when people ask me if my range is clean or buffed I can say, "It's the same for both f3".

Reply March 25, 2013 - edited
Rorik92

[quote=sumyounguy]You aren't really forced to attack during DR. If you happen to miss a magic crash and bind is on cd, you have the option of throwing up a sanc and keep on attacking instead of waiting it out. That's the idea behind it going through DR at least.[/quote]

I see, sort of feels like a waste of sancrosancitity though. But makes more sense than what I was picturing at least

Reply March 25, 2013 - edited
iChosenDream

Now. Imagine a party of 6 Paladins with Sancrosanctity.

Reply March 25, 2013 - edited
ihavefood

i still don't buy the defense break skill. wasting sacrosanctity for a dr that lasts, say 20-30s, and you only do 1/5 of your normal damage is not efficient at all. sacrosanctity should be for emergency uses imo, such as pot cooldown or something like that.

i don't really like removing divine shield too. maybe rework it, and have it reduce/prevent damage from boss doing %hp dmg.

i really like what a previous poster said about the charges having different effects on blast. lightning making blast multi-target or something like that.

also, do note that the additional hit on blast is for hyper skills, which if i'm not wrong, is at level 19x. so it' still gonna be lousier than the previous blast until you get to that level.

some feedback:
maybe sacrosanctity can be imbued with defense break? then 20% chance would be worth because your other party members have 50% chance of being invincible, and being able to hit it at 20% chance.
for divine assault, does it affect the party members or the mobs? lol. the wording is a little confusing. is it like combat orders or magic crash? and what does it mean "the skill will dispel"? is it like priests' dispel?
shield mastery is op lol. getting 50% of the damage you receive to heal you is awesome. i wonder how this would work with damage reflect lol... maybe this effect can be under hp recovery instead, since it doesn't really link to shields.

Reply March 25, 2013 - edited
Kazno

I think giving Sacrosanity to your party members is a little too overpowered.

Reply March 25, 2013 - edited
sumyounguy

[quote=Seodan]I also think they should change it back to how monsters under the influence of fire DoT would be weak to ice, and monsters that were frozen were weak to fire. Gives us a reason to not just spam holy and forget about the other two elements[/quote]

It really is disappointing having all these charges and yet the only ones you will ever use is holy+light.

Reply March 25, 2013 - edited
Seodan

I also think they should change it back to how monsters under the influence of fire DoT would be weak to ice, and monsters that were frozen were weak to fire. Gives us a reason to not just spam holy and forget about the other two elements

Reply March 25, 2013 - edited
sumyounguy

[quote=Deletive]it's has the speed of hurricane (the bowman skill) but to make it far it's a little slower then it.

it's not fair that we're at the bottom, we are Warriors, We are suppose to be Overpowered compared to a mage or a thief[/quote]

I don't agree with that argument. I don't think mages or thieves are supposed to suck. Paladins aren't really at the bottom but I would like a little bit of an offensive boost.

Reply March 25, 2013 - edited
sumyounguy

[quote=Deletive]then blast must hit like just a little slower then hurricane[/quote]

I don't get it.

Reply March 25, 2013 - edited
sumyounguy

[quote=MLPFiM][url=https://www.youtube.com/watch?v=yGAv0dIf4CQ]https://www.youtube.com/watch?v=yGAv0dIf4CQ[/url]
Without terms and conditions this guy would still hit 10mil per line, so I don't think 1500% blast would be good for the funded.[/quote]

Do you know what buffs that guy is using or the specs of his gear? I can't tell what buffs he's but his damage is high but not close to 50m. 1500% blast might not be good. I guess it'll have to be scaled down a bit more with more hits </3

Reply March 25, 2013 - edited
sumyounguy

[quote=Kazzooey]@sumyounguy: I'm saying that what if Divine Shield, when hit by a map attack (those %hp boss attacks) with DS up, you have a new picture or something that instead of saying "Guard" it says "Guard" but the word is broken through the center and you take half the %Hp damage as you should.
And the new mobbing skill could just be like an intrepid version of ACB. I love my big Holy/Lava/Ice/Lightning sword but I'd love it even more if it went all combo/intrepid-y.[/quote]

I think that's a good idea. It would definitely not make divine shield obsolete. If they were to make a new mob move like intrepid, I'd be okay with that. I don't like it going all combo like. IMO heroes have the ugliest skills of the 3 warrior explorers except for intrepid, I actually like that. The only other problem I have with paladins besides divine is PG and achilles. If divine was changed in the way you described it, I'm all for it. Just gotta find a way to incorporate those 2 other skills into them new bosses.

@ivege yeah completely interpreted that wrong. I see your point too. I honestly just thought of this stuff on a whim so I'm glad I got some good constructive criticism.

@seodan unfortunately nexon is notorious at wording things poorly. It doesn't actually ignore all defense rate, it gives us 32% PDR. Nexon got lazy in their description and chose bad words to describe it. I don't just stand there and tank on my paladin with divine, I ration out the guards since they save me a lot of effort with attacks that can inflict statuses. Contrary to what you believe, threaten will be extremely helpful to parties in the future with the new PDR system. It'll make everyones offense that much better.

Reply March 25, 2013 - edited
iVege

[quote=sumyounguy]There are some classes that don't have the reinforce. I agree that defense break should just be tacked onto blast.[/quote]

You're missing the point. It's not that it's bad for Blast to not have a Reinforce, it's that you removed Reinforce, a standard hyper skill, for a customised hyper skill. Also, most skills that don't have the Bonus Hit hyper are the ones with a small number of hits.

The fact that you used the word 'tacked' in your second sentence makes me think that you may have misinterpreted my post. Just in case, I meant that Defence Break's effect feels tacked on (unlike Dark Metamorphosis' customised hyper), not that you should tack the effect onto Blast.

Reply March 25, 2013 - edited
Seodan

@sumyounguy
I agree that paladins should have party benefits, but in different ways. Bishops for example, heal and cure their party members, I think paladins should be beneficial to a party offensively, with skills that affect the monster/boss. If anything, threaten needs a rework.

Also, I feel that divine shield isn't just good for standing on top of bosses and attacking, it's to block special attacks with additional effects (e.g: 1/1, empress's bomb, attacks that seal/stun, situations that %damage reduction won't help alone)

Blast w/o hyper skills already has a chance to ignore 30% enemy defense

And here's hoping nexon doesn't implement bosses that ignore defense. If anything we need more bosses like empress, that require strategy and potion management (although the fire carpet from shinsoo could use a bit of toning down >.< )

Reply March 25, 2013 - edited
Kazzooey

@sumyounguy: I'm saying that what if Divine Shield, when hit by a map attack (those %hp boss attacks) with DS up, you have a new picture or something that instead of saying "Guard" it says "Guard" but the word is broken through the center and you take half the %Hp damage as you should.
And the new mobbing skill could just be like an intrepid version of ACB. I love my big Holy/Lava/Ice/Lightning sword but I'd love it even more if it went all combo/intrepid-y.

Reply March 25, 2013 - edited
sumyounguy

[quote=Rorik92]I dislike the 20% chance to break through dr, that is completely and totally useless. No one is going to risk death for themselves or their party on a 20% chance of being able to do damage through dr, so you should probably rethink that one.[/quote]

You aren't really forced to attack during DR. If you happen to miss a magic crash and bind is on cd, you have the option of throwing up a sanc and keep on attacking instead of waiting it out. That's the idea behind it going through DR at least.

Reply March 25, 2013 - edited
Rorik92

I dislike the 20% chance to break through dr, that is completely and totally useless. No one is going to risk death for themselves or their party on a 20% chance of being able to do damage through dr, so you should probably rethink that one.

Reply March 25, 2013 - edited
sumyounguy

[quote=Kazzooey]@sumyounguy If you're so worried about them losing DS's guard ability, why ditch it and just let it factor in WITH the bosses? Everyone here makes a Paladin for defense not for damage. Why take that away and throw us into the abyss of damage hoars(every class cept bishops, BM, and maybe DrK).

I made a thread about this a couple months back and got a lot more positive feedback. Best thing to do is to keep our lower percentages like we always have had, let our guard/defense skills work on the new bosses to a nerfed effect, move all our mobbing skills down one job and make a new 4th job mobbing skill, and revamp the whole game's Element system. That's all. That way we still feel like Paladins and masters of Elements, get a decent damage buff out of it (elements), get a nice new fresh look (with the new mobbing skill), and yet still feel just like we always have.[/quote]

I don't really see how they can incorporate DS's guard into bosses that do % hp damage. Like the guy who posted above me said having guards is a bit unfair for those bosses. DS is great right now, I love it for the guards but I'm not sure how you can incorporate god mode on things that are supposed to take out chunks of your hp or kill you in 1 hit. I was trying to move paladins role from defense to support/attack because of how little defense affects them in the future (achilles and PG are completely ignored by the new bosses functions) but I can see why you wouldn't want these changes if you played it for purely the style and the defense since it pretty much redefines a paladin. While I hope nexon does try to remaster the elements, I don't really see them doing anything considering they removed a good portion of ele weak/strong monsters. Is PB still holy strong? I haven't had a chance to PB on my pally yet. It'd be nice for your changes I do like what you said except I really like ACB and wouldn't want a new mob move. A new mob move is nice though.

@seodan Yeah it might be weird to heal with shield mastery. I was trying to incorporate some kind of party benefits into it. Point taken with blast since the evolution of the game is so hard to tell where it might stray off to. Range buff isn't necessary but it's nice to be able to hit things from slightly farther away. The attack boost on ACB was because I took out divine shield which was because I felt it's useless later on. I get that divine shield is nice to have but paladins do have tons of damage reduction already toppled up with extremely high defense. Divine assault is pretty much enrage but for parties. It only affects those who use elements. Now that I think about it it seems pretty craptacular of an idea. I still see defense break as a valuable skill due to the new PDR system making PDR ignore extremely valuable. It has multiple uses even if we can crash/bind monsters. While I see your point with the bosses not being able to guard, our defenses are completely ignored. We are like any other class there except that we may have god mode. Also sacrosanctity giving a 40% damage reduction aura would be nice but if all future bosses that are going to be farmed are like the current/future bosses we farm now, that aura would be useless.

Edit
@above Yeah I kind of see how shield mastery healing is out of place. The final attack adjustments were really because of the things you mentioned. I also meant that final attack should only activate per cast not per hit. The blast hyper change is for the sake of balance. There are some classes that don't have the reinforce. I agree that defense break should just be tacked onto blast.

@bubblecup118 Don't really see how sanct working on parties is imbalanced lol. It still retains the original CD of 300 seconds. So no you won't get legit god mode.

Reply March 25, 2013 - edited
iVege

[quote=sumyounguy]Final attack (Skill change): You have a 40% chance to mimic the damage of the last skill used.
Example: You use ACB. Final attack will mimic the very last hit of ACB just like how shadow partner mimics hits. I think that the current FA is extremely weak and needs to be reworked to be more useful.[/quote]

May be overpowered for a second job skill. It's the same as 40% damage increase (if it works per skill and not per hit, though blast only does one hit without hypers anyway).

However, this is a change for the better as it removes FA's animation, removes the delay between attacks and FA, and removes the limited range of FA. It also makes the extra damage easier to see.

[quote=sumyounguy]Shield Mastery (Skill change): Shield mastery increases defense by 200% and has a 20% chance to "guard". Upon guarding, you heal yourself and other party members for the damage dealt. Guard works on ALL types of attacks.[/quote]

While this is a nice idea, I feel like it's unfitting for an equip mastery skill to have healing properties. It's kind of jarring like how a Bandit's Shield Mastery adds avoidability.

[quote=sumyounguy]Blast: Reinforce has been deleted
New: Blast: Defense break - Blast has a 20% chance to ignore all target defense. This includes damage reflection and super weapon defense.[/quote]

I don't like how you removed a standard hyper skill for a special one like Dark Metamorphosis'. Unlike Dark Metamorphosis', though, this is just a random effect tacked on top of Blast. I'd rather this effect be in place of Blast's original effect.

Reply March 25, 2013 - edited
bubblecup118

Sacrosanctity (skill change) : You become invulnerable for 30 seconds. While in a party, you have a 50% chance to cast sacrosanctity on other party members.

Serious dude? You need to find a balance somewhere, where is the cooldown? Does this mean 100% legit godmode?

Reply March 25, 2013 - edited
Seodan

[quote=sumyounguy]This is my ideal revamp for paladins after unlimited hits.

[i][b]Page[/b][/i]

[b]Final attack (Skill change):[/b] You have a 40% chance to mimic the damage of the last skill used.
Example: You use ACB. Final attack will mimic the very last hit of ACB just like how shadow partner mimics hits. I think that the current FA is extremely weak and needs to be reworked to be more useful.

[i][b]White Knight[/b][/i]

[b]Shield Mastery (Skill change):[/b] Shield mastery increases defense by 200% and has a 20% chance to "guard". Upon guarding, you heal yourself and other party members for the damage dealt. Guard works on ALL types of attacks.

[i][b]Paladin[/b][/i]

[b]Blast (Skill change and animation renewed):[/b] Blast damage has been increased from 290% to 1500%. Number of hits reduced from 6 to 1. Range has been increased. Animation has been renewed to what weapon you are wearing.

[b]Advanced Charge (Skill change):[/b] Damage has been increased from 230% to 300%. This skill now adds attack. At max level, it adds 30 attack.

[b]Guardian (Skill change):[/b] Stays the same. Has 40% status resist.

[b]Divine shield (removed)[/b]

[b]Divine Assault(new skill): [/b]Cast a buff on your party members to make monsters weak to all elements. If the paladins charges are not active, this skill will dispel. Cannot be cast again for another 40 seconds. Duration of this skill is 120 seconds. There is a 180 second cooldown.

[i][b]Hyper skills[/b][/i]

[b]Blast: Reinforce has been deleted[/b]
[b][i]New:[/i] Blast: Defense break -[/b] Blast has a 20% chance to ignore all target defense. This includes damage reflection and super weapon defense.

[b]Sacrosanctity (skill change) :[/b] You become invulnerable for 30 seconds. While in a party, you have a 50% chance to cast sacrosanctity on other party members.

All other hyper skills were left alone. Blast will be doing 2 hits at 1500% with a 40% chance of a 3rd one. Shield mastery "guards" will now work like a party skill(yay for defensive party skills!). Shield mastery "guards" and guardians guards are 2 seperate entities. Guardian acts like shadow shifter. On the other hand, shield mastery's guard will actually have the words guard when proc'd. I took out divine shield because of the way bosses work in the future. Added a damage buff to paladins that really only helps mages and other paladins, although having 2 paladins in the same party casting that skill is useless because it has a magic crash/bind like effect after 1 cast. Sacrosanctity will now be a very handy skill if you want to be the unbreakable tank. I spread the i frames on sacrosanctity to other party members making paladins have even more party skills. Sacrosanctity will also become very handy on monsters that DR. With the addition of my new defense break hyper, you can constantly attack monsters regardless of their status as long as sacrosanctity is on. I pretty much reworked paladins to be a really good support/attacker based character.

Comment below if you like these changes or if you don't. What you would add or change. Criticism is welcomed.[/quote]
I think final attack is fine the way it is, although putting some extra %damage on it wouldn't hurt at all

The heal on shield mastery seems a bit out of place IMO, might just be me

I like the idea of separate animations for sword and blunt weapon blast, but it would just hinder pallies in the long run if you reduced it to 1 hit (2 with hypers). I'd rather have the 3 hit blast.

The range buff isn't necessary IMO

I feel that adding ATT to advanced charge would make pallies a bit OP since they're supposed to be a defensive class but again, it's just me

I like the status resist on guardian

Removing divine shield is not a good idea. It's their main defensive skill, their trademark. I would not want to have that taken away from me

I don't exactly understand how divine assault is supposed to work (i'd rather just have it that bosses are weak to elements, but at a nerfed percentage)

Blast: Defense break.. 20% chance to ignore damage reflect? While sacrosanctity is down, if you wanted to break damage reflect then you would have to risk hitting it with blast at an 80% chance of being hit. no thank you. Might be a different story for weapon cancel, but we have magic crash for that

the 50% chance to cast sacrosanctity seems too dependent on luck. If you wanted to protect a party member you would have to cross your fingers every 600 seconds and hope that they have it cast on them. Instead, just add an aura to sacrosanctity that gives ____ (40%?) damage reduction

Not all new bosses are going to ignore guards. The ones that already do, do it for good reason. If paladins could just "guard" root abyss and magnus, it would give them an unfair advantage since they wouldn't have to dodge any incoming attacks.

Reply March 25, 2013 - edited
Kazzooey

@sumyounguy If you're so worried about them losing DS's guard ability, why ditch it and just let it factor in WITH the bosses? Everyone here makes a Paladin for defense not for damage. Why take that away and throw us into the abyss of damage hoars(every class cept bishops, BM, and maybe DrK).

I made a thread about this a couple months back and got a lot more positive feedback. Best thing to do is to keep our lower percentages like we always have had, let our guard/defense skills work on the new bosses to a nerfed effect, move all our mobbing skills down one job and make a new 4th job mobbing skill, and revamp the whole game's Element system. That's all. That way we still feel like Paladins and masters of Elements, get a decent damage buff out of it (elements), get a nice new fresh look (with the new mobbing skill), and yet still feel just like we always have.

Reply March 24, 2013 - edited
sumyounguy

[quote=SombraManx]@sumyounguy: so, do u really think that they are going to revamp explorers anytime soon?

they barely revamped the 2 weakest classes the last revamp (and i mean, really nexon?, only two classes?)

i was especting all heroes to be revamped and all of them being as strong as (post hypers) battle mage at least, or maybe even kaiser[/quote]

No I don't expect it to be soon. It's hard to tell how nexon will actually revamp characters because they pick and choose certain classes and make them good while leaving the other classes in the dust. I have hopes but really I'm not going to expect nexon to do anything drastic or amazing. The last time I've ever seen them do anything great to pallies was the ACB and blast buffs which only got buffed because enough people complained about how crappy nexon revamped pallies during hypers.

Reply March 24, 2013 - edited
iVege

Reserved.

Reply March 24, 2013 - edited
SombraManx

@sumyounguy: so, do u really think that they are going to revamp explorers anytime soon?

they barely revamped the 2 weakest classes the last revamp (and i mean, really nexon?, only two classes?)

i was especting all heroes to be revamped and all of them being as strong as (post hypers) battle mage at least, or maybe even kaiser

Reply March 24, 2013 - edited
sumyounguy

[quote=SombraManx]you are going to be revamped next patch

nexon isnt gonna touch pallys in a long long time[/quote]

I know they are getting revamped next patch. This is what I put up as my ideal revamp for post unlimited when they do their "rebalancing". So far I've only gotten 2 constructive comments that have an ounce of thought put into it so far.

Reply March 24, 2013 - edited
SombraManx

you are going to be revamped next patch

nexon isnt gonna touch pallys in a long long time

Reply March 24, 2013 - edited
sumyounguy

[quote=overpoweredfire]unless those only work when only 1 charge is on id be really broken especially the lightning charge, it would rival almost DB attackspeed[/quote]

It wouldn't be a bad thing to attack as fast as a DB. The attack addition to ACB is due to the fact that I removed divine shield since it doesn't proc at all during bosses that deal damage based on hp % nor does it actually guard during those bosses. If you didn't know divine shield gives the attack boost. Also the reason blast was split into multiple hits is because some people could cap with blast. In unlimited, no paladin is going to hit damage cap on a single hit of blast or get near it.

@amped Ok... and would you want to explain why or are you just trying to be negative?

Reply March 24, 2013 - edited
overpoweredfire

[quote=ImFalling]I think that each element should have an addition effect on blast so
Holy charge - Each line of blast does 1.5x more dmg
Flame charge - blast now hits up to 3 targets
Ice charge - 100% defense ignored
Lightning charge - Blast speed increases by 2 (can break cap)

Also it would be nice if you could combine any 2 elements.[/quote]

unless those only work when only 1 charge is on id be really broken especially the lightning charge, it would rival almost DB attackspeed

Reply March 24, 2013 - edited
Amped

Blast and ACB is dumb.

Reply March 24, 2013 - edited
overpoweredfire

your ADCB idea is overpowered because the attack increase is incorporated into the charges
and also if you change blast youll have to change hyper, changing blast back to the way it was would not be good, they chagne ti for a reason

Reply March 24, 2013 - edited
sumyounguy

[quote=NovaCokeService]First if all 290% x 6= 1740%.
Second if a paladin hits max, hitting 6 times is better for them[/quote]

I am astounded by the amount of people not reading my posts whatsoever. Did you read the entirety of my post at all? If you did you would know it's not a downgrade. Secondly, post unlimited there is no way in hell a paladin is hitting 50mx6 with the buffs we get after hypers.

Reply March 24, 2013 - edited
NovaCokeService

First if all 290% x 6= 1740%.
Second if a paladin hits max, hitting 6 times is better for them

Reply March 24, 2013 - edited
sumyounguy

[quote=Ouhai]"Divine Shield (removed)"

There goes 70% of their tanking power[/quote]

Divine shield doesn't even activate or work at bosses that do % dmg. Future bosses are designed to do damage based on hp % rather than raw damage. All of paladins defensive tanking powers are gone already. They still have PG, achilles, guardian and shield mastery. I'm not sure why they still couldn't tank with just those.

Reply March 24, 2013 - edited
Ouhai

"Divine Shield (removed)"

There goes 70% of their tanking power

Reply March 24, 2013 - edited
sumyounguy

[quote=ImFalling]I think that each element should have an addition effect on blast so
Holy charge - Each line of blast does 1.5x more dmg
Flame charge - blast now hits up to 3 targets
Ice charge - 100% defense ignored
Lightning charge - Blast speed increases by 2 (can break cap)

Also it would be nice if you could combine any 2 elements.[/quote]

It'd be nice to really be able to pick the element that you like. I really doubt nexon would let us have interchangable charges although I really like that idea. Right now charges do have effects but none that work on bosses... Your effects are quite nice though I really like your ideas.

Reply March 24, 2013 - edited
sumyounguy

[quote=Koncept]@sumyounguy: well lets say you have a character that can hit max everyline of ANY skill. now give them invincibility for 30 sec. thats kinda OP even at 50% chance.
then again this is just my opinion maybe when its given to a party member its only 10-15 sec?[/quote]

It would need to be tweaked but yeah I don't really see a big deal in 30 seconds. If it turns out to be that way then it'd be a good idea to reduce it to half the time
@ 2 above Scaling number of hits down doesn't mean downgrade. Unlimited raised the dmg cap to 50m.

@above that's pretty much what I wanted to do. Return paladins to hitting really high on singular hits.

Reply March 24, 2013 - edited
betaboi101

People need to learn to read the entirety of the post .

That seems like it'd be a pretty diesel buff though; I mean two hits of 1500% with a 40% chance to mirror another hit <3. Would definitely make hitting over the millions mark somewhat easier and would update the class to a much more modern standard!

Reply March 24, 2013 - edited
simaini

Reduce hits from 6 to 1? I don't think that would ever happen. That's just going in the opposite direction

Reply March 24, 2013 - edited
Koncept

@sumyounguy: well lets say you have a character that can hit max everyline of ANY skill. now give them invincibility for 30 sec. thats kinda OP even at 50% chance.
then again this is just my opinion maybe when its given to a party member its only 10-15 sec?

Reply March 24, 2013 - edited
sumyounguy

[quote=Berserker44]I don't get the blast adjustments. 290% to 1500% would be a nerf since 290x6=1740% not even including critical. Am I missing something? did you increase the speed?[/quote]

Yeah you're missing the part where blast hits twice. So it hits 3000%.
@koncept I don't really get how making sanct a party skill makes it op. The duration is 30 seconds and you still have a chance of not buffing other members by 50%. The cd is still 300 seconds so I don't get how this is op at all.

@kazzooey I don't believe the new hyper is useless. With the new PDR system it makes that skill very good especially since many of the bosses get ridiculous amounts of PDR or are damage resistant. You'll be able to do full damage at empress 20% of the time rather than 50% of your damage all of the time. Also divine shield only serves purposes on mobs. Even then guards are used up quickly while training and they are never proc'd during these new bosses due to the fact they do damage based on hp %. I didn't want to make HH do a debuff because that'd really just be copying DS and demon cry except for the fact that HH has a cd and way slower to cast.

Reply March 24, 2013 - edited
Kazzooey

I disapproves. I mean you remove divine shield? Uh no way Jose. I love my near perma-guard. Heavens hammer should have a debuff that monsters become weak to the elements. We need a new 4th job mob attack too. And you remove 20% blast buff. That new buff is relatively useless as the bosses should be crashed or binded most of the time anyways. Maybe add that effect to sanctity.
No thankies

Reply March 24, 2013 - edited
Koncept

> Sacrosanctity (skill change) : You become invulnerable for 30 seconds. While in a party, you have a 50% chance to cast sacrosanctity on other party members.

OP revamp is OP

Reply March 24, 2013 - edited