General

Paladin

Paladin Shield related buff

Hello Basil,
I've shared a few of my skill ideas in the past and people have seemed to like them, so here goes.
As some of us know, Paladins are becoming super beasts in the near future. ACB's range is becoming the best out of the 3 warriors, along with the ability to hit six times on eight monsters. Blast will also hit 6 times.

With all these damage updates, Paladins are pretty close to OP considering they still keep their incredible defense.

My skill idea would be either a skill that halves your ATTACK damage for a set period of time greatly increasing your party's defense (including yourself), OR a skill that halves your DEFENSE greatly increasing your party's defense (not including yourself) while maintaining your attack.

This could be a fairly effective skill for bossing if used correctly, for many classes could really use more defense while bossing.

Problems that could occur with the first skill option (-your attack, + party defense) would be people only wanting Paladins for the defense boost and becoming neglected as damage dealers again.

This is sort of a draft idea I came up with recently, any thoughts basil?

November 3, 2012

10 Comments • Newest first

Lane

I think it would be neat if we could elementally charge our shield. No idea what the skill effects would be, but maybe something along the lines of absorbing attacks (still take damage of course, but guards would appear when divine shield is in effect) and then supercharging that specific element we absorbed with?

An example of this might be:
>charge shield with lightning element (or ice, or fire, or holy)
>every hit received has a certain % chance to accumulate a "super charge" (I admit, this is stealing a bit from the idea of buccaneer's energy charge)
>buff yourself and party members with "super charged" element. you can probably use your imagination here, there's tons of ways a "super charge" could be applied
Here's some examples I came up with, just throwing out ideas that definitely needs altering, otherwise it would only benefit certain classes way more than necessary. I do not intend in any way for ALL these examples to applied, again these are just examples.

Increase fire element for f/p arch mage fire based skills, Increase Ice element for i/l arch mage ice based skills, etc
Classes with originally no element now receive an elemental charge to their attacks (good for elementally weak mobs/bosses)
Paladin gains increase in elemental damage to the respective charge used
Defensive capabilities of certain arch mages are increased depending on "super charge"
All classes gain a special defensive buff depending on element: Just because I feel like it, I'll put random buff names and a 2 word skill definition.
Fire charge - Cauterize: <Prevent bleeding> Stops DoT damage such as poison, burn, etc. and lowers the chance for abnormalities (stun, skill lock, etc)
Ice charge - Frost bite: <Numbs feeling> Slows the rate of attacks done to you (basically a longer invincibility frame for after you get hit)
Lightning charge - Discharge: <Excess energy> Multiplies the effectiveness of all defensive/avoid skills by 2 for a short time. (dissipates VERY quickly)
Holy charge - Mercy <Prayer's grace> All 1/1 attacks have no effect. When seduced, potions can be used. The effects of all healing skills boosted by 25%.

I got a bit carried away . Sort of got a bit lazy toward the end. Those are all just examples of a rough outline of skills that would seem like a pretty neat idea, though I would lean more to the defensive increases for all classes with the "super charge". It doesn't seem to make much sense to apply attack buffs when buffing your shield with elements, but I just threw that in there anyway as a possible option if the party defense options don't cut it.

Edit*: I totally wouldn't mind having a buff applied to only paladins though

Reply November 9, 2012 - edited
hksmaster

Even with max defense I still get hit hard as hell, I dont see how shaving off a few 100's will help the party out in the long run..

Reply November 5, 2012 - edited
Kazzooey

Halving my defense or attack so their OP asses can survive? Screw my party, they can die and I will laugh at them. One of the perks of being a Paladin.

Reply November 4, 2012 - edited
iVege

[quote=AnthonysWill][b]2nd job:[/b] Power Guard becomes a passive skill. Damage Reflection effect from Power Guard is removed.[/quote]

... what? There's a reason why Achilles exists.

Reply November 4, 2012 - edited
SombraManx

your ideas sux, screw the other people, i will keep my def as hard as steel m/

Reply November 3, 2012 - edited
Saltybandaid

I can't say I like your ideas.

Reply November 3, 2012 - edited
SilentJudicator

Nice ideas, but not sure what skills they may replace...because honestly i dont think there's room for more. I for one never really liked power stance enough to put points into it....so i guess if anything should be replaced it's that or monster magnet. I never really used magnet prior to the recent update and i still hardly use it. As a brick, i tend to rush into monsters instead of magneting them over haha XD.

Just my 2 cents.

Reply November 3, 2012 - edited
AnthonysWill

There should be enough SP to max everything out after the 4th job Lv requirement is changed to 100. (Tempest update)
This should allow us to add a new skill in a Paladin's 4th job.
Here are some major adjustments I would make.

[b]2nd job:[/b] Power Guard becomes a passive skill. Damage Reflection effect from Power Guard is removed.
[b]4th job:[/b] NEW SKILL - Defense Spread.
Description: Generate an effective Shield on your party members, but casts a negative status on yourself.
The negative status decreases Power Guard's damage defense by 25%. In return, your party members will take decreased damage from attacks.
This buff cannot be dispelled and the negative status cannot be cured. The buff will remain active until its duration is over or until you die.
Note: Power Guard must be maxed. Also, the buff will [b]only affect your party. You on the other hand, will have a weakened Power Guard.][/b]

Lv 1: Decreases Power Guard's damage defense by 25%. Party members take 10.5% less damage from all attacks. Duration: 186 seconds.
Lv 20: Decreases Power Guard's damage defense by 25%. Party members take 20% less damage from all attacks. Duration: 300 seconds.

Reply November 3, 2012 - edited
dubmason

I was thinking a hold skill which makes a shield "bubble" around whoever is in it. You slam your shield into the ground and stay in that position until the skill max time runs out.
(Cooldown of course)

Reply November 3, 2012 - edited
aznstyles

And which 2 skills would these replace

Reply November 3, 2012 - edited