Paladin DPS

Explanations please - no flames
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Tyler
Posts: 4365

Re: Paladin DPS

Post#11 » Wed Apr 21, 2010 10:20 am

Im open for suggestions to make them more desirable. Thats why they get def disc etc.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Therion
Posts: 12

Re: Paladin DPS

Post#12 » Wed Apr 21, 2010 3:13 pm

I can tell you that I love my paladin on THF. I may not do the best dps, but I can tank any event in game currently with little issue. To address paladin heals, our single target heal may be lacking, but with the chaotic group heal that we get in pofire and all the healing mods that are attainable I crit heal my group for just shy of 11k. So it's not all bad. Of course this is with tier 5 and 6 raid gear. I do remember how tough it was as a fresh 70 though compared to our warriors.

Mirak
Posts: 22

Re: Paladin DPS

Post#13 » Wed Apr 21, 2010 5:38 pm

I am glad to hear that things get better as you progress, but like you said.. it is pretty disappointing once you get 70 and start trying to advance.

I'm not sure, what could be given to paladins to make them more viable, but I will gladly help contribute with ideas, that aren't DPS... we all know their DPS is pretty terrible, especially without full AA's.

- AE Stun/blind/something to grab AE Agro
- an ability/clicky that gives them a nice DPS Boosting discipline of some sort
- Another line of "proc" spells like Pious Fury, or another entry into the pious fury line.
It could be a group heal proc (similar to the Epic 1.5's or something), or a self heal proc.
- Another upgrade to the "Armor of -" line of spells
- A Debuff line of spells or something... give target -ac -stats
- An upgrade to yaulp IV, but maybe make it a Paladin only version since the cleric
version of yaulp V adds haste and everything else, the paladin version could just be
AC/Attack, with a boost in mitigation perhaps
- Upgrade to their single target heals

That's about all I have at the moment... If I think of anything else, I'll gladly post it.

Have a good day! 8)

Valsavis
Posts: 123

Re: Paladin DPS

Post#14 » Wed Apr 21, 2010 7:33 pm

The main thing with hybrid classes is that they aren't suppose to be the "best" at anything, but are able to draw upon abilities that a "pure" class lacks to make them a more well rounded class. You can say a pally doesn't have the migation/dps of a warrior, but warriors lack lots of things the pallies get. On the flip side you can say a pally doesn't have the heals of a cleric, but clerics lack the combat ability of the pally. If you make the pallies too close to being on par with either you effectively eliminate the pure class.(except maybe as a buff bot in the case of cleric).
Mirak wrote:Oh sure, they get utility... but as you progress their heals become pretty obsolete a 2K heal, against a mob that's hitting for 3K+ isn't exactly something to brag about. LoH isn't useable but basically once an hour, paci is easily accomplished with a bot, and since everyone can box... it kind of ruins all the bonuses of being a pally.

If we were forced to only play one character with no bots... then yes, the paladin utility would be worth something, but on a server like this... their's really no point to play a paladin. I just think something should be done to make paladin a viable class over Warriors and SK's, because as it stands... their's basically no reason to be one when you compare them to warriors and SK's with a bot or box.


Really that sounds more like an issue of bots/boxing. I could undertand adding additional agro tools possibly and lowering the stun resistance to make them closer to SKs, but they certainly shouldn't be even or trump a warrior on tanking/agro.

Mirak
Posts: 22

Re: Paladin DPS

Post#15 » Wed Apr 21, 2010 8:03 pm

I never said they should be on par with warriors or clerics in dps, tanking, or healing ability... but their needs to be a reason for a player to want to play one... and at this point, the number one reason to play a paladin is the fact that you aren't a warrior, of which everyone and their brother has currently. They should be unique enough in their own right that it's still a fun class to play, and you can contribute to a group/raid. As it stands... why use a paladin for anything?

Valsavis
Posts: 123

Re: Paladin DPS

Post#16 » Wed Apr 21, 2010 8:42 pm

Paladins still have lots to offer, hey make an excellent addition with their tanking/healing abilities. Paladin offtanks in raids where very commonplace in my old guild on Live and their heals make life alot easier on clerics when it comes to keeping others in the group/raid alive so they can focus more on the main tank. An offtank with the ability to keep themselves alive isn't something someone should overlook(though I'm sure lots do)

I dunno if we have many mobs that would fall into this catagory but another thing that sk/pallies shine at is ranged agro(something warriors cannot really do). Ideally in this scenerio you have a boss that's chained to a certain location and the knight class uses it's ranged agro attacks to hold agro so the ranged dps/casters can kill it without eating it ;)

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