Paladin Spell lvl 70 True Command

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Nexor
Posts: 495

Re: Paladin Spell lvl 70 True Command

Post#11 » Fri Jun 11, 2010 10:47 pm

I am just throwing ideas out i just don't see me have the desire to mem or even loot True Command in its current form.
Right now the only spells i use are yaulp line,Silent Piety,group heal,pious fury,Lightbringer wrath,Brells,Armor of the Orc Slayer and maybe 1 or 2 single heals.

Armor of the Orc Slayer , Brells and pious fury are longer buffs so don't even would need to keep em memed after i use em, that leaves me than with yaulp IV ( wich i only use for some AC boost), group heal ,Lightbringer Wrath,silent piety and 1 -2 heals = 5-6 spells for combat memed. Well ya i could also keep DA memed but i dont do see the need yet maybe in later tiers if i "would" need a agro reducer.

On live Paladins where relying heavy on the Stun line so usualy had 2-3 Stuns memed , Stuns had 3 purposes there 1. Snap Aggro 2. Aggro generation over time and 3. Dmg Mitigation via Stun 0.5 - 1.5 sec stunning (rotation of 2 -3 stun spells).

Snap Aggro and Aggro generation over time is basically done atm via Lightbringers Wrath and Dmg mitigation woudnt work currently here.

AE aggro i kinda handled in the past on live via group heal and here i also have now ToV leg clicky.
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Aesop
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Re: Paladin Spell lvl 70 True Command

Post#12 » Sat Jun 12, 2010 7:44 am

*looks around for other Paladins*

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Nexor
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Re: Paladin Spell lvl 70 True Command

Post#13 » Sat Jun 12, 2010 7:49 am

Well ya it's only my opinion atm and would be great if others would give there input about it too, but than again this thread is only a day old yet.
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Tyler
Posts: 4365

Re: Paladin Spell lvl 70 True Command

Post#14 » Sat Jun 12, 2010 7:50 am

Yup, lets give the other Paladins some time to read and think and respond (hopefully in this order ;))
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Mr_Magoo
Posts: 127

Re: Paladin Spell lvl 70 True Command

Post#15 » Sat Jun 12, 2010 3:05 pm

Honestly im pretty happy with the paladin at this point. Like i have mentioned before not everything needs to be an upgrade it might just be valuble in some situation even if very little.

Lightbringers Wrath: Helps a ton you just got to play the who gets aggro role if you want a warrior to keep aggro DONT use this or the tov leggings (i know habits are hard to break) also be patient and wait to attack im pretty sure your group isnt going to miss your dps for the first 10% of the fight ;)

Armor of the Orcslayer: Nice im all for multi purpose buffs to free up buff slots

Brightest Light: Is a nice quick heal and real helps save the fight (once again played as a main non boxer this heal is a great benefit to the tanking pally once you get your swap heal swap back to target technique down)

Vengeful Retribution l ll lll: Group buff rune process, So i get hit for 3k instead of 4k cant argue with that, only downside is the buff itself and the process using up 2 buffs lots.

Brell's Bulwark of the Storms: Upgrade , bonus hps nice!

True command: Was retired after after a cast or two it has no convience like the tov legs maybe it will be useful later on? I dont know i got lots of spells with no use.

Im out of ideas at this time and need to catch up on what we have and play it out.

On a side note seeing a 1hs upgrade past Sleepers would be nice, or have i just over looked it ?

Ok now im rambling off topic, I have no ideas for a replacement spell for true command at this time.

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Tyler
Posts: 4365

Re: Paladin Spell lvl 70 True Command

Post#16 » Sat Jun 12, 2010 3:11 pm

Thx for the feedback and i agree that True Command is sort of redundant IF you have ToV legs (which you should have being in PoAir where this spell drops).
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Nexor
Posts: 495

Re: Paladin Spell lvl 70 True Command

Post#17 » Mon Jun 14, 2010 2:02 am

Ok kinda back with 4 more ideas,

1:
Leave the stun component and change the dmg component to a Group Dot heal or just a group heal.

2:
Change the spell to something like the bards have (not sure if it even works here) think it was Highsun one where bard basicaly can send a NPC back to a spawn spot via shadowstep.
So in other words make it a PBAE effect that sends NPC's back to there spawn spot.
(duno if i like the idea personaly but kinda would fit into Command).

3:
Calm spell like Wake of Tranquility, back on live i used while i was lvling all the time calm than out of sudden Paladins didn't recieved any more upgrades so that would be nice and also in a way would fit with the "command".

4:
A none agro dropping DA version, well DA had from release till mid kunark never a agro dropping component ( i must admit i didn't checked it here yet).

Well that are just a few more ideas and thanks for the Brells upgrade and regarding Knight Storm i would had been just happy with more Undead stuff :P
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Nexor
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Re: Paladin Spell lvl 70 True Command

Post#18 » Thu Jun 17, 2010 9:14 pm

Ok didn't wanted to post anything till i actualy had the spell memed now today i got it and omg i love it even got me a reason to go to Guk just to hail and get gather mana clicky :)

Getting realy excited now to go to Fear and get AE trained by Undeads but that will be still a bit.
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Brace
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Re: Paladin Spell lvl 70 True Command

Post#19 » Wed Sep 22, 2010 7:49 pm

Forgive the necro post please =)

Bear in mind, I neither have the ToV legs nor True Command as of yet so I can not comment on either, but the thread seemed to go in a few directions other than simply discussing this aforementioned spell.

I'd like to see more utility for the paladin. Give me a few to explain that statement. I'm not asking for a direct dps increase, as I fully understand that sk's are the offensive knight and we're the defensive ones. However, again basing this on my raiding experience here so far (in ST and have killed all but the sleeper) when you have a warrior tank so far there's no real need for an off tank/split tanking etc. I trained 2h bash so I had a key to click during fights. Buff limits affect the spells we can utilize, the bread and butter stuns ... right "This mob is immune to the stun portion of that spell" and the dd portion is laughable at best. Yaulp ... nice spell, IF there's an open buff slot.

Chaotic Wave is nice for a group heal and detrimental effect removal tool (and not to shabby on the aggro side either) but is a mana-sucking beast.

If it all goes by the wayside later on in upper tiers, that's all well and good, but imo there needs to be a bit more to keep people willing to play a paladin to get to that point.

I very well could be playing the class all kinds of messed up and missing spells that I should be using but if so, I'll gladly take some laughing and finger pointing if the end result is that I end up playing better and improving.

By the way, on the subject of yaulp ... since the mana component was removed and clerics have another spell line to recover mana with, how about moving Yaulp to the short term buff slots? I was looking at Ward of Tunare from Live and whereas that'd be a nice spell to have, it'd have the same issues as Vengeful Retribution ie buff slots, unless maybe those were moved to short term buffs as well?

Perhaps some way for paladins to offset the damage taken by a target ie shielding of a sort. Just thinking out loud and certainly off topic to a degree.
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Nexor
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Re: Paladin Spell lvl 70 True Command

Post#20 » Wed Sep 22, 2010 8:37 pm

In all honestly you should had started a new post regarding this possible in the class balancing section, this post was just made to give True command a use.

Regarding the Paladin class i am quite happy as it is, utility wise we have enough, regarding mana problem if you have one i highly suggest go to guk and do the orb quest for mana gather clicky.

Regarding tanking we have more here than we would have on live that helps with our survivability see kael paladin gloves as a example.

Regarding Vengeful line and short buff window i had it already suggested viewtopic.php?f=13&t=3049&start=50 .
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