Pally abilities
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Pally abilities
Just a few complaints.
The pally ability to take away the buffs...can't recall the name. you have to be within a certain distance...and if that toon is hasted you will be chasing him to cast it.
Can this be made, so that you can cast it with line of sight? So annoying pushing the button just to chase someone around if they are faster than you.
Using the abilities takes a full turn to initiate....if you are in a pinch it isn't very helpful to have to wait for your turn and then use it...you are getting hit the whole time..
If it could be made like the assassins spells? I can't recall what it is named...but it is initiated immediately.
Also the divine protection doesn't last long enough.........I run from avendale to SL and it is already down...which makes me wait 6 minutes from the time I initiate to initiate again.
Also the same ability when I rest it doesn't reset the timer. the description says 6 mins or rest whichever is quicker....and even if i rest I cannot cast the ability again.
The pally ability to take away the buffs...can't recall the name. you have to be within a certain distance...and if that toon is hasted you will be chasing him to cast it.
Can this be made, so that you can cast it with line of sight? So annoying pushing the button just to chase someone around if they are faster than you.
Using the abilities takes a full turn to initiate....if you are in a pinch it isn't very helpful to have to wait for your turn and then use it...you are getting hit the whole time..
If it could be made like the assassins spells? I can't recall what it is named...but it is initiated immediately.
Also the divine protection doesn't last long enough.........I run from avendale to SL and it is already down...which makes me wait 6 minutes from the time I initiate to initiate again.
Also the same ability when I rest it doesn't reset the timer. the description says 6 mins or rest whichever is quicker....and even if i rest I cannot cast the ability again.
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Re: Pally abilities
If there's a problem with paladin abilities, especially pure paladin abilities, its certainly not that they're underpowered. Sorry, but you're going to have to live with these limitations.
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Re: Pally abilities
I think thats what we call 'balance'. Biomord is balanced because of its range.
STR based paladin shouldn't be owning hasted stuff by default.
Divine Protection = use when you get there.
STR based paladin shouldn't be owning hasted stuff by default.
Divine Protection = use when you get there.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
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Re: Pally abilities
bio mord is a one shot powerful mord spell.....Mages have like 10 of them...and they can cast at range....it wouldn't make them overpowered...
I am gonna rant a little...Mostly because this is the first time i have really pvp'd...and I have been here for about 5 years...so I feel entitled
.
I go to raid....I have no problem being beat....the problem i have is running after someone who is too weak to take hits.....and he get;s to near dead runs away and heals then comes back.....running after people is not my way of fun pvp....and i don't think it is a "Good Fight." Archers and other ranged classes are an exception....
But trying to mords someone and being unable to because they run away.....is so friggen annoying...the fact that pally's are so damn slow....unless you go dex and take the haste feat...but then you ccan't be a smiter....extending the range of the biomord's would make it fair.
Given, in a fight a pally is a hard opponent...If you are standing still fighting him! Noone does that! i hit someone and he runs away and comes back....that is (keeping it PG) being a pansy.
Pall'ys have no haste...and no way to slow or stop people from running from them. anyone who is hasted has a shot...crits, you only have three. so you use them up and he runs away and heals and your standing there like a retard with nothing.
That is my rant
QUIT RUNNING COWARDS (i was gonna use another word besides coward, but i don't want to hurt sensitive ears)
I am gonna rant a little...Mostly because this is the first time i have really pvp'd...and I have been here for about 5 years...so I feel entitled

I go to raid....I have no problem being beat....the problem i have is running after someone who is too weak to take hits.....and he get;s to near dead runs away and heals then comes back.....running after people is not my way of fun pvp....and i don't think it is a "Good Fight." Archers and other ranged classes are an exception....
But trying to mords someone and being unable to because they run away.....is so friggen annoying...the fact that pally's are so damn slow....unless you go dex and take the haste feat...but then you ccan't be a smiter....extending the range of the biomord's would make it fair.
Given, in a fight a pally is a hard opponent...If you are standing still fighting him! Noone does that! i hit someone and he runs away and comes back....that is (keeping it PG) being a pansy.
Pall'ys have no haste...and no way to slow or stop people from running from them. anyone who is hasted has a shot...crits, you only have three. so you use them up and he runs away and heals and your standing there like a retard with nothing.
That is my rant
QUIT RUNNING COWARDS (i was gonna use another word besides coward, but i don't want to hurt sensitive ears)
burrahobbit wrote:My mommy tells me that I am the best looking kid in school
burrahobbit wrote:We wake in the morning and piss excellence in FoN.....We win because we have better players, not builds....I think I'm starting to get this condescending thing down![]()
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Re: Pally abilities
If i am ambushed on my way to a relic cradle...i am being shot at while i put it up..which takes a full turn...then i have to go and chase him down while he is running away from me...mining wrote:Divine Protection = use when you get there.
unless he is a far weaker toon i will be dead.
burrahobbit wrote:My mommy tells me that I am the best looking kid in school
burrahobbit wrote:We wake in the morning and piss excellence in FoN.....We win because we have better players, not builds....I think I'm starting to get this condescending thing down![]()
Re: Pally abilities
bio mord is a one shot powerful mord spell.....Mages have like 10 of them...and they can cast at range....it wouldn't make them overpowered...
Actually, mages get a stripping mord, Paladins get a 50-50 chance of dispelling any given buff *on a pure caster*. Thats totally unique, and really potent.
But trying to mords someone and being unable to because they run away.....is so friggen annoying...the fact that pally's are so damn slow....unless you go dex and take the haste feat...but then you ccan't be a smiter....extending the range of the biomord's would make it fair.
You can make a dex based smiter with blinding speed.
Archers and other ranged classes are an exception....
Thats even more annoying, because they can kill you while running from you
Also, my smitadin will, when finished (hahahahaaha, not happening this century :p) smite for 500 damage minimum. If you've built it propely, nothing can melee you that is evil.
Actually, mages get a stripping mord, Paladins get a 50-50 chance of dispelling any given buff *on a pure caster*. Thats totally unique, and really potent.
But trying to mords someone and being unable to because they run away.....is so friggen annoying...the fact that pally's are so damn slow....unless you go dex and take the haste feat...but then you ccan't be a smiter....extending the range of the biomord's would make it fair.
You can make a dex based smiter with blinding speed.
Archers and other ranged classes are an exception....
Thats even more annoying, because they can kill you while running from you

Also, my smitadin will, when finished (hahahahaaha, not happening this century :p) smite for 500 damage minimum. If you've built it propely, nothing can melee you that is evil.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: Pally abilities
Mording Fom, bigs7, and neg burst for str drain as a combination to slow an opponent is a great tactic. Why would a caster try to stand toe to toe with a melee'r. Especially if you know that melee'r will smite you. Slowing an opponent and then keeping distance from them and attacking ranged (by spell or weapon) just makes sense. To NOT do it would be foolish. Like mining sez, there are very few evil toons that can stand straight up with a paladin. No-one wants you to get close. The melee'rs leave you for the arcane and ranged to get you. Everything in SL is evil, so when you raid there, don't expect us to form a wall of corpses to block your path. Expect us to play smart, slow you down and beat you from afar.
Think of it this way, a pally is a big cannon with the potential to 1-shot evil toons 3x in a rest. The enemies that it fights do not have that capability. The pally is a big, heavy weapon, just like a pure fighter. We saw in arena the other day that pure pally trumps pure fighter, and so the heirarchy is set, the biggest, most damaging are the slowest. The big damage, but not the biggest (the fighters) get a token for speed 2x/rest. The dexers (pally or fighter) get blinding but trade off damage ability.
Balance.
If you don't want people to run away from you, make a faster toon, but expect to fight a longer fight in the meantime. As far as escaping and resting... dems the breaks. Chase 'em down and kill 'em if you can. If you can't then just move on, chances are they ran for a reason and if you really are their bane, then you should be able to send them running when they come back. If not, maybe it was just a matter of bad timing to go up against you right then and there, and they were able to assess the battle and determine that the chances would be better if they ran and rested. If you think they are healing offscreen but don't see it, then they were far enough out of combat that it didn't matter. At least they didn't do it right in your face.
And you really need to straighten out your vocabulary and facts when discussing this stuff. Terms like 'turn' and 'round' are not interchangable. Knowing that arcane mord spells are different than greater dispel are different than pally dispel is important too.
Think of it this way, a pally is a big cannon with the potential to 1-shot evil toons 3x in a rest. The enemies that it fights do not have that capability. The pally is a big, heavy weapon, just like a pure fighter. We saw in arena the other day that pure pally trumps pure fighter, and so the heirarchy is set, the biggest, most damaging are the slowest. The big damage, but not the biggest (the fighters) get a token for speed 2x/rest. The dexers (pally or fighter) get blinding but trade off damage ability.
Balance.
If you don't want people to run away from you, make a faster toon, but expect to fight a longer fight in the meantime. As far as escaping and resting... dems the breaks. Chase 'em down and kill 'em if you can. If you can't then just move on, chances are they ran for a reason and if you really are their bane, then you should be able to send them running when they come back. If not, maybe it was just a matter of bad timing to go up against you right then and there, and they were able to assess the battle and determine that the chances would be better if they ran and rested. If you think they are healing offscreen but don't see it, then they were far enough out of combat that it didn't matter. At least they didn't do it right in your face.
And you really need to straighten out your vocabulary and facts when discussing this stuff. Terms like 'turn' and 'round' are not interchangable. Knowing that arcane mord spells are different than greater dispel are different than pally dispel is important too.
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Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Re: Pally abilities
QFT.Bargeld wrote:Mording Fom, bigs7, and neg burst for str drain as a combination to slow an opponent is a great tactic. Why would a caster try to stand toe to toe with a melee'r. Especially if you know that melee'r will smite you. Slowing an opponent and then keeping distance from them and attacking ranged (by spell or weapon) just makes sense. To NOT do it would be foolish. Like mining sez, there are very few evil toons that can stand straight up with a paladin. No-one wants you to get close. The melee'rs leave you for the arcane and ranged to get you. Everything in SL is evil, so when you raid there, don't expect us to form a wall of corpses to block your path. Expect us to play smart, slow you down and beat you from afar.
Think of it this way, a pally is a big cannon with the potential to 1-shot evil toons 3x in a rest. The enemies that it fights do not have that capability. The pally is a big, heavy weapon, just like a pure fighter. We saw in arena the other day that pure pally trumps pure fighter, and so the heirarchy is set, the biggest, most damaging are the slowest. The big damage, but not the biggest (the fighters) get a token for speed 2x/rest. The dexers (pally or fighter) get blinding but trade off damage ability.
Balance.
If you don't want people to run away from you, make a faster toon, but expect to fight a longer fight in the meantime. As far as escaping and resting... dems the breaks. Chase 'em down and kill 'em if you can. If you can't then just move on, chances are they ran for a reason and if you really are their bane, then you should be able to send them running when they come back. If not, maybe it was just a matter of bad timing to go up against you right then and there, and they were able to assess the battle and determine that the chances would be better if they ran and rested. If you think they are healing offscreen but don't see it, then they were far enough out of combat that it didn't matter. At least they didn't do it right in your face.
And you really need to straighten out your vocabulary and facts when discussing this stuff. Terms like 'turn' and 'round' are not interchangable. Knowing that arcane mord spells are different than greater dispel are different than pally dispel is important too.
There are pure fighter that can beat pure paladins, though... Its not a hierarchy, its a contest of builds.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: Pally abilities
They aren't evil fighters.
Death Dealers ::DD::
Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Laufer - Gemetzel - Force - Little Fist - Egil - Torture - Hatshepsu - Nemesis - Hierophant - Supernaut - Flesh Hound - Insurrection - Antithesis - Dead of Winter - Volcanus 2000
Re: Pally abilities
You can make a stunning fighter or a dex based fighter that can use a sling / get high 80s AC in IE in SL.Bargeld wrote:They aren't evil fighters.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
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Re: Pally abilities
Pure fighter slinger or stunner is not the first thing that comes to my mind to fight pure paladin mining... Both of those builds are not so good, which is why almost no one builds them. And you know that , so I don't understand why you're even mentioning those builds in the first place. I mean really.. slinger fighter.. You serious?
Paladins can dispel everyone, they get KD and igms immunity (not forever tho), can heal themselves to some extent, and do like 10 or 20 divine dmg per hit in addition to whatever dmg they do. If played properly, pure paladin dexer should rip fighters apart, every day, for breakfast, lunch and dinner. Which, btw, is what happened in that event few weeks ago.
It is what it is, and I'm sure MA/SL will figure out the ways to combat paladins.
Paladins can dispel everyone, they get KD and igms immunity (not forever tho), can heal themselves to some extent, and do like 10 or 20 divine dmg per hit in addition to whatever dmg they do. If played properly, pure paladin dexer should rip fighters apart, every day, for breakfast, lunch and dinner. Which, btw, is what happened in that event few weeks ago.
It is what it is, and I'm sure MA/SL will figure out the ways to combat paladins.
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Re: Pally abilities
i once did a crit smite on an SL player talking trash for like 1200 damage....after his gear soaked 

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Re: Pally abilities
Berg I have no problem with mages and archers running. and I know the ways to slow people down. I was just annoyed that I was in the mercy of faster toons.
Yes they healed right in front of me.
And yes my vocab or at least term use could use work. But you got the point. I was a little annoyed last night.
The first few fights last night i was running after the meleer's while getting bigs and shot at by Nightmare I think. Not being able to catch the poeple I can kill or even have a chance to catch the archers or hasted mages was annoying.
But I learned a few things and will prolly change capt to a dex pally in the future.
bigsing a pally then running away is a great way to kill a pally....although it would be nice to be able to counter it in someway. I heard using the formian link at your feet would dispell...but so far i am only able to cast it on other people.
Also what checks are bigs centered around? i get stunned and the dc's to break free always changes. I have a pretty high disc, but the dc to break free was 54, then 63, then something like 80. Not sure how you can counter that. Besides dispelling.
P.S. Mining yes the pally mord ability is potent, but you only have one shot with it. in relic raiding one shot abilities that have no length, are not the best when fighting 5 or 6 people. you are vulnerable after you use it. plus having to run after anyone who is faster than you to use it further reduces it ability. If there are archers that are hasted Being able to use the ability to catch them would be nice....If i could even cast it in the first place!
P.P.S I one shot crited a few DD and IO last night during that last fight, Which was by far my most favorite of the battles. We should have rested before going into the relic room. All my smites were gone and most my one shot buff abilities were going down. But regardless it was a very nice battle. Not so much running after people in that battle
P.P.P.S The divine protection ability that pally's have says "use it every six minutes or after rest, whichever is shorter" I use the ability then rest and still cannot use for another 6 minutes. I believe this is a bug.
Yes they healed right in front of me.
And yes my vocab or at least term use could use work. But you got the point. I was a little annoyed last night.
The first few fights last night i was running after the meleer's while getting bigs and shot at by Nightmare I think. Not being able to catch the poeple I can kill or even have a chance to catch the archers or hasted mages was annoying.
But I learned a few things and will prolly change capt to a dex pally in the future.
bigsing a pally then running away is a great way to kill a pally....although it would be nice to be able to counter it in someway. I heard using the formian link at your feet would dispell...but so far i am only able to cast it on other people.
Also what checks are bigs centered around? i get stunned and the dc's to break free always changes. I have a pretty high disc, but the dc to break free was 54, then 63, then something like 80. Not sure how you can counter that. Besides dispelling.
P.S. Mining yes the pally mord ability is potent, but you only have one shot with it. in relic raiding one shot abilities that have no length, are not the best when fighting 5 or 6 people. you are vulnerable after you use it. plus having to run after anyone who is faster than you to use it further reduces it ability. If there are archers that are hasted Being able to use the ability to catch them would be nice....If i could even cast it in the first place!
P.P.S I one shot crited a few DD and IO last night during that last fight, Which was by far my most favorite of the battles. We should have rested before going into the relic room. All my smites were gone and most my one shot buff abilities were going down. But regardless it was a very nice battle. Not so much running after people in that battle

P.P.P.S The divine protection ability that pally's have says "use it every six minutes or after rest, whichever is shorter" I use the ability then rest and still cannot use for another 6 minutes. I believe this is a bug.
burrahobbit wrote:My mommy tells me that I am the best looking kid in school
burrahobbit wrote:We wake in the morning and piss excellence in FoN.....We win because we have better players, not builds....I think I'm starting to get this condescending thing down![]()
Re: Pally abilities
From changelog:
Also, not giving paladins haste was very intentional since their bonuses are generally more impressive than pure barbs and pure fighters. That said, have someone haste you... everyone can get haste. This is a team server.Timer on Pure Fighter's Warlord's Rumble and Pure Paladin's Divine Protection no longer reset on rest... instead you must now wait between uses.
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Re: Pally abilities
I can't believe someone from TC/NC is crying bout running and healing you have got to be joking.Very amusing!!!