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Pala Expert Skill ideas


Jigsaw-PZ

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Lets begin shall we.  :)


Chains of Justice: The paladin casts a spell that pulls all enemies to him/her,  Pulled monsters will attack the paladin for a certain amount of time. The paladin will be stunned for 2 second after using the skill. The amount of enemies pulled and the length of aggression on monsters is based on skill level.

Repentant Oath: The Paladin casts a spell on a single enemy, if this enemy goes on to attack anyone other than the paladin whiles still in the skill's effects they will receive half the damage they deal.

Just to simplify if a paladin puts this skill on you and you attack someone else then half the damage you deal on them will be sent back to you.



Final Breath: The Paladin casts a spell on them self, if he/she dies whiles the skill is still in effect then all enemies within a certain radios will have all their stats reduced by half. The duration of the debuff is based on skill.

is half too much? maybe around 29-40%? 



Harad's Protection: The paladin casts a skill on them self, an enemy's damage will be reduced by a percentage each time they attack the paladin. The skill's duration and the debuff affect is based on skill level.

the following attacks you deal on the paladin will be reduced by a certain percentage and so on and so on, until the skill ends.

 

 

Seed of Mistrust / Self Doubt: The paladin uses their holy influence to teach the enemy of his sins against Harad. During this time they will assert a "neutral status" and any attacks and negative effects they cast will now affect their former allies.

 

- Am fine with any chosen class having this skill, it goes along with the faction's theme (Purifying, armistice, heaving light, holy shield etc) <_<

 


Tell me what you all think (all opinions are appreciated)  :) , any changes you can do to improve them? Any of your own ideas?

o, and thx for reading!  :drinks:

Edited by Jigsaw-PZ
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  • 2 months later...

Harad's protection!!! PALADINS HAVE NO DEF SKILL AS A SUPPORT CLASS. i like the debuff and receive dmg idea, but i do prefer inc physical and magic def. Other than that, I still love your idea

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  • 2 months later...

Harads protection pretty good because palas should be tanks but on final breath does the paladin revive after skill is done?

 

No just releases the debuff when the pala dies, i think we should leave revival to healers or casters.

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Seed of Mistrust / Self Doubt

 

The paladin uses their holy influence to teach the enemy of his sins against Harad. During this time they will assert a "neutral status" and any attacks and negative effects they cast will now affect their former allies.

 

- Am fine with any chosen class having this skill, it goes along with the faction's theme (Purifying, armistice, heaving light, holy shield etc) <_<

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how to beat teh loks

 

 

Actually Pala is quite stun heavy now-

  1. Fetter+Justice as allways (hit teh scrub while he stund)
  2. Place your banner... (for step four)
  3. Use Bash when fetter runs out - again a stun (again hit teh scrub wil he stund)
  4. Just when the end of your banner calls- call in(pun intended; maybe teh scrub will get stund, again do ur dmg)

*note for others: I personally fetter-banner-justice - The stun is large enough to do some stuff midterm :) and since the rest of the stuns might not be as long as banner, you want to use banner as much as you can, before you call. Hell id even would do banner first, but if my opponent stuns me first- im dukd

 

Dont get me with "Ugh pala stun heavy? rly?" well "heavy" might be overexagarating, but still, a large stun chain is possible now.

And dont forget there are classes that are worse in stuns e.g. MAGE

 

I have beaten some scrubs with this strategy, and it turns out quite well :[

 

Nice new suggestion jiggs, however i dont really think the lore of it fits well as Nuadu and Harad (and formerly Gaaraan) were a team. So you cant specifycly call it "sins against harad"- because it broke the rules of the gods not harad alone (i doubt he's egoistic).

Changing it into "sins against the gods" wont work either- you can pvp the most "religous" people of elf side (Priest, and Druid) and maybe use skill against them- using this skill in loreland will turn out to be useless as they both have no sins at all, or at least light sins that Nuadu and Harad have allready forgiven.

 

 

 

 

 

Edited by MCocktail
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The skill wont make sense if it worked on chosen and elfs too. Using "Sins against harad" i intended it to only affect those who aren't affiliated with harad or those who intend to fight agains him. I.e: The legion. There isn't a situation in the game where our allies turn into enemies so we wont be able to influence them to start doubting themselves seeing that we believe in the same thing (Arena is a test of strength and Chaos potions induce anger, neither of which can be considered treasonous).

 

But saying that.....  <_< i'll leave the decision to gm, they might reword it and change it to work on both sides

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  • 7 months later...

Harad's protection!!! PALADINS HAVE NO DEF SKILL AS A SUPPORT CLASS. i like the debuff and receive dmg idea, but i do prefer inc physical and magic def. Other than that, I still love your idea

fetters of justice decreases damage
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Harad's Revenge: A Paladin casts a shell on himself. During that time, a percentage of any damage inflicted on the Paladin will buff his allies' and his damage. The duration and the percentage of damage buff increase with the skill level progress. (The duration could be 6-7-9-12 seconds for levels 1-2-3-4, respectively. The percentage of the buff could be 0.50%-0.75%-1%-1.2%).

 

 

Let's see how this skill works.. Let's say in dung, a group of mobs that contains 5 monsters, each one with damage of 200, let's say, on the Paladin. the total damage after 1 hit from each mob is 1000. On 3/4, 1% is damage buff. So 10% buff for 9 seconds, then when Pala receives another 1000 damage, another 10% is added, total is 20%, but of course, after second hit for each mob, around 5-6 seconds will be left for the skill effect. I don't know.. Too much damage maybe? 0.25%-0.50%-0.75%-1% could be another possibility

 

 

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Harad's Revenge: A Paladin casts a shell on himself. During that time, a percentage of any damage inflicted on the Paladin will buff his allies' and his damage. The duration and the percentage of damage buff increase with the skill level progress. (The duration could be 6-7-9-12 seconds for levels 1-2-3-4, respectively. The percentage of the buff could be 0.50%-0.75%-1%-1.2%).

 

 

Let's see how this skill works.. Let's say in dung, a group of mobs that contains 5 monsters, each one with damage of 200, let's say, on the Paladin. the total damage after 1 hit from each mob is 1000. On 3/4, 1% is damage buff. So 10% buff for 9 seconds, then when Pala receives another 1000 damage, another 10% is added, total is 20%, but of course, after second hit for each mob, around 5-6 seconds will be left for the skill effect. I don't know.. Too much damage maybe? 0.25%-0.50%-0.75%-1% could be another possibility

 

Nice idea :D

But everyone will avoid pala, so its only a thing for pve

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  • 4 months later...
GM NEXT UPDATE PLEASE FIX ILLUMINATION PALADIN EXPERT SKILL ONLY FORSAKEN CLASS HAVE DAMAGE EFFECT IN MOUNTAINCLASS NO DAMAGE EFFECT AT ALL...

IN MOBS ONLY DARK CLASS MOBS OR LOOKS LIKE FORSAKEN CLASS TAKE DAMAGE TOO..

ILLUMINATION

TYPE:ACTIVE

ENERGY:EXPENSE:16POINTS

COOLDOWN:14SEC.

ALL ENEMIES WITHIN THE RADIUS OF ILLUMINATION EFFECT ATTACK THE PALADIN.RESURRECTED MONSTER CURSED CHARACTERS RECIEVE MAGIC DAMAGE FROM THIS SKILL.

 

WHICH IT MEAN FORSAKEN CLASS AND RESURRECTED MONSTER ONLY CAN TAKE DAMAGE ITS NOT FAIR GM WHY NOT MAKE IT FOR ALL CLASS IS USELESS AGAINST MC CLASS

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  • 4 months later...

Remedy Rush: Paladin rushes into a selected ally in a small radius, restoring some of his HP back and stunning enemies around him for some time. The amount of HP restored, the radius of stun, and the number of stunned enemies develop with skill progress, after 3/4, Paladin gets part of his HP restored too.

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Remedy Rush: Paladin rushes into a selected ally in a small radius, restoring some of his HP back and stunning enemies around him for some time. The amount of HP restored, the radius of stun, and the number of stunned enemies develop with skill progress, after 3/4, Paladin gets part of his HP restored too.

 

The difference between this and the instant teleport stun that paladin already has?

extra heal isn't enough difference :P

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The difference between this and the instant teleport stun that paladin already has?

extra heal isn't enough difference :P

Why wouldn't it be? The difference between Healing Totem and Fire Totem is heal and damage, same here. Besides that here it's not required to sacrifice a skill, i.e. Banner.

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  • 3 weeks later...
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