To facilitate reading and understanding, the topic will be divided into:
Introduction - a brief presentation about the reason for the topic.
Current Situation - A brief summary and demonstration of the Paladin as it currently stands.
Comparison - A brief comparison with other tank-type classes in the game (and a bonus).
Suggestions - Suggestions for changes that were made based on the combined opinion of several players.
PALADIN
NEEDS ADJUSTMENTS
INTRODUCTION
It's common knowledge that the Paladin has always been widely used on all game servers, not because of its exceptional tank capabilities, but because of its versatility. However, for some time now, this character has been suffering from nerfs aimed at balancing the game, but which have ended up being excessive.
The Paladin's main roles have always been two:
1- TANK (With shield)
2- SUPPORT (With two-handed weapon)
The problem is...
In the current scenario, the character has lost what was best about him. Furthermore, he often ends up taking "one-shots" because he has no damage reduction when his health is at 100%, meaning the character receives the maximum possible damage inflicted upon him.
His ability to be a TANK has become extremely precarious, since his main abilities that provided him with high survivability were:
HOLY SHIELD, which after some updates ended up losing 90% of its effect, currently having a damage absorption capacity equivalent to 30% of the character's maximum health.
PALADIN'S PRAYER, which basically became a "meme," this ability is so rarely used that Paladins often forget about it and don't even use it. Previously, it provided an effective heal of 40% of the character's maximum health and a significant increase in their health equal to the heal received, which gave them more ability to withstand hordes of enemies and better protect their group. But after being reworked, it became a damage ability that, being insignificant damage, is not currently used.
Many people created paladins years ago because of their survivability, and what we see today is a scenario of abandonment, where a large portion of these players gave up on the class to become another type or even abandoned the game altogether, demotivated by their inability to do basic things.
Certainly, these changes were necessary for game balance, however...
Where did the paladin's ability to be a TANK go?
The answer is: It was drastically reduced!
--‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐--
Having explained what happened to the paladin, let's now talk about the CURRENT situation and compare the character to other TANKS.
CURRENT SITUATION
Nowadays people even joke, saying:
The paladin suffers because he's like a duck.
- The duck swims, flies, and walks. But it does all of that very badly.
- The paladin hits, tanks, and heals. But it does all of that very badly.
And if we stop to analyze it, it's a great reality, because even if you evolve a character to level 34, improve all their talents and give them a +10 amplification, they will still deal little damage, have very low healing, and receive A LOT of damage.
To illustrate in general:
(Taking as a base a Paladin with 650 magic damage and 10,000 hit points.)
Their healing will be 1349 (every 7 seconds with 100% ability cooldown) with all talents improved and an active aura increasing their healing by 22%.
Their shield can absorb about 3,000 damage (every 17.5 seconds with 100% ability cooldown).
He can heal approximately 552.5 units with each Block or Parry over a 2-second interval.
He will heal 5% of his lost health every 5 seconds (it seems like a lot, but it isn't), which equates to 250 units of healing for a Paladin with 10,000 health points when his health reaches 50%.
Considering that this Paladin needs to tank a tower, such as a Mythic Temple, where all mobs have high damage, there are defense and health reduction debuffs, and a lot of periodic damage.
Upon losing 50% of his health, he will receive approximately 11 stacks of damage reduction from his passive ability INNER STRENGTH, reducing the damage received by 2.7% for each stack, totaling 29.7% reduction, which we will round to 30% to simplify the calculations.
Therefore, the maximum total healing that can be obtained is 2151, or 3500.5 if the healing is critical.
Writing it like this sounds great, doesn't it? He heals, has damage reduction, and even a shield. But in practice, this becomes ridiculously insignificant. We need to consider that there's a BOSS there, elite mobs, strong mobs, and common mobs attacking the character. All of this is added to periodic damage, defense and life reduction debuffs, and the basic damage from everything present in that area.
The Paladin's healing isn't every second, but the damage received is, and he continues receiving this damage non-stop AT ALL TIMES until the boss is dead.
He only gets maximum healing when his ability is charged. Which, with 100% cooldown speed, can occur every 7 seconds.
Now, regarding the damage caused by the tower monsters:
The "Boss" deals 2352 base damage per hit, which can be critical.
The "Parasite" monster (looks like a worm) deals approximately 773 damage, which can be critical.
The "Corrupted Flea" monster deals approximately 338 damage, which can be critical.
Applying a 30% damage reduction, the damage will be respectively:
Boss: 1646 - 3293!
Parasite: 541 - 1082!
Corrupted Flea: 236 - 473!
As is common knowledge, these mobs multiply, quickly becoming a horde, so we will calculate by multiplying by the quantity.
Boss: 1x = 1646 - 3293!
Parasite: x16 = 8656 - 17312!
Corrupted Flea: x16 = 3776 - 7553!
*Note: These are not the only monsters in the Dungeon; there are others much stronger, but since these are weaker, they will be used as a basis to demonstrate how insignificant a paladin's healing and survivability is.
》》Total: 14078 - 28156!《《
*Note: Remember that to receive this "reduced" damage, the Paladin would already have only 50% of their life, which is equal to 5000 units.
Considering the shield absorbs 3,000 damage points and the maximum possible healing of 3,500, the maximum damage the Paladin could withstand would be 11,499 points, leaving him with only 1 unit of health. This would still leave him with 2,579 points of damage to absorb. Even applying all the damage reduction he would receive later, it still wouldn't be enough to absorb all that damage.
It's worth noting that the Paladin could only withstand these 11,499 damage points every 17.5 seconds, which is when his shield recharges. In other words, for 16 seconds he would basically receive all the damage, becoming solely dependent on his healing abilities.
Any other tank in the game—Barbarian, Guard, Death Knight, and even Templar—could survive this damage for longer than a Paladin.
In short, he dies and still owes us a lifetime of work!
Already a barbarian........
VID-20260404-WA0128.mp4.4d4a9c0a86ceedbef4ed197839701bc4.mp4
You simply need to enter and even go get a coffee; the character does all the work! You don't even need to select a target! (Note: in the video, he's set to "damage," showing that you don't even need to be in tank mode to withstand EXTREMELY more than a paladin.)
If we apply this to PvP, there's currently an armor set in the game with an attack bonus called "War-Forged Blade," which allows the character to ignore up to 9% of their resilience and 12% of their damage reduction when dealing damage equal to 25% of the target's maximum health. In other words, the damage reduction a paladin possesses loses practically 50% of its effect, leaving the character vulnerable to all enemy damage, which commonly exceeds 4,000 damage units even if the character possesses all GREATNESS +10 equipment.
Therefore, currently, the investment to have a paladin who survives for at least 20 seconds is enormous, requiring several classless books, maximized amplifications, maximized talents, not to mention other buffs. And this isn't the reality for 90% of players.
The character can use relics, including the MAGIC RELIC OF PHYSICAL BLOCKAGE, however it only lasts 5 seconds and isn't very useful in PvP, because since paladins don't have anything to prevent control, 99% of paladins prefer to use the MAGIC RELIC OF ILLUSORY CONTROL. Therefore, in this analysis we won't consider relics (especially since everyone can use relics, so it wouldn't change much).
Currently, some paladins prefer to build their characters focused on DAMAGE, in two types of variety: Physical or Magical.
The physical build loses all its support, becoming dependent on the seal of the sun and vampirism.
The magical build has much lower damage than the physical, being an option used more for support.
However... even with these possibilities, players encounter a problem...
》There's no reason to call a physical Paladin to the group if an Explorer, Ranger, or Blade Dancer are options with higher single-target damage.
》There's no reason to call a magic Paladin to the group if a Mage or Templar can deal much more damage and be far more effective in an area of effect.
》There's no reason to call a support Paladin to the group if a Druid can heal much more, and also increase the penetration and cooldown speed of abilities for the entire group, or if a Priest can heal much more, revive someone who dies, increase all the damage of the group members, and also use support on up to two players, increasing the damage dealt.
And finally...
》 There's no reason to bring a tank Paladin into the group if a Guard can easily withstand much more damage, reduce enemy accuracy in the area, reduce damage received by all group members, and depending on the talent, still deal high area damage, or a Templar who can increase all group members' damage, reduce automatic and instant damage received by everyone in the group, deal a LOT of area damage, and also heal group members in the same location. Furthermore, if someone is "dying," they can make that player immune for a while so they can heal.
In all aspects of the game, there are classes that perform better than the Paladin, leaving those who play with it feeling sidelined and forgotten by the game's creators who, with each update, further reduce its strength and capabilities.
Currently, the Paladin is less attractive in various group compositions compared to other classes.
COMPARISON
When comparing the paladin to other tank classes that also use shields, a huge discrepancy can be found in their defensive capabilities:
The paladin can achieve up to 59.4% damage reduction when losing 99% of their health. This is absurd, as a character with 10,000 health points would need to reach 100 health points to achieve maximum performance.
But enough complaining, let's go...
Guard: Can reduce approximately 59% of damage received (without needing to lose life) and possesses an ability called "Guardian's Spirit," which is basically a shield that absorbs 65% of damage until the total sum of this absorbed damage equals 75% of the character's maximum life, affecting group members. This totals approximately 124% damage reduction.
The class also has a talent that alone would provide more damage reduction than all Paladin abilities combined – the talent increases the effect of Fortification (the ability that reduces damage received) by 3% for every 5% of life lost. This can reach 19 stacks when losing 95% of life, reducing damage received by 95%.
Therefore, the maximum reduction a GUARD can receive passively is 154% + the 65% from the Guardian's Spirit.
Barbarian: Can achieve 40% damage reduction when using the Stone Skin skill, and up to 60% damage reduction when their health falls below 40% of their maximum. While the skill is on cooldown, it maintains a 20% reduction in damage received from PvE monsters. In addition to this reduction, the passive skill Ultimate Wish increases the character's healing by 50%. They also have physical and magical defense boosts of up to 55%, healing based on their maximum health (10% of maximum health plus 4% every 3 seconds – already higher than the Paladin's "Power Surge" talent, which heals every 5 seconds and depends on missing health). Furthermore, the character can reduce the physical and magical damage of nearby enemies. This totals a damage reduction capacity of up to 100%, excluding heals, defense boosts, and damage debuffs.
Death Knight: Can achieve up to 50% damage reduction, which can also be used on allies. In addition, possesses a passive heal that, upon reaching 30% of their health, heals the character for approximately 50% of their vampirism every second, allowing for a full healing in a short time. While the ability is on cooldown, the character receives a 20% damage reduction from monsters. The character also increases the accuracy, defense, damage, and vampirism of ALL members of their party. Even with all these attributes, the character also possesses an ability called Shadow Shield, which reduces the penetration of incoming attacks by 1.2% for every 500 defense; thus, a Death Knight with 8500 defense can reduce the penetration of incoming attacks by 20.4%. In summary: It has the ability to reduce damage received by 70%, reduces the penetration of enemy attacks thus decreasing the damage received, has a very strong passive healing effect, and can also buff all members of your group.
The following character is not considered a TANK class; it's more focused on area control and damage. However, even though it's not a TANK, it manages to perform this role masterfully, excelling in this segment and being far more effective than a Paladin.
Templar: Can reduce all damage received from auto-attacks and instant damage abilities by 35%, can perform area control even at long range, and can heal by attacking any enemy affected by their Marked by the Sun ability, which has an area effect. In addition, the Templar can increase the damage of all members of their team, can make themselves or a member of their team immune, and while immunity is active, can heal up to 6.5% of the character's health per second.
*** Bonus ***
Chieftain: This is a controversial character within the game, as since its release it has always had an extremely complete set of abilities, causing it to remain permanently in the game's "meta". Despite being a DAMAGE class, the Chieftain has consistent healing, advanced mobility, and the ability to avoid crowd control effects.
It can reduce all damage received by 14% and by an additional 1% for every 3.5% of health lost, thus obtaining up to 28 damage reduction assists. With its improved talents, it can accumulate up to a maximum of 48.8% reduction in all damage received. Furthermore, upon losing only about 15% of its maximum health, its defense is passively increased by 50%.
Being a damage class, it can be noted that the character has damage reduction comparable to that of the Paladin, which is a tank, and also has a "base reduction" of 14%, without needing to lose health to reduce the damage received, already making him superior to the Paladin in terms of TANKING and preventing him from receiving "one-hit kills".
Even with all this advantage of being a damage class, he still has MUCH superior healing to the Paladin.
Note: Both classes have a 3% increase in their healing.
Note²: The chieftain has a talent that passively heals him for an additional 6% of his health and increases his damage reduction by 10%.
Description:
Chief's healing: 115% of base magic damage + 15% of missing health.
Paladin's healing: 146% of base magic damage + 130 points + 22% increase from the Aura of Light ability.
Reading this, it seems like the paladin has A LOT of healing, right?
But see in practice:
Chief's Health: 8000
Paladin's Health: 10000
Magic Damage: 650 for BOTH
Note: Physical chieftains usually have this amount of damage. That is, they can deal much more damage in addition to the healing exemplified. In short, this will be the healing of a damage-focused chieftain, which can be MUCH higher in a hybrid or magically built chieftain.
The Paladin:
Adding 146% of base damage + 130 points gives us 1079 healing points.
3% of the talent, which is based on base healing, results in 32.37 healing points.
The 1079 healing points added to the 22% from the Aura of Light gives a total healing of 1316.38.
Adding the 3% value to this healing, we have a total of 1349 healing points.
Adding the 552.5 healing points from Block or Parry.
Adding the 250 healing points from Power Surge.
We have a total of: 2151.5 or 3500 if the healing is critical.
The Chieftain:
Adding 115% of base damage + 15% of lost life (losing 7000 leaves 1000/8000) gives us 1798 healing points.
Adding the 3% from the talent to this base healing, the healing becomes 1820.
This can be a critical hit, reaching 2567 healing points!
And if we add another 6% from the talent (image above), we receive an additional 480 healing.
We have a total of: 2300 or 3047.5.
Result of the Healing Ability:
Paladin > 1349 - 2698!
Chieftain > 1820 - 2567!
Thus, it becomes evident that even though it's a damage class, it manages to be equal to the Paladin in some aspects and far superior to it in others, since it has similar damage reduction, base damage reduction without needing to lose life, more base healing, a 50% defense improvement that is superior to the Paladin's (the Paladin's defense improvement is 40%), and also has an ability that protects the character from receiving crowd control effects. Furthermore, as mentioned before, this would be a PHYSICAL chieftain, dealing a lot of damage!
--‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐----‐--‐---‐---------‐-‐--
SUGESTÃO DE AJUSTES
Given all that has been said, it becomes evident that a Paladin's TANK capability is undoubtedly inferior to that of all other tanks in the game, and their healing is also noticeably lower than that of a character built to deal DAMAGE.
Here are some suggestions for skill changes that could bring more strength to the Paladin without unbalancing the game, making Warspear more fun for people who use this class.
****************************************************************************************************************************
INNER STRENGTH
The ability in its current form is the Paladin's passive that reduces damage received. Despite being widely used, it's not very effective because the character needs to lose almost all their health to start seeing a significant amount of damage reduction.
Therefore, the ability needs to be reworked so that it reduces all damage taken by 10%/12%/15%/20% without the character losing any health.
The ability would then be:
Reduce damage received by 2.5% for every 10%/8.5%/6.5%/4.5% of the character's lost health. Evolving the ability increases its power.
To achieve this:
Reduce damage received by 10%/12%/15%/20% and by an additional 2.5% for every 10%/8.5%/6.5%/4.5% of the character's lost health. Evolving the ability increases its power.
Regarding talents that increase the damage reduction effect by 0.1%/0.2%. They could also affect the initial damage reduction by 0.5%/1%.
Note: With this change, the character would not be extremely dependent on having 1 health all the time. This alteration would give the Paladin more survivability, especially with full health (at 100%), because currently even using Catacomb and Mermen equipment, it is still possible to receive fatal damage from the start (one-hit kill), making the current damage reduction useless.
An example of a Paladin with a Mermen set and 45% Resilience receiving a "one-hit kill".
This way, the Paladin wouldn't die instantly as easily as in the image, and would be able to provide more support to their group, thus making the class viable and more usable in both PvE and PvP.
****************************************************************************************************************************
CELESTIAL LIGHT
The ability, in its current form, grants the character healing that often doesn't even reach 15% of the character's total health. Furthermore, it's so low that it's less than the healing of a character focused on PHYSICAL DAMAGE.
Therefore, a significant increase in the ability's strength is warranted.
It would change from:
Heals the character or ally for 30/55/80/105/130 plus 110%/115%/120%/130%/140% of the character's Magic Power. Critical hit chance increases by 3%/4%/6%/8%/10%. Evolving the ability increases healing.
To:
Heals the character or ally for 80/100/120/150/200 plus 140%/160%/180%/200%/220% of the character's Magic Power. The chance of a critical heal increases by 3%/4%/6%/8%/10%. Evolving the skill increases healing.
Or a rework of the skill's effect.
It would look like this:
Heals the character or ally for 40%/60%/80%/100%/120% of the character's Magic Power plus 4%/4%/6%/8%/10% of the target's Maximum Life. The chance of a critical heal increases by 3%/4%/6%/8%/10%. Evolving the skill increases healing.
Note: With either of these two healing methods, the Paladin could have a healing amount close to that of the chieftain, giving them more survivability in group confrontations and allowing them to better assist allies. Furthermore, it would improve the character's ability to survive long hours against monsters, protecting their group and making them a more effective tank.
SUN SEAL
This ability only needs a simple and subtle, yet extremely necessary change!
The change in question would be the following:
- It is no longer possible to resist the SUN SEAL effect of the ability.
Note: This change would allow the physical Paladin to have better survivability, as they depend exclusively on this ability for healing. It is not effective in group battles, so it would only help the Paladin to complete solo content more easily and improve the effectiveness of healing while playing as a tank in dungeons.
DEFENSE OF LIGHT
This skill is widely used by Paladins seeking to become a TANK. It increases the character's and group's defense, allowing them to reach a higher level of robustness. In PvP, it's rarely used, but it still makes a difference.
However, its defense increase is still somewhat low compared to other characters' defense-boosting skills, which are always effects exceeding 50%.
Therefore, the following improvement is warranted:
The skill would change from:
Applies Light Defense to the character and group members for 50/60/70/80 seconds, increasing Physical and Magical Defense by 10%/20%/30%/40%. Evolving the skill increases the strength and duration of the effect.
To:
Applies Light Defense to the character and group members for 50/60/70/80 seconds, increasing Physical and Magical Defense by 20%/30%/40%/50%. Evolving the skill increases the strength and duration of the effect.
Note: Increasing the skill's strength makes it compatible with the defense-boosting skills of many other characters like Mage, Chieftain, and Barbarian. This way, Paladins will be able to gain more defense to become a TANK in dungeons and against hordes of monsters.
And last but not least.
PRAYER OF THE PALADIN
This ability used to be very useful, as it increased the character's health and healed them, thus improving their survivability. There was even a popular saying among players: "Every Paladin prays, there is no such thing as an Atheist Paladin" (With the ability's rework, 99% of Paladins became atheists). However, it was reworked and became a damage-dealing ability.
The problem is that the ability's damage is so low that it's not worth upgrading or spending energy using it.
Considering its current low usage and ineffective damage, a significant increase in damage output would be necessary, leading to a new rework where it could be used if it could fulfill a significant need for the Paladin.
Currently, the Paladin has nothing to prevent them from receiving negative or control effects, but with a rework of the PALADIN'S PRAYER ability, it could increase the character's resistance stat.
It would look like this:
Type: Active (hero or ally)
Energy Cost: 12/16/20/24
Cooldown: 30 Seconds
Applies Paladin's Prayer to the Character or Ally for 8/10/12/14 seconds, increasing Resistance by 5%/10%/15%/20%. Evolving the skill increases the strength and duration of the effect.
Note: Paladin's Prayer is almost never used currently; this change would make the skill usable, and due to the short effect time and high cooldown, it wouldn't make the class extremely strong, only giving a chance to resist negative effects to heal or help an ally.
》》》These ideas were created based on the opinions of more than 20 different Paladins《《《
Well, that's it! We Paladins, all of us who love and play the class, hope that the Developers will look carefully at this issue and consider making these changes. The class needs it because, in the current state of the game, the Paladin has been the worst of all among the Tanks.
Thank you in advance for your attention, and we look forward to positive changes.