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Rework on Inner Force


Shazamn

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The passive skill of the paladin "Inner Strength" is completely ridiculous for the class, its function seen in theory is something amazing but when applied in-game becomes something useless since to have the least effect it is necessary to be with an insignificant amount of hp, which becomes horrendous because it turns out to be faster the character's death instead of the chance to withstand the attacks.

 

For those who don't understand about the skill, it works as follows:

"For every 12% health left, the amount of damage taken decreases by 2%."

At level 4/4: “For every 6% of life left, the amount of damage taken decreases by 2%”.

 

Now, putting the skill into practice:

 

A paladin who has 8k max hp and with the skill at 1/4 needs his hp to go down to 120% max so he can decrease 20% damage taken (????), in short he needs only -2k hp to reduce 20% (???????)

Continuing, with the skill on 4/4 it is necessary that your hp lowers 60% of the maximum so that it can decrease 20% of the damage taken, ie the same paladin with 8k hp must lower his hp to 3.2k for the skill to have its maximum efficiency.

 

 

Applying in PVE:

 

Paladin for tank is very different from barbarian and wd who have their own damage reductions (good by the way), so the pala keeps from its base healing (the magicians), its shield and prayer beyond the healers of pt . However, paladins should have something that reduces damage to help them tank without requiring a 32 set or resources like pots/scrolls. Because when the shield, prayer and healing are on cooldown (prayer and shield are long cooldown) there is no atheist word.

Yes, paladins have stood out more in elves around these times, however, I believe not because it is better tank than wd, but because it has a versatility for pve and pvp as well as being highly sought after in gvgs for its control skills and support.

That said, being required to lose 60% hp within dgs like mermen, mythical coliseum or mythical sea is extremely delicate because any hit and you can go back to the statue.

 

 

 

Applying in PVP:

 

Paladin is a class that has few points for many skills, always a skill is not leveled so that another one becomes better, that being said for a paladin to have an effect in large scale confrontation it is necessary to have leveled the flag, the shield, the prayer and the call of harad (or even light defense), so a skill that requires losing 60% of hp to take effect is irrelevant where I can be blown up in seconds.

 

 

And how to make the skill usable?

 

I thought 2 methods that can be done to solve the skill problem and make it usable for some tank paladins, namely:

 

1st) Readjustment in % of skill, without extrapolating but causing a change enough for the skill to become efficient mainly in PVE, well but how would this change be?

 

Simple, instead of being 2% for every 12%/10%/8%/6% hp lost, the skill could look like this:

 

2%/3%/4%/5% damage reduction for every 13%/12%/11%/10% HP lost, but NO MORE than 20% damage reduction.

Thus, the same paladin with 8k hp would need to lose 40% of his hp to activate the skill's maximum effectiveness, ie, lose 3.2k hp to be able to activate the skill with its stacked effect.

 

2nd) It would be a complete rework on the skill, and how would this rework be?

 

As I said, a tank paladin keeps from its skills being shield, prayer and base healing which are skills that have an extremely high cooldown (perhaps the class with the highest cd in skills), thus being a passive with reduced cooldown would be great, and therefore would be useful for support/dmg paladins.

Also, to be efficient enough to be leveled at lvl 4/4 just cooldown reduction wouldn't be helpful, so applying a critical heal percentage would help the class in pve and pvp.

“But are you saying you want the class to heal more? You have the shield, you have the flag and bla bla” finish reading there.

 

 

How would it be applied to the skill?

 

In a way that is simple and balanced:

 

3% cooldown reduction for every 12%/11%/10%/9% hp loss, but NO MORE than 15% reduction. That is, an 8k hp paladin who loses 45% of his total health, being 3.6k, will gain a 15% increase in his cooldown reduction.

 

Okay, but where does critical healing come in?

 

The paladin receives a basic critical healing boost buff, the skill effect increases as the skill develops, as follows:

4%/8%/12%/16% increase in character's critical healing.

 

 

Remembering:

 

Critical Cure ≠ Cure/Critical

 

 

I ask you to try to adjust the skill so that it has some value for the class. I just made this topic because of this specific skill that this sucks and does not add anything to the class beyond spending 40k in vain.

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Critical healing aside, it's not a bad idea. It would add variations to an outdated (yet still very efficient) skill build palas use. 

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Honestly, Inner Force was better before the rework. Use to activate like seeker passive with hp% and ince blocks and cd. Still wasn't too beneficial, but definitely was better in my opinion.

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  • 2 weeks later...

great suggestion, would greatly help the paladins in all their modalities would make it more useful as a tank since it has a cooldown of all its skills of expert very high, implementing this your suggestion would give less work to heal heal the paladin

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