I've noticed a drop in my CS. Not enough to worry about my ability to ward, but significantly enough to say that a 66/35 split of paladin to MnS spells is problematic for warding at cap. I feel the 1612 removal and subsequent dropping of paladin CS may very well have been a misguided choice.
-Dhairn
Re: Paladin Spell Updates on 01/03/2021 06:28 AM CST
Re: Paladin Spell Updates on 01/03/2021 09:53 AM CST
Re: Paladin Spell Updates on 01/03/2021 01:03 PM CST
Re: Paladin Spell Updates on 01/04/2021 08:27 AM CST
A few questions:
-Did we lose the +CS boost from religion lore with infused spells via 1625 when we gained the TD reduction from summoning lore?
from the wiki: Each rank of Religion lore, up to 50 ranks, will add 1 additional point of generic CS for spells infused into a weapon. This bonus is limited to half of the paladin’s arcane symbols ranks.
I am not seeing the +CS benefit, but the loss wasn't documented so I simply wanted to confirm.
-Is a primarily casting paladin one of the intended/supported paths? If yes, is it too soon to really test with 1603 still down tuned and smite not being released? Is 1615 damage still being reviewed?
-Will an evoke version of 1630 for damage over rt/kneeling be a possibility? I thought early on in the doc it was listed, but my memory is far from perfect and I don't see it there anymore.
-Did we lose the +CS boost from religion lore with infused spells via 1625 when we gained the TD reduction from summoning lore?
from the wiki: Each rank of Religion lore, up to 50 ranks, will add 1 additional point of generic CS for spells infused into a weapon. This bonus is limited to half of the paladin’s arcane symbols ranks.
I am not seeing the +CS benefit, but the loss wasn't documented so I simply wanted to confirm.
-Is a primarily casting paladin one of the intended/supported paths? If yes, is it too soon to really test with 1603 still down tuned and smite not being released? Is 1615 damage still being reviewed?
-Will an evoke version of 1630 for damage over rt/kneeling be a possibility? I thought early on in the doc it was listed, but my memory is far from perfect and I don't see it there anymore.
Re: Paladin Spell Updates on 01/04/2021 09:47 AM CST
Re: Paladin Spell Updates on 01/04/2021 10:15 AM CST
I posted this under the OSA folder but thought I would post it here as well.
As a result of the Paladin spell review, Paladin CS has been somewhat reduced.
I noted this weekend that I had some challenges in warding Krolvin pirates and was wondering if the OSA creature paladin warding defense had been setup based on the old paladin CS expectations or if the current warding challenge is intentional.
For reference, my paladin has 50 Ranks in Paladin spells and 40 Ranks in Minor Spirit resulting in a Paladin CS of 394.
Some combat clip examples below:
>prep pioustrialcast A dark crimson radiance coalesces around your raised fists as you chant the invocation for Pious Trial spell...
Your spell is ready.
>You gesture.
CS: +394 - TD: +375 + CvA: +25 + d100: +86 == +130
Warding failed!
A seasoned krolvin warden appears to be overwhelmed by some burdening force.
The dull golden nimbus surrounding a hulking krolvin templar suddenly begins to glow brightly.
CS: +394 - TD: +340 + CvA: +25 + d100: +45 == +124
Warding failed!
A hulking krolvin templar appears to be overwhelmed by some burdening force.
Cast Roundtime 3 Seconds.
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a seasoned krolvin warden.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a seasoned krolvin warden!
CS: +394 - TD: +375 + CvA: +25 + d100: +54 == +98
Warded off!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin templar!
CS: +394 - TD: +340 + CvA: +25 + d100: +10 == +89
Warded off!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Pious Trial spell...
Your spell is ready.
>You gesture.
The dull golden nimbus surrounding a hulking krolvin obliterator suddenly begins to glow brightly.
CS: +394 - TD: +338 + CvA: +25 + d100: +78 == +159
Warding failed!
A hulking krolvin obliterator appears to be overwhelmed by some burdening force.
CS: +394 - TD: +309 + CvA: -18 + d100: +89 == +156
Warding failed!
A towering krolvin warlord appears to be overwhelmed by some burdening force.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>incant 1630
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin obliterator.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin obliterator!
The dull golden nimbus surrounding a hulking krolvin obliterator suddenly begins to glow brightly.
CS: +394 - TD: +338 + CvA: +25 + d100: +60 == +141
Warding failed!
The hulking krolvin obliterator is stricken for 50 points of damage!
... 10 points of damage!
Neck vertebrae snap.
The hulking krolvin obliterator strains as if burdened by some invisible force.
A black jackal-shaped visage leaps from the shadows, striking a towering krolvin warlord!
CS: +394 - TD: +309 + CvA: -18 + d100: +37 == +104
Warding failed!
The krolvin warlord is stricken for 20 points of damage!
... 10 points of damage!
Smash to the kneecap.
The krolvin warlord is driven to his knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
incant 1630
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin destroyer.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin destroyer!
CS: +394 - TD: +300 + CvA: +15 + d100: +29 == +138
Warding failed!
The hulking krolvin destroyer is stricken for 55 points of damage!
... 3 points of damage!
Blow raises a welt on the hulking krolvin destroyer's left arm.
The hulking krolvin destroyer is driven to her knees!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin warlord!
CS: +394 - TD: +306 + CvA: -13 + d100: +80 == +155
Warding failed!
The hulking krolvin warlord is stricken for 37 points of damage!
... 15 points of damage!
Large gash to the right arm, several muscles torn.
The hulking krolvin warlord is driven to her knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
>incant 1630
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin warlord.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin warlord!
CS: +394 - TD: +306 + CvA: -13 + d100: +66 == +141
Warding failed!
The hulking krolvin warlord is stricken for 37 points of damage!
... 3 points of damage!
Blow raises a welt on the hulking krolvin warlord's left arm.
The hulking krolvin warlord is driven to her knees!
A black jackal-shaped visage leaps from the shadows, striking a towering krolvin destroyer!
CS: +394 - TD: +297 + CvA: +16 + d100: +27 == +140
Warding failed!
The krolvin destroyer is stricken for 60 points of damage!
... 5 points of damage!
Blow raises a welt on the krolvin destroyer's left arm.
The krolvin destroyer is driven to her knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
As a result of the Paladin spell review, Paladin CS has been somewhat reduced.
I noted this weekend that I had some challenges in warding Krolvin pirates and was wondering if the OSA creature paladin warding defense had been setup based on the old paladin CS expectations or if the current warding challenge is intentional.
For reference, my paladin has 50 Ranks in Paladin spells and 40 Ranks in Minor Spirit resulting in a Paladin CS of 394.
Some combat clip examples below:
>prep pioustrialcast A dark crimson radiance coalesces around your raised fists as you chant the invocation for Pious Trial spell...
Your spell is ready.
>You gesture.
CS: +394 - TD: +375 + CvA: +25 + d100: +86 == +130
Warding failed!
A seasoned krolvin warden appears to be overwhelmed by some burdening force.
The dull golden nimbus surrounding a hulking krolvin templar suddenly begins to glow brightly.
CS: +394 - TD: +340 + CvA: +25 + d100: +45 == +124
Warding failed!
A hulking krolvin templar appears to be overwhelmed by some burdening force.
Cast Roundtime 3 Seconds.
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a seasoned krolvin warden.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a seasoned krolvin warden!
CS: +394 - TD: +375 + CvA: +25 + d100: +54 == +98
Warded off!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin templar!
CS: +394 - TD: +340 + CvA: +25 + d100: +10 == +89
Warded off!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Pious Trial spell...
Your spell is ready.
>You gesture.
The dull golden nimbus surrounding a hulking krolvin obliterator suddenly begins to glow brightly.
CS: +394 - TD: +338 + CvA: +25 + d100: +78 == +159
Warding failed!
A hulking krolvin obliterator appears to be overwhelmed by some burdening force.
CS: +394 - TD: +309 + CvA: -18 + d100: +89 == +156
Warding failed!
A towering krolvin warlord appears to be overwhelmed by some burdening force.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>incant 1630
>A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin obliterator.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin obliterator!
The dull golden nimbus surrounding a hulking krolvin obliterator suddenly begins to glow brightly.
CS: +394 - TD: +338 + CvA: +25 + d100: +60 == +141
Warding failed!
The hulking krolvin obliterator is stricken for 50 points of damage!
... 10 points of damage!
Neck vertebrae snap.
The hulking krolvin obliterator strains as if burdened by some invisible force.
A black jackal-shaped visage leaps from the shadows, striking a towering krolvin warlord!
CS: +394 - TD: +309 + CvA: -18 + d100: +37 == +104
Warding failed!
The krolvin warlord is stricken for 20 points of damage!
... 10 points of damage!
Smash to the kneecap.
The krolvin warlord is driven to his knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
incant 1630
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin destroyer.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin destroyer!
CS: +394 - TD: +300 + CvA: +15 + d100: +29 == +138
Warding failed!
The hulking krolvin destroyer is stricken for 55 points of damage!
... 3 points of damage!
Blow raises a welt on the hulking krolvin destroyer's left arm.
The hulking krolvin destroyer is driven to her knees!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin warlord!
CS: +394 - TD: +306 + CvA: -13 + d100: +80 == +155
Warding failed!
The hulking krolvin warlord is stricken for 37 points of damage!
... 15 points of damage!
Large gash to the right arm, several muscles torn.
The hulking krolvin warlord is driven to her knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
>incant 1630
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Judgment spell...
Your spell is ready.
You gesture at a hulking krolvin warlord.
You briefly close your eyes, and a pair of luminous yellow eyes flash briefly behind you. A faint black light builds up and emanates from you before shadows coalesce and engulf your entire arm!
A black jackal-shaped visage leaps from the shadows, striking a hulking krolvin warlord!
CS: +394 - TD: +306 + CvA: -13 + d100: +66 == +141
Warding failed!
The hulking krolvin warlord is stricken for 37 points of damage!
... 3 points of damage!
Blow raises a welt on the hulking krolvin warlord's left arm.
The hulking krolvin warlord is driven to her knees!
A black jackal-shaped visage leaps from the shadows, striking a towering krolvin destroyer!
CS: +394 - TD: +297 + CvA: +16 + d100: +27 == +140
Warding failed!
The krolvin destroyer is stricken for 60 points of damage!
... 5 points of damage!
Blow raises a welt on the krolvin destroyer's left arm.
The krolvin destroyer is driven to her knees!
The shadows engulfing your arm fade away into thin tendrils of darkness.
Cast Roundtime 3 Seconds.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 01/04/2021 01:07 PM CST
>1615 Evoke isn't working on blink weapons. It still flares with the CAST version even when evoked.
I'd love for a blink update to recognize the mode of the spell, yeah. Along with 1615, it would really help out 118, 306, and probably other things I'm forgetting.
https://gswiki.play.net/Leafiara_(prime)
I'd love for a blink update to recognize the mode of the spell, yeah. Along with 1615, it would really help out 118, 306, and probably other things I'm forgetting.
https://gswiki.play.net/Leafiara_(prime)
Re: Paladin Spell Updates on 01/04/2021 01:18 PM CST
Re: Paladin Spell Updates on 01/04/2021 01:19 PM CST
>>Did we lose the +CS boost from religion lore with infused spells via 1625 when we gained the TD reduction from summoning lore?
It's still there, but only applicable to spells infused from scrolls. I updated the wiki to clarify.
>>Is a primarily casting paladin one of the intended/supported paths? If yes, is it too soon to really test with 1603 still down tuned and smite not being released? Is 1615 damage still being reviewed?
1603 is still being tweaked, 1615 is finalized.
>>Will an evoke version of 1630 for damage over rt/kneeling be a possibility? I thought early on in the doc it was listed, but my memory is far from perfect and I don't see it there anymore.
1630 was never part of these changes.
Viduus
It's still there, but only applicable to spells infused from scrolls. I updated the wiki to clarify.
>>Is a primarily casting paladin one of the intended/supported paths? If yes, is it too soon to really test with 1603 still down tuned and smite not being released? Is 1615 damage still being reviewed?
1603 is still being tweaked, 1615 is finalized.
>>Will an evoke version of 1630 for damage over rt/kneeling be a possibility? I thought early on in the doc it was listed, but my memory is far from perfect and I don't see it there anymore.
1630 was never part of these changes.
Viduus
Re: Paladin Spell Updates on 01/04/2021 03:45 PM CST
Re: Paladin Spell Updates on 01/04/2021 03:51 PM CST
Re: Paladin Spell Updates on 01/04/2021 03:54 PM CST
Re: Paladin Spell Updates on 01/04/2021 04:04 PM CST
<<Design. Is there a reason you're going with the cman over the shield version?
<< Viduus
Sorry there was a ton of other replies what was the final verdict for Cman Shield Bash not activating with Swift Justice? Is it not going to happen or was it an oversight? Makes no sense not to work with it.
Re: Paladin Spell Updates on 01/04/2021 11:23 PM CST
I'd like to propose 1619 becomes what Champion's Might was since the only current way to get above 400 or even near 450 for that matter is to be more than the "1x training in spells" of the paladin spells to where it's more like you're wanting us at 1.5x training in spells since you know we're going to at least go 20 ranks into Minor Spirit. Just a reminder... 80/20 (at least for ME) is 417 CS in paladin and 374 in Minor. That's 80 ranks in paladin. Just for argument sake, going to 100 (the 1x) improves it to 437CS. I'd like to think Champion's Might isn't "broken" to not at least consider giving it to back to us - even if you up the spell number. I personally rarely use 1619 and am fine trading it to get Champion's Might back. So what if we get another 25 Casting Strength back (the max bonus). It's not broken and it's our version of a needed "heroism spell" since we don't need another 25 AS so much as another protentional 25 CS to just have a decent warding chance. It's ridiculous on some things being give up to get the extra spell ranks to accomplish that unless this is being done on purpose so we aren't being encouraged to open up with Judgement / Aura (which btw.. uses a warding check!). I honestly am feeling like the hybrid is being cut at the knees with Champion's Might being taken away. Granted, I'm slowly (since I don't see the need for a fixskill since this should just take a week) getting to 60 Paladin / 40 Minor spell circles to be "okay" on the warding check but it's still quite noticeable when you're a post capped paladin trying to hunt when you're bread/butter doesn't work as often as it's supposed to.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/05/2021 08:49 AM CST
>> I'd like to propose 1619 becomes what Champion's Might was... ~FALAN
I am definitely be on board with this as well unless there are other upcoming changes expected that will mitigate the current Paladin warding experience. At present I am giving serious consideration to untraining lores to gain enough additional CS so that I can rely on my disabler spells actually working in a consistent fashion.
It feels like the training points that were freed up with the training point cost updates (supposedly to allow paladin's a little breathing room in their overall training) are now being reclaimed by a spell training requirement that exceeds the stated 1x training goal (and honestly I don't see a lot of value in training spells beyond 50 Paladin / 40 Minor outside of this new CS warding deficit.)
Just my two silvers worth.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
I am definitely be on board with this as well unless there are other upcoming changes expected that will mitigate the current Paladin warding experience. At present I am giving serious consideration to untraining lores to gain enough additional CS so that I can rely on my disabler spells actually working in a consistent fashion.
It feels like the training points that were freed up with the training point cost updates (supposedly to allow paladin's a little breathing room in their overall training) are now being reclaimed by a spell training requirement that exceeds the stated 1x training goal (and honestly I don't see a lot of value in training spells beyond 50 Paladin / 40 Minor outside of this new CS warding deficit.)
Just my two silvers worth.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 01/05/2021 12:03 PM CST
Interesting... not sure if this is on purpose or not
>prep locate
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Locate Person...
Your spell is ready.
>cast XXXXX
Cast at what?
>cast XXXX
You gesture into the air.
[Spell Hindrance for some dark vultite full plate is 96% with current Armor Use skill, d100= 36]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
yet right afterward...
>prep wall of force
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Wall of Force...
Your spell is ready.
>ca
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
I can keep casting WoF with no hindrance, but locate does have the hindrance. Not sure if that's a bug or not.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
>prep locate
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Locate Person...
Your spell is ready.
>cast XXXXX
Cast at what?
>cast XXXX
You gesture into the air.
[Spell Hindrance for some dark vultite full plate is 96% with current Armor Use skill, d100= 36]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
yet right afterward...
>prep wall of force
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Wall of Force...
Your spell is ready.
>ca
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
I can keep casting WoF with no hindrance, but locate does have the hindrance. Not sure if that's a bug or not.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/05/2021 12:48 PM CST
>prep locate
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Locate Person...
Your spell is ready.
>cast XXXXX
Cast at what?
>cast XXXX
You gesture into the air.
[Spell Hindrance for some dark vultite full plate is 96% with current Armor Use skill, d100= 36]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
yet right afterward...
>prep wall of force
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Wall of Force...
Your spell is ready.
>ca
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
I haven't actually been able to replicate this. Are you able to consistently do it? Also, are you certain you hadn't lost 1612 and just gotten really lucky on the 140 casts?
Viduus
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Locate Person...
Your spell is ready.
>cast XXXXX
Cast at what?
>cast XXXX
You gesture into the air.
[Spell Hindrance for some dark vultite full plate is 96% with current Armor Use skill, d100= 36]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
yet right afterward...
>prep wall of force
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Wall of Force...
Your spell is ready.
>ca
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
I haven't actually been able to replicate this. Are you able to consistently do it? Also, are you certain you hadn't lost 1612 and just gotten really lucky on the 140 casts?
Viduus
Re: Paladin Spell Updates on 01/05/2021 03:45 PM CST
Yes... all the time I'm able to cast wall of force, etc at 3 percent hindrance. Yet, with locate it's back to "normal". Am I the one that's bugged? Just to clarify: I didn't have clarity up for WoF either. You're more than welcome to pull me to see for yourself. Am I supposed to be able to cast WoF with just 3 hindrance?
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/05/2021 03:54 PM CST
Weird... now i'm able to cast all with just 3 hindrance.. even locate now isn't giving me the hindrance issue
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/05/2021 09:53 PM CST
The stolen CS is ....gut wrenching.
Bad enough 1630 doesnt do the kind of damage 1030 does or the other high level spells, but now we have lower CS with it?
Using 1618 to forego our paladin attack from 1617 seems like taking away the little identity we have.
Stick with 1617 and the changes have yielded me......lower defense, 25 less CS, same attack with 1 damage flares. Just enough damage to make me feel like i am being trolled .
Watching Rangers love their changes and actually having something new and fun to play with is.......hard to watch.
Over here with a busted 1980 ford truck watching a ferrari getting waxed at the other guy's house.
Re: Paladin Spell Updates on 01/06/2021 06:00 AM CST
Re: Paladin Spell Updates on 01/06/2021 11:14 AM CST
There are some examples in my earlier posts on this thread of 1615 and 1630 damage. It's not a particularly strong spell compared to what casters have, like 312 or 317 for Clerics. Those do probably 3x the damage that we have on ours, based on a similar end roll.
Mostly, if you get about a 200 endroll, you might end up with 100 dmg combined. It's around maybe 1-1.25x dmg per endroll, as a quick estimate.
~Player of Fulmen Soulforge, Hammer of Eonak.
Mostly, if you get about a 200 endroll, you might end up with 100 dmg combined. It's around maybe 1-1.25x dmg per endroll, as a quick estimate.
~Player of Fulmen Soulforge, Hammer of Eonak.
Re: Paladin Spell Updates on 01/06/2021 11:47 AM CST
>>There are some examples in my earlier posts on this thread of 1615 and 1630 damage. It's not a particularly strong spell compared to what casters have, like 312 or 317 for Clerics. Those do probably 3x the damage that we have on ours, based on a similar end roll.
You guys are really not good at objective evaluation of skills sometimes. Kind of how UCS was generally regarded as terrible for the first few years it was out, then people realized it didn't actually suck and now it's all the rage.
The current version of 1615 in the game is comparable to 317, 1115, and 616, but it requires a dedicated build to achieve those results. Seeing as how paladins are semis, not pures, and also the least magical of the semis at that, it should require dedication. However, the potential is there.
A non-dedicated evoked + 1618 cast of 1615 is about 25% worse than those spells. Without 1618, you're looking at being 40% worse than those spells, but still about twice as effective as the cast version of 1615.
Viduus
You guys are really not good at objective evaluation of skills sometimes. Kind of how UCS was generally regarded as terrible for the first few years it was out, then people realized it didn't actually suck and now it's all the rage.
The current version of 1615 in the game is comparable to 317, 1115, and 616, but it requires a dedicated build to achieve those results. Seeing as how paladins are semis, not pures, and also the least magical of the semis at that, it should require dedication. However, the potential is there.
A non-dedicated evoked + 1618 cast of 1615 is about 25% worse than those spells. Without 1618, you're looking at being 40% worse than those spells, but still about twice as effective as the cast version of 1615.
Viduus
Re: Paladin Spell Updates on 01/06/2021 12:56 PM CST
Re: Paladin Spell Updates on 01/06/2021 01:28 PM CST
>>Can you tell us the SMC benefit for 1615 here? That's just on the Evoke version, is it?
It raises the floor of your spell potential. It's a little more subtle than this, but let's say you had a chance to do 50-100 on your hit. If you're at .5x ranks it'll be 75-100, at 1x it'll just always bump you to 100.
>>Does Religion lore have any particular effect on 1615/1630 damage now?
It still helps 1630.
Viduus
It raises the floor of your spell potential. It's a little more subtle than this, but let's say you had a chance to do 50-100 on your hit. If you're at .5x ranks it'll be 75-100, at 1x it'll just always bump you to 100.
>>Does Religion lore have any particular effect on 1615/1630 damage now?
It still helps 1630.
Viduus
Re: Paladin Spell Updates on 01/06/2021 01:39 PM CST
Re: Paladin Spell Updates on 01/06/2021 02:37 PM CST
>prep 1630
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Judgment...
Your spell is ready.
>evoke
You gesture.
You briefly close your eyes, and the faint visage of a rearing unicorn appears behind you. A faint black light builds up and emanates from your hand before it takes the shape of an ethereal sword!
A plume of silver starlit flames stream from the edge of the ethereal sword, striking an arctic puma!
CS: +474 - TD: +45 + CvA: +25 + d100: +100 == +554
Warding failed!
The arctic puma is stricken for 212 points of damage!
The arctic puma crumples to the ground and dies.
A plume of silver starlit flames stream from the edge of the ethereal sword, striking a mountain ogre!
CS: +474 - TD: +42 + CvA: +17 + d100: +34 == +483
Warding failed!
The mountain ogre is stricken for 168 points of damage!
... 100 points of damage!
Left hand burned off. Only a stump remains.
[You have earned 1 prestige point.]
The mountain ogre falls to the ground and dies.
A plume of silver starlit flames stream from the edge of the ethereal sword, striking a mountain ogre!
CS: +474 - TD: +54 + CvA: +17 + d100: +97 == +534
Warding failed!
The mountain ogre is stricken for 290 points of damage!
[You have earned 1 prestige point.]
The mountain ogre falls to the ground and dies.
The ethereal sword in your hand scatters into pinpoints of light that fade away.
Cast Roundtime 3 Seconds.
I'm feeling dirty as more magical atm
Falvicar (at level 100), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Armor Use..........................| 300 200 200
Combat Maneuvers...................| 200 100 100
Two-Handed Weapons.................| 302 202 202
Multi Opponent Combat..............| 201 101 101
Physical Fitness...................| 200 100 100
Dodging............................| 200 100 100
Arcane Symbols.....................| 50 10 10
Magic Item Use.....................| 105 25 25
Harness Power......................| 200 100 100
Spirit Mana Control................| 105 25 25
Spiritual Lore - Religion..........| 140 40 40
Spiritual Lore - Summoning.........| 140 40 40
Perception.........................| 200 100 100
Climbing...........................| 150 50 50
Swimming...........................| 140 40 40
Spell Lists
Minor Spiritual....................| 40 40
Spell Lists
Paladin............................| 160 160
Training Points: 7 Phy 0 Mnt (2898 Phy converted to Mnt
I feel like I'm giving up too much. Gonna do a real test in the Rift after I eat in about an hour.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Judgment...
Your spell is ready.
>evoke
You gesture.
You briefly close your eyes, and the faint visage of a rearing unicorn appears behind you. A faint black light builds up and emanates from your hand before it takes the shape of an ethereal sword!
A plume of silver starlit flames stream from the edge of the ethereal sword, striking an arctic puma!
CS: +474 - TD: +45 + CvA: +25 + d100: +100 == +554
Warding failed!
The arctic puma is stricken for 212 points of damage!
The arctic puma crumples to the ground and dies.
A plume of silver starlit flames stream from the edge of the ethereal sword, striking a mountain ogre!
CS: +474 - TD: +42 + CvA: +17 + d100: +34 == +483
Warding failed!
The mountain ogre is stricken for 168 points of damage!
... 100 points of damage!
Left hand burned off. Only a stump remains.
[You have earned 1 prestige point.]
The mountain ogre falls to the ground and dies.
A plume of silver starlit flames stream from the edge of the ethereal sword, striking a mountain ogre!
CS: +474 - TD: +54 + CvA: +17 + d100: +97 == +534
Warding failed!
The mountain ogre is stricken for 290 points of damage!
[You have earned 1 prestige point.]
The mountain ogre falls to the ground and dies.
The ethereal sword in your hand scatters into pinpoints of light that fade away.
Cast Roundtime 3 Seconds.
I'm feeling dirty as more magical atm
Falvicar (at level 100), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Armor Use..........................| 300 200 200
Combat Maneuvers...................| 200 100 100
Two-Handed Weapons.................| 302 202 202
Multi Opponent Combat..............| 201 101 101
Physical Fitness...................| 200 100 100
Dodging............................| 200 100 100
Arcane Symbols.....................| 50 10 10
Magic Item Use.....................| 105 25 25
Harness Power......................| 200 100 100
Spirit Mana Control................| 105 25 25
Spiritual Lore - Religion..........| 140 40 40
Spiritual Lore - Summoning.........| 140 40 40
Perception.........................| 200 100 100
Climbing...........................| 150 50 50
Swimming...........................| 140 40 40
Spell Lists
Minor Spiritual....................| 40 40
Spell Lists
Paladin............................| 160 160
Training Points: 7 Phy 0 Mnt (2898 Phy converted to Mnt
I feel like I'm giving up too much. Gonna do a real test in the Rift after I eat in about an hour.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/06/2021 02:58 PM CST
>>I feel like I'm giving up too much. Gonna do a real test in the Rift after I eat in about an hour.
Just so you know. I intend to try and make these choices even harder with ascension.
It's probably best if you decide what type of paladin you want to be, and then just work towards that goal.
Viduus
Just so you know. I intend to try and make these choices even harder with ascension.
It's probably best if you decide what type of paladin you want to be, and then just work towards that goal.
Viduus
Re: Paladin Spell Updates on 01/06/2021 03:01 PM CST
Viduus, is there a system way to pull data for Paladins on 1615 throughout the game? I'd be interested in how the CS change has affected the average casting success and damage.
The drop in CS is notable for me, changing my CS from 453 or so down to 428. I'm not maximized for CS (only 91 Paladin spells, 20 MnS, and just +10 Wis enhancives from 1625), but I'm right at what feels like the minimum usable CS range now at cap. I succeed on hitting most things at 100 with an endroll that's 100-200ish, so in the 20-100dmg range usually, except things with heavy spirit TD. I have about a 30% chance to hit an Ithzir champion, which is a spelled-up Paladin mob.
It looks like the absolute hard cap on CS is around 520 or so, with everything maxed and even using some DR trinkets for the Paladin spell circle. It's more like 500 without those trinkets. That would give you about a +175-275 endroll on most generic capped mobs, which is probably fine.
If the intent is to help regular Paladins be more successful at casting, then I'm a pretty good example of an average capped Paladin on the casting side of things and it's just a supplement for me--not a main method. It sort of works in the right moment.
If it's hard to ward something, it's more efficient to plink it to death with 1603 and hope for good crits. Or, of course, smash it in the head with a morning star, which is my main route.
Perhaps that's the intention.
Either way, we may want to stop talking about Paladins have a casting route. I think it could be confusing the issue and raising hopes for stronger spells.
1615/1630 is just a nice supplement for us and 1615 is stronger than before with the Evoke option.
~Player of Fulmen Soulforge, Hammer of Eonak.
Re: Paladin Spell Updates on 01/06/2021 03:29 PM CST
>>The drop in CS is notable for me, changing my CS from 453 or so down to 428. I'm not maximized for CS (only 91 Paladin spells, 20 MnS, and just +10 Wis enhancives from 1625), but I'm right at what feels like the minimum usable CS range now at cap. I succeed on hitting most things at 100 with an endroll that's 100-200ish, so in the 20-100dmg range usually, except things with heavy spirit TD. I have about a 30% chance to hit an Ithzir champion, which is a spelled-up Paladin mob.
You haven't really done much outside of normal training to boost the magic side - 1xing spells is normal expected training. You're a bit over 1x in spells and have about a 30% hit rate on champions. Clerics with 212 spells, which is comparable training, also have around a 30% hit rate on champions.
I'm not sure what you're expecting here. Or stated another way. If you told me that you're a 1x'd CM and 2x'd weapons build, and were unhappy that you had a comparable miss rate to a warrior that's got the same build. I would question the point you're trying to make.
>>If it's hard to ward something, it's more efficient to plink it to death with 1603 and hope for good crits. Or, of course, smash it in the head with a morning star, which is my main route.
This is the way of the semi. When one option falls short, you can switch to another option. The pure and the square with the same miss rates have less options.
>>Either way, we may want to stop talking about Paladins have a casting route. I think it could be confusing the issue and raising hopes for stronger spells.
Paladins have a viable casting route, they just have to work for it.
Viduus
You haven't really done much outside of normal training to boost the magic side - 1xing spells is normal expected training. You're a bit over 1x in spells and have about a 30% hit rate on champions. Clerics with 212 spells, which is comparable training, also have around a 30% hit rate on champions.
I'm not sure what you're expecting here. Or stated another way. If you told me that you're a 1x'd CM and 2x'd weapons build, and were unhappy that you had a comparable miss rate to a warrior that's got the same build. I would question the point you're trying to make.
>>If it's hard to ward something, it's more efficient to plink it to death with 1603 and hope for good crits. Or, of course, smash it in the head with a morning star, which is my main route.
This is the way of the semi. When one option falls short, you can switch to another option. The pure and the square with the same miss rates have less options.
>>Either way, we may want to stop talking about Paladins have a casting route. I think it could be confusing the issue and raising hopes for stronger spells.
Paladins have a viable casting route, they just have to work for it.
Viduus
Rift testing on 01/06/2021 04:14 PM CST
An enormous rift crawler shakes off the stun.
>prep 1615
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Repentance...
Your spell is ready.
>evoke craw
You gesture at an enormous rift crawler.
A pillar of darkness manifests around an enormous rift crawler.
CS: +474 - TD: +348 + CvA: +25 + d100: +19 == +170
Warding failed!
Waves of sacred energy tear through the rift crawler's body!
... 24 points of damage!
... 45 points of damage!
The rift crawler is stunned!
... 25 points of damage!
Flames burn neck into a bubbling mass of flesh. Forget lunch.
Your bastard sword surges with power as darkness coalesces around it!
... 15 points of damage!
Cast Roundtime 3 Seconds.
>evoke craw
[ Sigil of Major Bane: +0:01:00, 0:00:59 remaining. ]
[isigils]>sigil of major protection
You gesture at an enormous rift crawler.
A pillar of darkness manifests around an enormous rift crawler.
CS: +474 - TD: +348 + CvA: +25 + d100: +21 == +172
Warding failed!
Waves of sacred energy tear through the rift crawler's body!
... 19 points of damage!
... 45 points of damage!
The rift crawler is stunned!
... 20 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
Cast Roundtime 3 Seconds.
>
Wait 3 seconds.
You gesture at a n'ecare.
A pillar of darkness manifests around a n'ecare.
CS: +474 - TD: +277 + CvA: -6 + d100: +88 == +279
Warding failed!
Waves of sacred energy tear through the n'ecare's body!
... 36 points of damage!
... 75 points of damage!
The n'ecare's skeletal structure and muscle tissue reduced to fine ash!
The n'ecare falls to the ground motionless.
Cast Roundtime 3 Seconds.
>evoke va
You gesture at a vaespilon.
A pillar of darkness manifests around a vaespilon.
CS: +474 - TD: +340 + CvA: +15 + d100: +96 == +245
Warding failed!
Waves of sacred energy tear through the vaespilon's body!
... 40 points of damage!
... 69 points of damage!
The vaespilon is stunned!
... 63 points of damage!
Neck completely incinerated; a vaespilon's head drops to the ground and rolls to your feet!
The vaespilon falls to the ground motionless.
The very powerful look leaves a vaespilon.
The white light leaves a vaespilon.
A vaespilon glances around, looking a bit less confident.
The deep blue glow leaves a vaespilon.
The tingling sensation and sense of security leaves a vaespilon.
The brilliant luminescence fades from around a vaespilon.
The silvery luminescence fades from around a vaespilon.
The powerful look leaves a vaespilon.
The light blue glow leaves a vaespilon.
The bright luminescence fades from around a vaespilon.
The wall of force disappears from around a vaespilon.
The guiding force leaves a vaespilon.
Cast Roundtime 3 Seconds.
Various results on various creatures so far.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
>prep 1615
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Repentance...
Your spell is ready.
>evoke craw
You gesture at an enormous rift crawler.
A pillar of darkness manifests around an enormous rift crawler.
CS: +474 - TD: +348 + CvA: +25 + d100: +19 == +170
Warding failed!
Waves of sacred energy tear through the rift crawler's body!
... 24 points of damage!
... 45 points of damage!
The rift crawler is stunned!
... 25 points of damage!
Flames burn neck into a bubbling mass of flesh. Forget lunch.
Your bastard sword surges with power as darkness coalesces around it!
... 15 points of damage!
Cast Roundtime 3 Seconds.
>evoke craw
[ Sigil of Major Bane: +0:01:00, 0:00:59 remaining. ]
[isigils]>sigil of major protection
You gesture at an enormous rift crawler.
A pillar of darkness manifests around an enormous rift crawler.
CS: +474 - TD: +348 + CvA: +25 + d100: +21 == +172
Warding failed!
Waves of sacred energy tear through the rift crawler's body!
... 19 points of damage!
... 45 points of damage!
The rift crawler is stunned!
... 20 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
Cast Roundtime 3 Seconds.
>
Wait 3 seconds.
You gesture at a n'ecare.
A pillar of darkness manifests around a n'ecare.
CS: +474 - TD: +277 + CvA: -6 + d100: +88 == +279
Warding failed!
Waves of sacred energy tear through the n'ecare's body!
... 36 points of damage!
... 75 points of damage!
The n'ecare's skeletal structure and muscle tissue reduced to fine ash!
The n'ecare falls to the ground motionless.
Cast Roundtime 3 Seconds.
>evoke va
You gesture at a vaespilon.
A pillar of darkness manifests around a vaespilon.
CS: +474 - TD: +340 + CvA: +15 + d100: +96 == +245
Warding failed!
Waves of sacred energy tear through the vaespilon's body!
... 40 points of damage!
... 69 points of damage!
The vaespilon is stunned!
... 63 points of damage!
Neck completely incinerated; a vaespilon's head drops to the ground and rolls to your feet!
The vaespilon falls to the ground motionless.
The very powerful look leaves a vaespilon.
The white light leaves a vaespilon.
A vaespilon glances around, looking a bit less confident.
The deep blue glow leaves a vaespilon.
The tingling sensation and sense of security leaves a vaespilon.
The brilliant luminescence fades from around a vaespilon.
The silvery luminescence fades from around a vaespilon.
The powerful look leaves a vaespilon.
The light blue glow leaves a vaespilon.
The bright luminescence fades from around a vaespilon.
The wall of force disappears from around a vaespilon.
The guiding force leaves a vaespilon.
Cast Roundtime 3 Seconds.
Various results on various creatures so far.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/06/2021 04:56 PM CST
> Just so you know. I intend to try and make these choices even harder with ascension.
> It's probably best if you decide what type of paladin you want to be, and then just work towards that goal.
> Viduus
I'm very excited for that and hope a heavily magical route will be among the choices!
https://gswiki.play.net/Leafiara_(prime)
> It's probably best if you decide what type of paladin you want to be, and then just work towards that goal.
> Viduus
I'm very excited for that and hope a heavily magical route will be among the choices!
https://gswiki.play.net/Leafiara_(prime)
Re: Paladin Spell Updates on 01/06/2021 05:11 PM CST
I'm not complaining. I'm just adjusting to the new system and testing it out to see what it can do.
So far, the new spell versions are nice improvements, but I'll be sticking with the primary melee route myself.
I like my 300+ end rolls and flashy numbers.
The damage on 1615 may be balanced well enough, but it's not exciting enough for me to use it for my main route. Things would need to explode a lot more.
For now, spells have received a great improvement and they're stronger than before. They're a great addition to my current arsenal and nicely increased utility.
I'm also really looking forward to the DI, Smite, and Strike skills.
I also hope there's an exciting magic route trade-off option in Ascension to test out. That would be awesome. A real Avatar of divine magic (or melee).
~Player of Fulmen Soulforge, Hammer of Eonak.
So far, the new spell versions are nice improvements, but I'll be sticking with the primary melee route myself.
I like my 300+ end rolls and flashy numbers.
The damage on 1615 may be balanced well enough, but it's not exciting enough for me to use it for my main route. Things would need to explode a lot more.
For now, spells have received a great improvement and they're stronger than before. They're a great addition to my current arsenal and nicely increased utility.
I'm also really looking forward to the DI, Smite, and Strike skills.
I also hope there's an exciting magic route trade-off option in Ascension to test out. That would be awesome. A real Avatar of divine magic (or melee).
~Player of Fulmen Soulforge, Hammer of Eonak.
Re: Paladin Spell Updates on 01/06/2021 05:51 PM CST
>>If we are meant to lean more into our weapon for that sweet -25 TD...any chance you'd consider allowing us to infuse our choice of charges up to our max?
The all or nothing aspect of this is intended to drain off some of your mana. It's a tradeoff for reducing the field infusion time. I can add more control over the process, but it'd most likely mean adding more time to it.
What issue are you running into that more control of the infused charges would fix?
Viduus
The all or nothing aspect of this is intended to drain off some of your mana. It's a tradeoff for reducing the field infusion time. I can add more control over the process, but it'd most likely mean adding more time to it.
What issue are you running into that more control of the infused charges would fix?
Viduus
Re: Paladin Spell Updates on 01/06/2021 09:48 PM CST
I'm with you, Fulmen. I'll be sticking to mostly melee route, same as before. I really WANT to like 1618 and the new spell formats, but they give precious little reason to be used post-cap and with diminishing bonuses, overpriced lores, lowered DS/AS if you run with Fervor, and now an inherant -25 CS on top of it all you'll be doing yourself a major disservice compared to sword/shield with 1609, or a strong weapon with 1617.
This is exactly what I mentioned about three months ago: I said if you want people to use 1618 as an exclusive aura that takes away 1609 and 1617, it has to at LEAST be as good for what it does. And even 2x spells, 2x lores, and 1x SMC I'm just not seeing the kill rate from 1615 or 1630 that I see with a crack to the noggin. Smite DI might help - I'll come back and retest when it's ready.
I'm hoping this doesn't mean when Ascension skills are put in place that 1618 builds will get all the tasty stuff to bring them up to par and the other two will be given mediocre options. I'd much prefer the three options be on equal footing before the ascension options are designed. I feel this will require a few things though:
1. 1617 using paladins will need some offensive cmans other than bearhug that don't require a shield.
2. 1618 paladins will require some form of resource recovery whether it be in the form of armor specialization, mana flare recourse, or 1607 bump.
3. Evoked 1615/1603/1630 from offensive or forward may want a chance to cut its cast RT.
4. 1618 paladins that do not use a shield will require a cman that passively gives a chance to quick CC room adds if you're in casting RT.
After watching shield strike, swift justice, and shield charge - I have to say that sword n' board is far more dangerous right now than THW, TWC, or Pole paladin UNLESS you have some serious gear.
-D
This is exactly what I mentioned about three months ago: I said if you want people to use 1618 as an exclusive aura that takes away 1609 and 1617, it has to at LEAST be as good for what it does. And even 2x spells, 2x lores, and 1x SMC I'm just not seeing the kill rate from 1615 or 1630 that I see with a crack to the noggin. Smite DI might help - I'll come back and retest when it's ready.
I'm hoping this doesn't mean when Ascension skills are put in place that 1618 builds will get all the tasty stuff to bring them up to par and the other two will be given mediocre options. I'd much prefer the three options be on equal footing before the ascension options are designed. I feel this will require a few things though:
1. 1617 using paladins will need some offensive cmans other than bearhug that don't require a shield.
2. 1618 paladins will require some form of resource recovery whether it be in the form of armor specialization, mana flare recourse, or 1607 bump.
3. Evoked 1615/1603/1630 from offensive or forward may want a chance to cut its cast RT.
4. 1618 paladins that do not use a shield will require a cman that passively gives a chance to quick CC room adds if you're in casting RT.
After watching shield strike, swift justice, and shield charge - I have to say that sword n' board is far more dangerous right now than THW, TWC, or Pole paladin UNLESS you have some serious gear.
-D
Re: Paladin Spell Updates on 01/07/2021 01:12 AM CST
>>This is exactly what I mentioned about three months ago: I said if you want people to use 1618 as an exclusive aura that takes away 1609 and 1617, it has to at LEAST be as good for what it does. And even 2x spells, 2x lores, and 1x SMC I'm just not seeing the kill rate from 1615 or 1630 that I see with a crack to the noggin.
...and yet, people are using it. Not every aura is intended to be maximized by every build.
>>I'm hoping this doesn't mean when Ascension skills are put in place that 1618 builds will get all the tasty stuff to bring them up to par and the other two will be given mediocre options. I'd much prefer the three options be on equal footing before the ascension options are designed.
There aren't "1618 builds." There are physical builds, magic builds, and middle of the road builds. I expect to open up avenues for all of those routes.
I get a lot of post cappers aren't thrilled with the baseline changes. You honestly didn't really need the help so you didn't see much change. You saw improvements, but not in the form of further severely boosting your power ceilings. I also explicitly told you all at the beginning of the process that you were not the targeted benefactors of these changes.
Your power ceiling decreased with the loss of 1612, but you came through mostly unscathed. You could have come through this much worse. Your power ceiling was a concern and could have easily been reigned in. Not the least of which is your ability to survive like a cockroach, while having a higher combat stats than most other classes in game, and out DPSing other classes. There were several cuts that could have been made. You could have lost the guarantee on your beseech ability, you could have had your zealot AS cut in half, you could even have had your physical TP costs adjusted upwards to more closely align with the other semi costs, or something like combat maneuvers reduced to a max of 1x, but you didn't.
You also didn't do yourself, or your fellow paladins, any favors by bragging about doing 2k damage when sorcerers got 711 capped. If you think people look at that and think "wow this class is suffering and needs help," then you're wrong. You actually make any arguments for improving it harder to justify and instantly nullify things already on the table. You can blame gear all you like, but while your gear is helping it's not the entire story and no one is buying that it is.
Viduus
...and yet, people are using it. Not every aura is intended to be maximized by every build.
>>I'm hoping this doesn't mean when Ascension skills are put in place that 1618 builds will get all the tasty stuff to bring them up to par and the other two will be given mediocre options. I'd much prefer the three options be on equal footing before the ascension options are designed.
There aren't "1618 builds." There are physical builds, magic builds, and middle of the road builds. I expect to open up avenues for all of those routes.
I get a lot of post cappers aren't thrilled with the baseline changes. You honestly didn't really need the help so you didn't see much change. You saw improvements, but not in the form of further severely boosting your power ceilings. I also explicitly told you all at the beginning of the process that you were not the targeted benefactors of these changes.
Your power ceiling decreased with the loss of 1612, but you came through mostly unscathed. You could have come through this much worse. Your power ceiling was a concern and could have easily been reigned in. Not the least of which is your ability to survive like a cockroach, while having a higher combat stats than most other classes in game, and out DPSing other classes. There were several cuts that could have been made. You could have lost the guarantee on your beseech ability, you could have had your zealot AS cut in half, you could even have had your physical TP costs adjusted upwards to more closely align with the other semi costs, or something like combat maneuvers reduced to a max of 1x, but you didn't.
You also didn't do yourself, or your fellow paladins, any favors by bragging about doing 2k damage when sorcerers got 711 capped. If you think people look at that and think "wow this class is suffering and needs help," then you're wrong. You actually make any arguments for improving it harder to justify and instantly nullify things already on the table. You can blame gear all you like, but while your gear is helping it's not the entire story and no one is buying that it is.
Viduus
Re: Paladin Spell Updates on 01/07/2021 02:15 AM CST
Re: Paladin Spell Updates on 01/07/2021 02:51 AM CST
" ...and yet, people are using it" doesn't prove anything about the viability of it over other avenues. I wasn't speaking of maximizing a build, and your taking it to extremes to prove a point isn't doing anyone any good. I'm positive you didn't go into the design of the three auras with the concept that "This one should be more beneficial than this one, and this one should be the least beneficial", which means that when it ends up being that way some tweaking is warranted.
"There aren't 1618 builds" is a completely false statement that followed a list of skills that benefit the use of 1618. I appreciate that you're looking into opening up avenues for all of the routes, and like I said earlier in this thread - paladin players should be practicing patience and waiting instead of being up in arms about things. Your work has been appreciated, even by post cappers. I have to ask however, did you make a TWC paladin and see where the changes would leave them? THW paladins? Did you compare the "pure paladin" that you seem to have attempted to create with other existing builds? It's my guess that it's not at all your fault, and that the problem lies in the aim being for 1x lores and a change to the lore chart, but then a jumping-of-ship that left paladins paying far more for their lores and limiting their early mental points if they intended to utilize your magical route.
Yes, a lot of post cappers aren't thrilled with the changes - they can't really be. They benefitted in the form of lowered spell hindrance, but gained little reason to cast any spells outside of pre and post hunt. Their lowered CS has them second guessing what's viable, 1603 has them needing to spend more mana and time on a per mob basis to see any benefit, and 1615 has seen no increase in viability - just the ability to hit weaker if they insist on it forcing the target to kneel. 1630 AoE has been neutered in multiple ways, and they lost the ability to use 1618 alongside their aura choices. Sword and Board paladins saw a big boost and we're happy for that (even those of us who don't use a shield), but you're mistaken if you think our disappointment comes from a "lack of a severe power boost" (paraphrased). Everyone, especially myself, knew that post-cap paladins didn't need a power boost... but neither did we need to take all of this on the chin. Our time to kill remains the lowest in Elanthia (lower than empaths for crying out loud), our available cman list is a complete joke, and the spells that development was hiding behind as a reason for the lack in cmans have now been nerfed to the point of wasted time when compared to a weapon swing. We weren't looking for a boost in power. We were looking for alternatives... and we are being told our alternatives are to switch up our gear that we've spend decades acquiring and pick up a shield if we want to not take a nerf.
I'm not asking for you to overhaul everything you've done thus far - I'm asking for you to not pretend the choice was between this and being nerfed into savant territory. We don't need to be tossing "threats of further nerfing" around. There was (and is) a happy medium here for everyone involved and it may take more time in order to get there. "Mostly unscathed" is a very subjective statement. Saying we could have come through this much worse isn't exactly true either... further nerfs to a class that had the lowest representation would've just rendered them a mistake in creation, and eventually led to the class being 86'd (which was already tossed around as an idea). If paladin power ceiling was a concern, it's only because a true apples to apples comparison was not performed at the given intervals. Paladin survivability is strictly less than warriors (full plate, but nothing for redux, and no EBP cmans), and higher combat stats than described "less physical" classes is expected. The ability to out DPS other classes means nothing what-so-ever in the crit game of GSIV where I can do 300 points unmitigated and still have multiple attacks to go on the target compared to someone who can kill with 30 points to an eyeball. DPS is not the metric, kill speed is, and paladins are at the BOTTOM of the list. Zealot AS being cut in half wouldn't be noticed if it came alongside a non-AS based way to kill viably, like was expected in 1615 or in Smite DI. Losing the ability to guarantee beseech (if it's insisted upon) may have come to pass, but that has nothing to do with a paladin's offensive abilities. You also mention adjusting paladin physical TPs upwards, which would completely fly in the face of retaining a tiered physical to magical ranking for semis that development has touted since this began. Reducing CM to 1x when rangers and bards... you know what? Nevermind. I'm not even going to justify that one with a response.
As far as my post against Reim royalty, this wasn't an attempt to demonstrate what a paladin can do. That attack is able to be done even stronger by a warrior who can 2x in MOC as opposed to our 1x, has just as many "useful" in-combat spells (1), and a complete list of amazing cmans available to them. The post I made was to demonstrate that 711's damage against Reim royalty was NOT a reason for a knee-jerk reaction into a nerfing of 711. And because this is a bit off-topic, it begs the question if your response to the criticism here is of a personal nature.
I get that you don't approve of the way Dhairn hunts. I couldn't care less. You don't have to play him. And as Estild says, you don't balance to any individual player... so why is it such a faux pas to take a look at the loss of 1612? Why can't we address the current costs of lores being raised nullifying the reduction in spell research cost? Why can't we discuss the current damage/crit scaling of 1615, or the complete lack of offensive cmans, or any number of other glaring issues with the paladin changes? We should be promoting diversity in builds before we button it up as "completed" and have to wait another 6 years before someone else complains that it forces them to be sword/board.
"There aren't 1618 builds" is a completely false statement that followed a list of skills that benefit the use of 1618. I appreciate that you're looking into opening up avenues for all of the routes, and like I said earlier in this thread - paladin players should be practicing patience and waiting instead of being up in arms about things. Your work has been appreciated, even by post cappers. I have to ask however, did you make a TWC paladin and see where the changes would leave them? THW paladins? Did you compare the "pure paladin" that you seem to have attempted to create with other existing builds? It's my guess that it's not at all your fault, and that the problem lies in the aim being for 1x lores and a change to the lore chart, but then a jumping-of-ship that left paladins paying far more for their lores and limiting their early mental points if they intended to utilize your magical route.
Yes, a lot of post cappers aren't thrilled with the changes - they can't really be. They benefitted in the form of lowered spell hindrance, but gained little reason to cast any spells outside of pre and post hunt. Their lowered CS has them second guessing what's viable, 1603 has them needing to spend more mana and time on a per mob basis to see any benefit, and 1615 has seen no increase in viability - just the ability to hit weaker if they insist on it forcing the target to kneel. 1630 AoE has been neutered in multiple ways, and they lost the ability to use 1618 alongside their aura choices. Sword and Board paladins saw a big boost and we're happy for that (even those of us who don't use a shield), but you're mistaken if you think our disappointment comes from a "lack of a severe power boost" (paraphrased). Everyone, especially myself, knew that post-cap paladins didn't need a power boost... but neither did we need to take all of this on the chin. Our time to kill remains the lowest in Elanthia (lower than empaths for crying out loud), our available cman list is a complete joke, and the spells that development was hiding behind as a reason for the lack in cmans have now been nerfed to the point of wasted time when compared to a weapon swing. We weren't looking for a boost in power. We were looking for alternatives... and we are being told our alternatives are to switch up our gear that we've spend decades acquiring and pick up a shield if we want to not take a nerf.
I'm not asking for you to overhaul everything you've done thus far - I'm asking for you to not pretend the choice was between this and being nerfed into savant territory. We don't need to be tossing "threats of further nerfing" around. There was (and is) a happy medium here for everyone involved and it may take more time in order to get there. "Mostly unscathed" is a very subjective statement. Saying we could have come through this much worse isn't exactly true either... further nerfs to a class that had the lowest representation would've just rendered them a mistake in creation, and eventually led to the class being 86'd (which was already tossed around as an idea). If paladin power ceiling was a concern, it's only because a true apples to apples comparison was not performed at the given intervals. Paladin survivability is strictly less than warriors (full plate, but nothing for redux, and no EBP cmans), and higher combat stats than described "less physical" classes is expected. The ability to out DPS other classes means nothing what-so-ever in the crit game of GSIV where I can do 300 points unmitigated and still have multiple attacks to go on the target compared to someone who can kill with 30 points to an eyeball. DPS is not the metric, kill speed is, and paladins are at the BOTTOM of the list. Zealot AS being cut in half wouldn't be noticed if it came alongside a non-AS based way to kill viably, like was expected in 1615 or in Smite DI. Losing the ability to guarantee beseech (if it's insisted upon) may have come to pass, but that has nothing to do with a paladin's offensive abilities. You also mention adjusting paladin physical TPs upwards, which would completely fly in the face of retaining a tiered physical to magical ranking for semis that development has touted since this began. Reducing CM to 1x when rangers and bards... you know what? Nevermind. I'm not even going to justify that one with a response.
As far as my post against Reim royalty, this wasn't an attempt to demonstrate what a paladin can do. That attack is able to be done even stronger by a warrior who can 2x in MOC as opposed to our 1x, has just as many "useful" in-combat spells (1), and a complete list of amazing cmans available to them. The post I made was to demonstrate that 711's damage against Reim royalty was NOT a reason for a knee-jerk reaction into a nerfing of 711. And because this is a bit off-topic, it begs the question if your response to the criticism here is of a personal nature.
I get that you don't approve of the way Dhairn hunts. I couldn't care less. You don't have to play him. And as Estild says, you don't balance to any individual player... so why is it such a faux pas to take a look at the loss of 1612? Why can't we address the current costs of lores being raised nullifying the reduction in spell research cost? Why can't we discuss the current damage/crit scaling of 1615, or the complete lack of offensive cmans, or any number of other glaring issues with the paladin changes? We should be promoting diversity in builds before we button it up as "completed" and have to wait another 6 years before someone else complains that it forces them to be sword/board.
Re: Paladin Spell Updates on 01/07/2021 03:20 AM CST
Also, you've stated three times in the last page that paladins have a viable casting route "if they train for it", or "being dedicated". But you also stated that with 1618, full spells lores and SMC, and casting in offensive the spell STILL is only about 75% effective as similar clerical spells. Dedicating fully to the path leaves them still being a completely neutered version of something that's considered "balanced" - equating to a net imbalance. If you plan on bringing them on par with ascension, you're chasing your tail. Clerics with ascension will likewise have their spell viability increased. The initial problem with the paladin was they were 75% warrior, 25% cleric, and therefore a wasted class when compared with other professions. In order to rectify this, you mentioned wanting to blend the two into a magical/physical class that had abiltiies where one complimented the other. At this point in the cook, they can dedicate to be 75% clerics.. or they can dedicate to be 75% warriors. We've successfully went full circle.
Re: Paladin Spell Updates on 01/07/2021 03:34 AM CST
>What issue are you running into that more control of the infused charges would fix? -- Viduus
They aren't issues really. There have just been times (my memory is failing to recall exact situations) where I felt that I'd rather have a few charges of 119/1614/1615 in my weapon then go back to 1603 for a bit but wouldn't necessarily want all 35 charges.