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View Full Version : Paladin : Test Update Notes 28/08/2007


Inoran
08-29-2007, 03:46 AM
Some nice changes it looks to me.For complete update notes :=> <a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=379496" target="_blank">Test Update Notes</a>For us pallies:<span class="postbody">Two handed weapons now do slightly more damage  <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /><span class="postbody"><u><b>Achievements</b></u><b>Paladin </b><ul><li><i>Smite Evil</i> should now work on evil pets.</li><li><i>Group Armament</i> achievement renamed <i>Raid Armament</i>: Affects all non-fighters in the entire raid.</li><li><i>Doom Judgement </i>- Damage bonus increased from 5% to 7% per rank.</li></ul></span><span class="postbody"></span><span class="postbody"><b><u>Spells</u></b></span><span class="postbody">The following Fighter group buffs now affect all raid allies:<ul><li>.......</li><li><b>Paladin</b>: <i>Vigor of Trust</i></li><li><i>.......</i></li></ul></span><span class="postbody"><b>Crusader</b><i></i><ul><li>Doom Judgement - Improved reuse speed from 5 minutes to 2 minutes.</li></ul></span><span class="postbody"><b>Fighters</b><ul><li><i>Intercept</i>: If the ally is lower than 50% health when this ability is cast, the Fighter can absorb two hits instead of one.</li></ul></span>Some really nice changes here !!!<span class="maintitle"></span></span>

Tames
08-29-2007, 07:36 AM
<p>If Group Armament applies to Scouts it may be useful to help them survive occassional agro/ripostes but I cant see this being a major plus for a raiding Guild with 2 tank slots they normally fill with a Guard and Zerk, to change to a Guard and Pally...</p><p>If Group Armament provided a raid wide, <i>all class</i> Trauma buff then that would be something thats useful.</p><p>The other changes are nice but Doom Judgement doesnt debuff anything above soloable stuff anyway.</p><p>Copping 2 intercepts from a Raid Named may well kill you, I would rather cop one hit then heal for the next.</p>

Vulkan_NTooki
08-29-2007, 07:39 AM
They also change doom judgement to become more in line with other spell lines.. So the spell might just get useful again.. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Rast
08-29-2007, 09:30 AM
<p>though I do have one question.  I wonder if raid armament will stack with pledge.</p><p>Say for Tactician's Armor?  My RA runs two pallies most of the time (I know, odd, but it works for us).  Wonder if one of us could pledge the brigand who tanks this and then the other raid armament, if they will get both...</p>

Turb
08-29-2007, 12:39 PM
<cite>Jalathan@Lucan DLere wrote:</cite><blockquote><p>though I do have one question.  I wonder if raid armament will stack with pledge.</p><p>Say for Tactician's Armor?  My RA runs two pallies most of the time (I know, odd, but it works for us).  Wonder if one of us could pledge the brigand who tanks this and then the other raid armament, if they will get both...</p></blockquote><p>The brig really shouldnt need both, the Tactician's Armour hits very lightly.    I don' tthink I've ever had my brig even in the yellow on this fight.</p><p>Don't really want a buff that affects one or two fights, even if it did help!</p><p>Making the +120 Vigor heal bonus raid wide is nice though, also now that the +120 will affect the first heal effect soon...</p>

Rast
08-29-2007, 12:43 PM
just a wonder if anyone had ever tried it.  I don't have the raid armament either (and no intention to take either).

Tharinor Degaulle
08-29-2007, 12:57 PM
I've used it.  It's a nice buff that's not all that useful to be honest.  It's a small enough boost to mitigation that I don't think it's going to save many people from getting killed quick if they do grab aggro when they shouldn't.  I doubt it stacks with Pledge, and even if it did, that's one situation out of hundreds that it would ever be useful.  They should have made it a raid-wide mitigation buff, regardless of class, without a penalty to your own mitigation.  THEN it would have been a real improvement to Pledge, instead of a barely useful alternative.

Wallzak
08-29-2007, 03:56 PM
<cite>Inoran wrote:</cite><blockquote><span class="postbody">Two handed weapons now do slightly more damage  <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /><span class="postbody"><u><b>Achievements</b></u><b>Paladin </b><ul><li><i>Smite Evil</i> should now work on evil pets.</li><li><i>Group Armament</i> achievement renamed <i>Raid Armament</i>: Affects all non-fighters in the entire raid. <b><i>I haven't used this in a very long time, but it used to be cast one or the other.  This adds more usefullness to our raiding ability.  If we are OT then pledge is a bad idea being we lose mit, this gives everyone a boost and doesn't hurt us.</i></b></li><li><i>Doom Judgement </i>- Damage bonus increased from 5% to 7% per rank. <b><i>see comment below</i></b></li></ul></span><span class="postbody"></span><span class="postbody"><b><u>Spells</u></b></span><span class="postbody">The following Fighter group buffs now affect all raid allies:<ul><li>.......</li><li><b>Paladin</b>: <i>Vigor of Trust <b>remind me... what does this do again?</b></i></li><li><i>.......</i></li></ul></span><span class="postbody"><b>Crusader</b><i></i><ul><li>Doom Judgement - Improved reuse speed from 5 minutes to 2 minutes. <b><i>woot!! another functional aoe... i'm so pumped for my warlock.... wait... Paly (seriously though, I love the number of aoe's we have)</i></b></li></ul></span><span class="postbody"><b>Fighters</b><ul><li><i>Intercept</i>: If the ally is lower than 50% health when this ability is cast, the Fighter can absorb two hits instead of one. <b><i>I really hope this isn't putting us back to where we were before they fixed it.  Two shots instead of one... I see many dead Paly's</i></b></li></ul></span>Some really nice changes here !!!<span class="maintitle"></span></span></blockquote>

kowalski
08-30-2007, 12:03 AM
<cite>Wallzak wrote:</cite><blockquote><cite></cite><blockquote><span class="postbody"><span class="postbody"><ul><li><i>Intercept</i>: If the ally is lower than 50% health when this ability is cast, the Fighter can absorb two hits instead of one. <b><i>I really hope this isn't putting us back to where we were before they fixed it.  Two shots instead of one... I see many dead Paly's</i></b></li></ul>Haha they should be hitting us Pallies anyway, so I don't see a problem with this.  I use Intercept on pre-warding classes on the pull...priceless.</span>** Some really nice changes here !!! ** agreed<span class="maintitle"></span></span></blockquote></blockquote>

Rast
08-30-2007, 12:13 AM
I like all of them but the intercept one, I can see that one causing some issues but it will probably be a minor change (assuming you aren't a brawler intercepting), that may cause an extra death or two if someone miscalculates or takes a high more than their healers can handle right before an AoE or something, but I figure with time, we'll adjust to it just the same.

Excalibre33
08-30-2007, 01:42 AM
Intercept change seems nice for standard group tankage but I totally see the issue in the raiding paradigm.