PDA

View Full Version : NDA has been lifted! Paladin info?


RAYVEN2
02-16-2011, 02:26 AM
<p>NDA has been lifted!  Post the paladin info!</p>

Cyrdemac
02-16-2011, 05:57 AM
<p>Not much to cheer about. Increased heals (due to high potency on new gear) with fast cast and really long recast. Resists on HP selfbuff, flat avoidance on def stance an higher hp / mana pool.</p><p>Survival is less due to high strike through rates of mobs (wich renders Stonewall to a russian roulette game).</p><p>So nothing new, except promised changes and nerfs (miti nerf came in the last days and those new values ar not very encouraging).</p><p>Result: Prepare to die more often.</p>

Boli32
02-16-2011, 06:04 AM
<p><a rel="nofollow" href="http://www.eq2flames.com/paladins/75891-velious-information.html#post1636312" target="_blank">http://www.eq2flames.com/paladins/7...tml#post1636312</a></p><p><span style="font-size: medium;">Artribute Changes</span> <span style="color: orange;">Strength </span> * Carrying Capacity * Autoattack damage * CA / Spell damage * 10 Power per strength point The damage and autoattack increase is on deminishing returns untill 1200 where it is linear thereafter. <span style="color: orange;">Stamina</span> - 10 health per Stamina Point, This is uncapped so 2,000 Stamina will give 20,000 health. <span style="color: orange;">Intelligence</span> - nothing <span style="color: orange;">Wisdom</span> - This no longer grants spell resistances <span style="color: orange;">Agility</span> - This no longer grants Critical Mitigation or contested avoidance. <span style="font-size: medium;">The following buffs / enhancements have been changed. </span> <span style="color: orange;">Crusade</span> Now gives a small amount of Spell resistances in addition to the Wisdom. Enhance: Crusader on Paladin tree only increases the Wisdom value and not these resistances. This was /bugged in beta but has not been adjusted. <span style="color: orange;">Knight's Stance (Paladin Defensive Stance)</span> No longer grants Agility; instead you are given 5.0% base avoidance increase. I am unsure if it is contested or uncontested at this time; most likely contested. The 218 Stamina will now give 2180 health when in defensive stance instead of being completly useless. <span style="color: orange;">Blessing of the Paladin</span> This abilty now also grants Spell resistance to a total of ~ 2,100 to all resistances. This is due to Wisdom no longer effecting resists. <span style="color: orange;">Legionaries Conviction</span> This can no longer be modified by potency or crit chance, and has its recast fixed at 3min (180s) reguardless of recast Abilities. <span style="color: orange;">Legionaries Focus (16% heal potency)</span> This only effects direct heals, our ward is not effected. Unsure if this was always the case but if not putting it down now. <span style="font-size: medium;"> Paladin heals</span> Our heals have been altered significantly; these are the base level without any AA or potency. <strong>Live</strong></p><blockquote>Holy Aid.......................1738~2102...Recast: 6s...Casting: 1.5s Prayer of Healing...........1571~1913...Recast: 9s.....Casting: 1.5s Devout Sacrament.........3478~4229...Recast: 90s...Casting: 3.0s Demostration of Faith.....2081............Recast: 60s...Casting: 2.0s</blockquote><p><strong>Velious</strong></p><blockquote>Holy Aid.......................3304~4039...Recast: 45s...Casting: 1.5s Prayer of Healing...........1345~1644...Recast: 9s.....Casting: 0.5s Devout Sacrament.........6801~8312...Recast: 90s...Casting: 3.0s Demostration of Faith.....2599............Recast: 60s...Casting: 1.5s</blockquote><p>- Demonstration of Faith can now be cast whilst moving - Holy Aid can be cast whilst moving and cannot be interrupted - Devout Sacrment can be cast whilst moving and cannot be interrupted. - Arch Healing now has a 0.5 second casting time and a 12 second reuse time. The power cost has been halved; the healing amounts have not been altered. - Enhance: Prayer of Healing now improves reuse speed by 0.5 seconds per point, along with the power cost reduction. - Enhance: Demonstration of Faith now improves reuse time by 3 seconds per point. <span style="color: orange;">Divine Favor</span> - You can no longer use Timewarp to give yourself 3 triggers of the effect. <span style="font-size: medium;">Mechanic Changes</span> <span style="color: orange;">Critical Hits from all mobs</span> Every mob in the new expansion will have critical attacks, which means Critical Mitigation to reduce the effectivness of these attacks is a must even for soloing in Velious. <span style="color: orange;">Critical Avoidance</span> Every mob in the new expansion has "Critical Avoidance" a statistic which reduces the chance of a Critical attack on them by a certain margin; this critical avoidance increases depending on the difficulty of the mob. This has the effect of raising the cap to critically attack every mob in the expansion to approximatly 300% <span style="color: orange;">Strikethrough / Block</span> Most of the raid mobs and a few of the herioc mobs in this expansion have strikethrough buffs, which will reduce the following: * Uncontested Block Chance * Uncontested Riposte/Parry Items or Food/Drink. * Stonewall (as it is Uncontested Block) There is at least one mob in the expansion with 100% strikethrough and many other mobs have significant strikethrough percentages as well. <span style="color: orange;">Frontal Block</span> Most mobs in the new expansion have significant frontal block zones which will need to be combated with Strikethrough. This has the effect of reducing your hit rate significantly untill you are geared to deal with it. <span style="font-size: medium;">Stat Changes </span> <span style="color: orange;"> Ability Modifier</span> This is no longer being added to Velious Gear as it "effected some classes more than others" instead a move to potency and Primary stat. <span style="color: orange;">Double Attack (Multi Attack)</span> As mentioned previously Multi attAck has no cap instead if you were to have 150% Multi Atatck you will hit twice per weapon and have a 50% chance of hitting a third time. In full beta buffed raid amrour I had 189% Multi Attack. <span style="font-size: medium;">Gear Changes</span> <span style="color: orange;">Resists</span> There is to be no resists on armour; instead all resists are to be on jewelry <span style="color: orange;">Health / Power</span> Items no longer gives +Health and +power instead you are given +Primary Attribute and +Stamina which grant health and power instead. This change is retroactive across all tiers.</p><p><span style="color: orange;">Mitigation </span> The +Mitigation% stat is now increases mitigation "correctly" giving 1% increase per point instead of 2.5-3% increase in mitigation per point.</p><p> <span style="color: orange;">Critical Chance on gear</span> Critical chance is only given in a few slots with the new gear however the crit chance given is vastly higher (~ 30% per item): Charm, Waist, Symbol/Ranged, Weapon, Shield. This means the first priority is to replace these items as soon as possible if you wish to critically attack. <span style="color: orange;"> Paladin Class Armour Focus </span> Class armour has been changed somewhat, focus spells have been added to each piece... in effect gaining 7 free red adorns; you can still adorn each piece with a red adorn also.</p><blockquote>Focus: Amends III * Improves the hate transfer of Amends III by 5%. Focus: Ancient Wrath VII * Reduces the reuse time of Ancient Wrath VII by 8 seconds. Focus: Divine Favor * Increases healing of Divine Favor, lowers the duration and decreases the reuse time by 30 seconds. Focus: Divine Inspiration VII * Improves the trigger chance of Divine Inspiration by 6%. Focus: Judgement VIII * Improves the base damage of Judgement VIII by 20%. Focus: Lay on Hands VI * Reduces the reuse time of Lay on Hands by 30 seconds. Focus: Prayer of Healing VII * Improves the base heal amount of Prayer of Healing VII by 20%. </blockquote><p><span style="font-size: medium;"> New Adornment Slots</span> Armour and jewelry dropped in Velious zones have additional adorment slots * Red Adornment slots have been added to Cloak/Waist Items * Yellow Adornment Slots have been added to armour * Charms now have white adornment slots on them. <span style="font-size: medium;">New AAs</span> The herioc tree is shared across both crusaders and you can put a maximum of 50 points in; the final abilty costs 2 points and you need 48 points in herioc to activate them. As such you an only choose one endline. <strong>ROW 1</strong> Requires 200 points spent globally - 10 ranks, Increases all stats except for Stamina by 16.8 per rank. - 10 ranks, Increases ability modifer of caster by 33.6 per rank. - 10 ranks, Increases Max Health and Max Power of caster by 0.5% per rank. <strong>ROW 2</strong> Requires 225 points spent globally and 10 points spent in Heroic - 10 ranks, Increases the potency of all abilities by 1% per rank. - 10 ranks, Increases the Crit Bonus of caster by 1% per rank. - 10 Ranks, Increases the Ability Reuse Speed of caster by 1% per rank. <strong>ROW 3</strong> Requires 250 points spent globally and 20 points spent in Heroic - 10 ranks, 2% recast reduction on Furor / Stonewall per rank - 10 ranks, Increases the duration of Crusader's Faith by 0.8 seconds, adds 1% Accuracy 1% strikethrough 1% resistability to anyone hitting the mob. This is per rank. - 10 ranks, Increases the healing recieved by crusader by 0.5% per rank. This ability does not effect Wards - 10 ranks, Reduces the Reuse of Aura of the Crusader by 0.5 seconds per rank. <strong> ROW 4</strong> Requires 200 points spent globally, 48 in Herioc <span style="color: orange;">Soul Claim</span> - 1 rank 2 points, On a death blow increase power of Crusader by 6% and increase Crit bonus by 1%. This effect lasts for 45s and can stack with itself. <span style="color: orange;">Manawall</span> - 1 rank 2 points Manawall blocks all incoming damage to the crusader for a short duration at the cost of the crusader's power. This effect terminates if the crusader's power would be depleted. This effect can be toggled off early. Casting: 0.5 seconds Recast: 3 minutes Duration: 12.0 seconds This effect drains 10% of the damage it absorbs as power each time it triggers. <span style="color: orange;">Zealous Smite</span> - 1 rank 2 points Zealous Smite inflicts crushing damage upon the target encounter and cures the crusader's allies. This spell cannot be resisted. This spell can be cast while under control effects. Casting: 2.0 seconds Recast: 1 minute Radius: 25.0 meters Range: Up to 25.0 Meters Inflicts crushing damage on target encounter Dispells 99 levels of any hostile effects on group members (AE)</p>

Nephiere
02-16-2011, 11:23 AM
<p>promised changes?</p>

Boli32
02-16-2011, 11:43 AM
<p>Those are a list of most of the changes from beta as of the close of the open testing on 15/02/10. I missed out that autoattack range has now increased to 5m for all classes but other than that it is pretty complete. I'm not going to get involved in class balance in this thread, I was just trying to give an unbiased view of the changes you'll expect to see in the new expansion.</p><p>As for promised changes?... as far as I can tell we haven't been promised anything; so no promises were broken.</p>

Cyrdemac
02-16-2011, 12:58 PM
<p>They actually promised to look into our heals and changed them right as they said.</p><p>Oh..and they also promised the mitigation nerf..or..fix..whatever..</p>

Ironcleaver
02-16-2011, 02:58 PM
<p><cite>Cyrdemac wrote:</cite></p><blockquote><p>They actually promised to look into our heals and changed them right as they said.</p><p>Oh..and they also promised the mitigation nerf..or..fix..whatever..</p></blockquote><p>They changed the heals - in the post above look for the chart of Live and Velious. You'll see that most of the recasts shot up and some of the healing went up a pinch, and in one case went down.</p><p>I'm not sure anymore what are heals intnented use are. Solo, heroic, epic gameplay? They have some use in solo play, but with stonwill procing again, not really needed (and this is mass pulling solo content) - in heroic and epic play, you'll cast a heal and your health will barely move.</p><p>The mitigation nerf / "fix" did go in. Full defensive in SF T3, you'll be at about 65% mit.</p>

OrcSlayer96
02-16-2011, 05:02 PM
<p>All but the group heal can be cast while moving and cannot be interupted, which is a large part of the promise to make our heals useful.  Once you put on some velious gear and experience the new potency numbers and ability mod sets, the heals scale much better.  TBH, i would rather have this design any day of the week to the SF and before design that had only one heal castable on the run(Lay on Hands).  On a few raids in testing i was seeing 87 K health pool and roughly 50 K power pool, really liking divine aura again for the 50% stoneskin along with the manawall all damage stoneskin in the new herioc line(enchanter is not optional on this ability heheh).  Some of the new faction adornments work really well with us on tanking/dpsing.  There is alot of promising things for us in this expansion once all the itemization issues are fixed(just like any other expac)...<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

KnightMarshal
02-16-2011, 05:17 PM
<p>What does wisdom do now for a paladin and do we really need a buff with it?</p>

OrcSlayer96
02-16-2011, 05:49 PM
<p><cite>KnightMarshal wrote:</cite></p><blockquote><p>What does wisdom do now for a paladin and do we really need a buff with it?</p></blockquote><p>Wisdom has no effect for us anymore, they addeed spell resists in addition to the wisdom buff so we have ause for it, imo it is more useful now in the beta form than before as the self buff gives 2k plus spell resists and the raidwide gives out both wisdom and spell resists.  On beta i had 18 agi, 44 int and 220 wisdom, while STR and STA were roughly 3 k apiece in defense stance/offense stance.  Only STAMINA and STRENGTH are needed for a pally now my friends.</p>

Controlor
02-16-2011, 07:41 PM
<p>What have they done with lay hands?Did they make it a % based or just left it alone? Because if they left it alone then Divine Sacrament heals for half of what Lay Hands heals for and has a 1 min 30 sec reuse stead of the 5 min reuse.... so yah .....</p>

OrcSlayer96
02-16-2011, 08:46 PM
<p><cite>Controlor wrote:</cite></p><blockquote><p>What have they done with lay hands?Did they make it a % based or just left it alone? Because if they left it alone then Divine Sacrament heals for half of what Lay Hands heals for and has a 1 min 30 sec reuse stead of the 5 min reuse.... so yah .....</p></blockquote><p>They left it alone to a  degree, i noticed when in beta with 140% potency that each heal was a step from the other, in tier 1 hard mode gear lay on hands i think was 27 k to 39 k, devout sacrament was 17k-28k and holy aid was 12k to 19k, ward was like 9k or so.  When i get home tonight i will try to pull up ACT logs and see what the actual heals were.</p>

Controlor
02-16-2011, 08:59 PM
<p><cite>OrcSlayer96 wrote:</cite></p><blockquote><p><cite>Controlor wrote:</cite></p><blockquote><p>What have they done with lay hands?Did they make it a % based or just left it alone? Because if they left it alone then Divine Sacrament heals for half of what Lay Hands heals for and has a 1 min 30 sec reuse stead of the 5 min reuse.... so yah .....</p></blockquote><p>They left it alone to a  degree, i noticed when in beta with 140% potency that each heal was a step from the other, in tier 1 hard mode gear lay on hands i think was 27 k to 39 k, devout sacrament was 17k-28k and holy aid was 12k to 19k, ward was like 9k or so.  When i get home tonight i will try to pull up ACT logs and see what the actual heals were.</p></blockquote><p>that sucks then, considering again if lay hands doing 27 - 40k hp and devout doing 15 - 28k hp then again devout is 1/2 heal as lay hands. MUCH faster reuse, less power. Really makes lay hands pretty useless to cast. even as an ooh crud spell i would hit other stuff first.</p>

OrcSlayer96
02-18-2011, 07:54 PM
<p><cite>Controlor wrote:</cite></p><blockquote><p><cite>OrcSlayer96 wrote:</cite></p><blockquote><p><cite>Controlor wrote:</cite></p><blockquote><p>What have they done with lay hands?Did they make it a % based or just left it alone? Because if they left it alone then Divine Sacrament heals for half of what Lay Hands heals for and has a 1 min 30 sec reuse stead of the 5 min reuse.... so yah .....</p></blockquote><p>They left it alone to a  degree, i noticed when in beta with 140% potency that each heal was a step from the other, in tier 1 hard mode gear lay on hands i think was 27 k to 39 k, devout sacrament was 17k-28k and holy aid was 12k to 19k, ward was like 9k or so.  When i get home tonight i will try to pull up ACT logs and see what the actual heals were.</p></blockquote><p>that sucks then, considering again if lay hands doing 27 - 40k hp and devout doing 15 - 28k hp then again devout is 1/2 heal as lay hands. MUCH faster reuse, less power. Really makes lay hands pretty useless to cast. even as an ooh crud spell i would hit other stuff first.</p></blockquote><p>On my study of the heals, i did not place any AA to enhance them other than 15 secs off the wrd recast and the 20% boost to the ward.  The AA that increases lay on hands by 15% and shaves off the recast by 1 minute on it i left alone, the same with not picking the boost to the group heal or the single heal AA's, nor did i pick the crusader endline legionare focus for the 16% boost to heals.  I suppose with those options the heals would be stronger, but ti did not justify in my mind the loss of more all around useful AA options.  The way i look at it, we could be much worse, we could rely on lifetaps for our healing...<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Sorry Sk's i had to toss that out there.</p>

Jeal
02-19-2011, 12:09 PM
<p>yeah the heals are pretty well balanced.. they become especially powerful as you rack up more and more potency.. and with the increased amount/NON-INTERRUPTABLE single target heal and sacrament makes them a huge upgrade for raid content especially.</p><p>all in all we are looking pretty good this xpac... the main problem is with all the tanks is our gear just isn't up to par with the rest of the classes.. at least not at last glance at beta.</p>

Controlor
02-19-2011, 03:31 PM
<p><cite>Jeal@Unrest wrote:</cite></p><blockquote><p>yeah the heals are pretty well balanced.. they become especially powerful as you rack up more and more potency.. and with the increased amount/NON-INTERRUPTABLE single target heal and sacrament makes them a huge upgrade for raid content especially.</p><p>all in all we are looking pretty good this xpac... <strong>the main problem is with all the tanks is our gear just isn't up to par with the rest of the classes.. at least not at last glance at beta.</strong></p></blockquote><p>What do you mean by the bolded part? By up to par you mean stat wise, or ability to dps, or ability to tank, to hold agro?</p>

Jeal
02-19-2011, 04:17 PM
<p>too many "gear points"  (points determined a peice of gear can have before it has too much, ie 1 point of bonus is worth blah blah blah on their scale) are being spent by our tank stats (block chance mit increase riposte chance). which are nice, but not nearly as valuable as the offensive stats that scouts are getting.. causing us to fall WAY behind dps classes in some key dpsing stats.. this is fine if we are still able to do a good portion of their dps to hold agg off of.. .but 1/3rd a dps class's output is pretty ridiculous for the current system's mechanics which rely on huge mod increases and a tanks ability to dps in order to hold agg.</p><p>i feel they should re-evaluate the value of some of the defensive stats and preferably add portions of offensive stuff in.</p>

Boli32
02-19-2011, 08:30 PM
<p>/agree</p><p>1.5% block chance and 1.5% mitigation increase, is NOT equal to 3% crit bonus</p><p>Block chance is eaul to about 0.2% (if that) increase f our unconesatedt avoid.. a statistic which has been reduced in effectivness by strikethrough mobs</p><p>Mitigation, only effects melee damage, and is subject to deminishing returns. Not only that but it has been reduced theer fold so the actual mitigation gain is actually LESS damage reduced from the block chance gain</p><p>Defensive stats need to be reduced in value in "points score"... no other class has to deal with "if thery are dogin their primary job (tanking) they are less effective... NO OTEHR CLASS has been screwed over this way. This was brought up in beta and it is brought up now.</p>

Ironcleaver
02-20-2011, 02:57 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=495308" target="_blank"><span style="color: #ff0000;"><cite>Rothgar wrote:</cite></span></a></p><blockquote><p>Near the end of beta we also increased the hate gain cap from 50% to 100%.  Hopefully this will help tanks to generate more hate without necessarily needing to compete with scouts and mages in DPS.</p></blockquote><p>That's some good news, no reasion for it to be 50%.</p>

Controlor
02-20-2011, 03:17 PM
<p><cite>Ironcleaver wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=495308" target="_blank"><span style="color: #ff0000;"><cite>Rothgar wrote:</cite></span></a></p><blockquote><p>Near the end of beta we also increased the hate gain cap from 50% to 100%.  Hopefully this will help tanks to generate more hate without necessarily needing to compete with scouts and mages in DPS.</p></blockquote><p>That's some good news, no reasion for it to be 50%.</p></blockquote><p>Was that just the hate gain cap, or hate gain AND hate transfer?</p>

Jeal
02-21-2011, 12:09 PM
just mod... and its an overdue change.... not the change i'd prefer...:/