View Full Version : Paladin Changes 3/23/06
Jonaroth
03-23-2006, 09:27 PM
<div></div><div>Paladin changes:<strong>- Reverent Sacrament now summons the correct devout essence item.</strong>- Ancient Pledge will now expire if the ally it was cast on is no longer present. The target must now be another player.<strong>- Demonstration of Faith can now be cast on raid members.</strong></div><p><strong></strong> </p><p><strong>thank god its bout time!!!</strong></p><p>man i'm really hyped about the DoF workin on raids and not groups, all guilds I've ever been in have always had like 3 palys in it, so to chain cast wards on the tank now will really help <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><div></div><p>Message Edited by Jonaroth on <span class="date_text">03-23-2006</span><span class="time_text">11:27 AM</span></p>
Deevaun
03-23-2006, 09:37 PM
<div></div>saweet, now they just got to fix sigil combined with other hate transfers.........
Wulfborne
03-23-2006, 11:49 PM
<blockquote><p><strong>Paladin changes:</strong>- Reverent Sacrament now summons the correct devout essence item.<strong><u>- Ancient Pledge will now expire if the ally it was cast on is no longer present. The target must now be another player.</u></strong>- Demonstration of Faith can now be cast on raid members.</p><p> </p><p>Not hyped about this change, but I wish if they were going to do this, they'd have made the "Grant of Armament" line drop their detrimental effects if the person you cast it on died. It should be the same thing, right?</p><p> </p><p>~Sir Hawke Holyblayde, Paragon of Truth</p></blockquote>
Rhianni
03-24-2006, 12:34 AM
<div></div><blockquote><hr>Wulfborne wrote:<blockquote><p><strong>Paladin changes:</strong>- Reverent Sacrament now summons the correct devout essence item.<strong><u>- Ancient Pledge will now expire if the ally it was cast on is no longer present. The target must now be another player.</u></strong>- Demonstration of Faith can now be cast on raid members.</p><p> </p><p>Not hyped about this change, but I wish if they were going to do this, they'd have made the "Grant of Armament" line drop their detrimental effects if the person you cast it on died. It should be the same thing, right?</p><p> </p><p>~Sir Hawke Holyblayde, Paragon of Truth</p></blockquote><hr></blockquote>totally agree. It should work both ways.I am very happy about DoF being castable on raids. only having 1 out of group heal was getting old.
Jonaroth
03-24-2006, 02:19 AM
yea the avoidence buff change is going to suck soloing, but its ok, i never had a problem soloing other than the fact its slow<div></div>
Torum
03-24-2006, 02:37 AM
<div>Lol, I find being able to cast demonstration of faith on raid members to be a complete slap in the face. Lol why in a million years now would you want a pally main tank for a raid. So now are role in raids has gone from rez monkey to shmuck that wards the guard or zerker or any class of tank like a good little utility. SOE you suck...</div><div> </div><div>Sorry all but time this pally gives up writing in forums, apparently the devs dont listen....</div>
OrcSlayer96
03-24-2006, 03:12 AM
<div>The changes to ancient pledge was bound to happen with all of the people talking about it. They changed the same type of buff for all player types not just paladins so i am not worried on that. If you still want to use it, summon up your zygomand mushroom buddy and cast it on him and if he dies resummon him. About time they fixed reverant sacrament to use right type of essences. The ability to cast ward via raid instead of group is a major increase in the value of a pallie as far as i am concerned. If you have raids that have either a few or alot of crusaders in it, they now have the option help protect people outside their own group if they want. See a warlock lose half his health on a ae, toss a ward on him from group 1 to the dps group of group 4. Mt group healer or troubadour getting hammered while their healers are keeping the mt alive toss a ward on them to help out. This ward change has not diminish us in any shape or form, but given us more complexity to our decisions which is what i love about my class....<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>Now if they could just greatly reduce fizzle rate of ward and heals i would be very happy indeed. Another item on my wish list is that the intercept line where we absorb a hit that another player would normally take should use our mitigation number to factor the amount mitigated and not the target's mitigation. I would love to use this to protect mages sometimes but it is a death sentence on epicX4 mobs and can be on epicX2/X3 ones too. I also wonder if using it on mt and he gets stunned by mobs if the hit is considered no mitigation on stun or not. </div><div> </div><div>Be nice if they also have crafted 2 handed axes and pikes that we can use too, instead of looking for mob drop ones that are farely rare out there. Why tell us we can use spears and axes then make many items say warriors only? Would it kill them also to put our casting time of our sacrament heal back to 2 secs instead of 5 secs, it already has 2 restrictions on it and the 5 secs is extreme.</div>
TheGreatStoney
03-24-2006, 03:16 AM
<div></div><blockquote><hr>OrcSlayer96 wrote:<div>The changes to ancient pledge was bound to happen with all of the people talking about it. They changed the same type of buff for all player types not just paladins so i am not worried on that. If you still want to use it, summon up your zygomand mushroom buddy and cast it on him and if he dies resummon him. About time they fixed reverant sacrament to use right type of essences. The ability to cast ward via raid instead of group is a major increase in the value of a pallie as far as i am concerned. If you have raids that have either a few or alot of crusaders in it, they now have the option help protect people outside their own group if they want. See a warlock lose half his health on a ae, toss a ward on him from group 1 to the dps group of group 4. Mt group healer or troubadour getting hammered while their healers are keeping the mt alive toss a ward on them to help out. This ward change has not diminish us in any shape or form, but given us more complexity to our decisions which is what i love about my class....<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>Now if they could just greatly reduce fizzle rate of ward and heals i would be very happy indeed. Another item on my wish list is that the intercept line where we absorb a hit that another player would normally take should use our mitigation number to factor the amount mitigated and not the target's mitigation. I would love to use this to protect mages sometimes but it is a death sentence on epicX4 mobs and can be on epicX2/X3 ones too. I also wonder if using it on mt and he gets stunned by mobs if the hit is considered no mitigation on stun or not. </div><div> </div><div>Be nice if they also have crafted 2 handed axes and pikes that we can use too, instead of looking for mob drop ones that are farely rare out there. Why tell us we can use spears and axes then make many items say warriors only? Would it kill them also to put our casting time of our sacrament heal back to 2 secs instead of 5 secs, it already has 2 restrictions on it and the 5 secs is extreme.</div><hr></blockquote>You cant cast the ancient pledge line on pets anymore, it has to be a player character. So basically, you cant use the spell anymore while soloing.
OrcSlayer96
03-24-2006, 03:52 AM
<div></div>Ok, that is a bummer but none of the other classes that had similar abilities/spells can either from looking at the update notes. Ah well i gues i will have to retire my trusty SirRobin squire unless i am bored on a camping of a mob, heheh
dozier
03-24-2006, 07:21 PM
<div><span><blockquote><hr>OrcSlayer96 wrote:<div></div>Ok, that is a bummer but none of the other classes that had similar abilities/spells can either from looking at the update notes. Ah well i gues i will have to retire my trusty SirRobin squire unless i am bored on a camping of a mob, heheh<hr></blockquote>Then it was already balanced, as far as I'm concerned. We had no advantage over any other class that had a similar buff. We all got nerfed.</span></div>
Leawyn
03-24-2006, 08:09 PM
MOST ANNOYING CHANGE: Auto attack turning on when casting a spell.This made pulling annoying and overly difficult last night. I would cast, turn off auto attack, run back to group, get hit, proc, and get spun around because auto attack turned on. I only got the mobs positioned right about half the time, because the rest of the time I couldn't keep auto attack off long enough to do it the way I'm used to it.WHY WHY WHY did this change have to happen? If people whined about it, at least make it an OPTION, instead of forcing us all into this change. I can't wait until they allow us to toggle it off.The worst part is when I went to /feedback it last night, that command didn't work. I don't want to /petition or /bug, cuz its neither of those, but if I want my voice to be heard.... So lame.<div></div>
Guiddian
03-24-2006, 08:19 PM
<div>best thing to do for now is to turn auto face off. then you will be able to move in a manner you are accustomed. however in large groups of mobs it is difficult to face which one your fighting so you may not get any normal melee damage till you do some spinning and connect. it would be nice if they gave us a button to toggle auto face or just put the auto attack back the way it was</div>
Leawyn
03-24-2006, 08:24 PM
<span><blockquote><hr>Guiddian wrote:<div>best thing to do for now is to turn auto face off. then you will be able to move in a manner you are accustomed. however in large groups of mobs it is difficult to face which one your fighting so you may not get any normal melee damage till you do some spinning and connect. it would be nice if they gave us a button to toggle auto face or just put the auto attack back the way it was</div><hr></blockquote>But i LIKE auto-face. How I normally pulled was:1. Cast a long range spell to pull (decree or a single target nuke depending if its one or more mobs).2. Run back to group.3. Slap both taunts down while running back through the mob(s) to spin the back to the group.4. Hit sheild bash to start auto-attack and spin myself towards the mobs.I've been pulling like that for 63 levels now, and because some lazy [expletive haxx0red by Raijinn]es can't handle the fact they don't turn on auto-attack while casting a spell (GOD FORBID you gotta hit an extra button or make a macro that does it!) and whined loud enough, I have to change my tactics. I had to keep apologising to the group yesterday because I looked like I was in the special olympics not being able to run in a straight line.</span><div></div>
Guiddian
03-24-2006, 08:29 PM
<div></div>i hear ya there, couple of guildies last night wanted to give me a breathalyzer test. i swore to them i hadnt been drinking even tho i was, but thats not the reason i couldnt get back to the group without doing some odd misguidded balet dance on the way back. so i turned auto face off and did my best to find my target manually while i couldnt even see my charecter thru 4 or 5 mobs. theres no way i'm pulling less xp is slow enuf as it is
Graven55
03-24-2006, 08:54 PM
<div></div><p>Work on your long distance backwards running skills and body pulls. Pretty much stuck with one of those choices. Also, as far as I can tell we can still taunt without being pulled into combat so that's something.</p><p>It's a bit annoying on the pulls where you gotta run backwards up something you can fall off of (think parts of HoF) while pulling a mob you just nuked, but for the most part, just line yourself up with a direct backwards run to where you want to plant yourself, nuke and run backwards...not too bad. Also, yes it's annoying that because many classes don't want to push one button to autoattack after casting we have a change, BUT, all you have to do is push one button (toggle autoattack off) to fix that as well.</p>
Unholy_Ang
03-25-2006, 01:29 AM
<div><blockquote><hr>Graven55 wrote:<div></div><p>Work on your long distance backwards running skills and body pulls. Pretty much stuck with one of those choices. Also, as far as I can tell we can still taunt without being pulled into combat so that's something.</p><p>It's a bit annoying on the pulls where you gotta run backwards up something you can fall off of (think parts of HoF) while pulling a mob you just nuked, but for the most part, just line yourself up with a direct backwards run to where you want to plant yourself, nuke and run backwards...not too bad. Also, yes it's annoying that because many classes don't want to push one button to autoattack after casting we have a change, BUT, all you have to do is push one button (toggle autoattack off) to fix that as well.</p><hr></blockquote></div><div> </div><div>Well, the devs did also make it so that you're camera view greatly increased while in third person so that you can see what is behind you when you are running backwards to your group after a pull. At least it's something. : /</div>
Wulfborne
04-02-2006, 08:56 PM
<div></div>From the test server updates for LU22..<span><blockquote><hr><b>Crusader:</b>- Offering of Armament will now automatically cancel if the recipient dies.<hr></blockquote>Yeehaw. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />~Sir Hawke Holyblayde, Paragon of Truth</span><div></div><p>Message Edited by Wulfborne on <span class="date_text">04-02-2006</span><span class="time_text">09:56 AM</span></p>
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