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Unread 08-05-2005, 09:50 PM   #31
Yrield

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Here some descriptions of some CAs seen by a lvl8 chars Lay on Hand: description: same as live Casting time: 0.0s Recovery time: 0.5s Recast time: 900sec (15min !) Zealous Preaching Description: none casting time: 1s Recast: 30s Unwavering Faith: (guardian get the exact same skill but with a different name) Desc: Grants the paladin a chance to shield an ally from melee attacks, by allowing the target a chance to use the paladin's avoidance check after their own avoidance check.This also increase the paladin's blocking skill Casting time: 0.0 Recast: 2.0 sec Pious Aid: Desc: same as live Casting time: 2sec Rescast: 4 sec ! Crusade: Desc: Increase the wisdom of the crusader's group Concentration: 1 Casting time: 3sec Recast: 4 sec Sworn Strike: Desc: none Casting time: 0.0s Recast: 60s (!!) Unyeilding Wrath: Desc: Increase the paladin's offensive melee skill and intelligence, at the cost of decreased defensive skill. This is the paladin's primary offensive stance Concentration: 3 Casting time: 1s Recast: 30s Prayer of Conviction: Desc: Heals the paladin's group Casting time: 3s Recast: 9s Benediction: Desc: Greatly increase defense, blocking,trauma,magic and divine damage mitigation at the cost of offensive melee skill. This is the paladin's primary defensive stance Concentration: 3 Casting time: 0.5s Recast: 30s Call to Glory: Desc: Blesses the weapons of the paladin's group, granting them a chance to deal divine damage with each hit. Undead targets take twice as much damage Concentration: 1 Casting time: 0.5s Recast: 60s (30sec buff i think) Redemption: Desc: same Concentration: 1 Casting time: 0s Recast 0s Note: the spell show no effects at all when examined Keep in mind:  all scouts/all mages are revamped Figther, Warrior, Brawler, Crusader are revamped Zerker, Bruiser, Monk, Guardian, Paladin, SK are work in progress
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Unread 08-05-2005, 09:51 PM   #32
MeridianR

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WAPCE wrote:

MeridianR wrote:Just noticed this, holy crap, I am really liking this. Benediction, Adept I Decreases Slashing, Piercing and Crushing of caster by 7.4" Increases Defense and Kite Shield of caster by 8.9 Increases Mitigation of caster vs crushing and piercing dmg by 528Increases Mitigation of caster vs Slashing dmg by 528Increases Mitigation of caster vs heat and divine by 1056

Brouhaahaa, I know who's tanking MGx2. Well, assuming that heat resist will actually stack.
NVM, Guardians get the same thing....
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Unread 08-05-2005, 10:05 PM   #33
GilfalasElaandrin

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I can't answer that, I didn't compile this list.

 

Any chance of providing a link to the original source material? Maybe it goes into more detail or we can ask the original poster.

Message Edited by GilfalasElaandrin on 08-05-2005 01:06 PM

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Unread 08-05-2005, 10:31 PM   #34
Nurta

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GilfalasElaandrin wrote:


I can't answer that, I didn't compile this list.

 

Any chance of providing a link to the original source material? Maybe it goes into more detail or we can ask the original poster.

Message Edited by GilfalasElaandrin on 08-05-2005 01:06 PM


Nope even if I did you couldn't access it.  Perhaps the person who compiled it can.
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Unread 08-05-2005, 11:19 PM   #35
Vulkan_NTooki

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Hahaha.. they nerfed Sworn strike to 1/3 the dmg, and doubled the recast? lol..
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Unread 08-06-2005, 12:48 AM   #36
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These changes are flat out unacceptable.  If they go live as described, me = canceled account. They've whacked our [Removed for Content] with the nerf bat on just about everything, and really haven't given us anything else to compensate.  I thought we were supposed to tank better--but I don't see how in the blue hell I'm gonna hold aggro with slightly buffed taunts and all my damage dealing taken away.  Sure, mitgation of damage is nice...but if I can't hold aggro because my strongest attacks tickle the mob, my mitigation doesn't matter--the mob will be somewhere behind me, sodomizing the warlock with the healer.  It ain't gonna be pretty.
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Unread 08-06-2005, 01:03 AM   #37
Nihilanth

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personally i really dont mind the changes, i actually like them. i dont give a [expletive ninja'd by Faarbot] about the DPS changes, in fact i was EXPECTING a pretty big DPS nerf. in my mind paladins are Tanks/Healers and Zerkers are Tanks/DPS so if i wanted more DPS i should have gone zerker. I love what they did with out taunts and some of our self buffs, i see much more tanking potential for us in the update. at first the heals concerned me, but then i realized that A) everyone's heals are doing less B) mobs supposedly hit for less C) we have a GROUP heal now yay! personally, i like the changes in general. some minor things i think need some tweeking, but not really anything major. the only thing that truly worries me is that pious belief and crusade no longer affect STR and STA, only WIS. i dont like that... Nihilanth - 50 Paladin on Blackburrow

Message Edited by Nihilanth on 08-05-2005 04:04 PM

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Unread 08-06-2005, 01:13 AM   #38
Korpo

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As a wise poster once said, looking at these changes from a simple numbers standpoint doesn't work. Yes we put out (much) less damage, yes we put out (quite a bit) more hate, but does anyone know how damage and hate relate to each other under the new combat system? Probably nobody without a red name. Maybe damage dealt generates less hate, debuffs generate more, whatever. Without knowing all the facts, looking at certain aspects and coming to conclusions based on those is silly. From what many posters have said, soloing white solo monsters is plenty do-able (but difficult), yellows are really tough, and you're more likely to survive a jump off N'Marr's than kill an orange. Heroics may as well be impossible without a group. What do I gather from this? Things are working right. Mitigation and damage and all that are working as intended. Sure, there is quite a bit of tweaking to do, but the general feel is that things are more difficult and by no means impossible. I also assume that as players learn to play their class under the new system, those yellows and oranges will become easier, and people may even find ways to solo heroics. Were you out soloing oranges and heroics the day the game launched? No, because you were lucky enough to figure out how to attack, let alone how to kill things effectively. People running around test with their level 50s are in an even worse situation, as they have 50x more spells to worry about, as well as an old combat system to unlearn.

Oakbrow wrote:...the mob will be somewhere behind me, sodomizing the warlock with the healer.  It ain't gonna be pretty.
As a warlock (in addition to my pally), I agree that this wouldn't be pretty at all.
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Unread 08-06-2005, 01:19 AM   #39
Nihilanth

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korpo53 wrote:As a wise poster once said, looking at these changes from a simple numbers standpoint doesn't work. Yes we put out (much) less damage, yes we put out (quite a bit) more hate, but does anyone know how damage and hate relate to each other under the new combat system? Probably nobody without a red name. Maybe damage dealt generates less hate, debuffs generate more, whatever. Without knowing all the facts, looking at certain aspects and coming to conclusions based on those is silly. From what many posters have said, soloing white solo monsters is plenty do-able (but difficult), yellows are really tough, and you're more likely to survive a jump off N'Marr's than kill an orange. Heroics may as well be impossible without a group. What do I gather from this? Things are working right. Mitigation and damage and all that are working as intended. Sure, there is quite a bit of tweaking to do, but the general feel is that things are more difficult and by no means impossible. I also assume that as players learn to play their class under the new system, those yellows and oranges will become easier, and people may even find ways to solo heroics. Were you out soloing oranges and heroics the day the game launched? No, because you were lucky enough to figure out how to attack, let alone how to kill things effectively. People running around test with their level 50s are in an even worse situation, as they have 50x more spells to worry about, as well as an old combat system to unlearn.

BINGO! couldnt have been said better
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Unread 08-06-2005, 01:21 AM   #40
jshari

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awsome info thakns
 
 
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Unread 08-06-2005, 02:48 AM   #41
Oakbr

 
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As a warlock (in addition to my pally), I agree that this wouldn't be pretty at all.

My highest alt is my 38 Warlock SMILEY

 


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Unread 08-07-2005, 08:48 PM   #42
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Nihilanth wrote:
personally i really dont mind the changes, i actually like them. i dont give a [expletive ninja'd by Faarbot] about the DPS changes, in fact i was EXPECTING a pretty big DPS nerf. in my mind paladins are Tanks/Healers and Zerkers are Tanks/DPS so if i wanted more DPS i should have gone zerker. I love what they did with out taunts and some of our self buffs, i see much more tanking potential for us in the update. at first the heals concerned me, but then i realized that A) everyone's heals are doing less B) mobs supposedly hit for less C) we have a GROUP heal now yay! personally, i like the changes in general. some minor things i think need some tweeking, but not really anything major. the only thing that truly worries me is that pious belief and crusade no longer affect STR and STA, only WIS. i dont like that... Nihilanth - 50 Paladin on Blackburrow

Message Edited by Nihilanth on 08-05-2005 04:04 PM


Word =)
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