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Unread 11-04-2006, 08:50 AM   #1
Nevar

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Ok this is probably the worst AA listing you will ever see in your life but anyways enjoy!
 
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Unread 11-04-2006, 09:12 AM   #2
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the only one that looks decent for me on pvp is smite evil...the rest can go to hell
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Unread 11-04-2006, 11:35 AM   #3
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i was told that alot of Figher's AAs got changed recently, but these seems to be all the same as what they where before. did they not change pallys or just didnt change any fighters yet?
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Unread 11-04-2006, 12:05 PM   #4
Nevar

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I believe it was Illucide who said recently that the Fighter AAs would be adjusted soon. I took these screens tonight so nothing has changed for us atleast. But talking with few warriors and brawlers thier AAs are the same sicne the last time they were changed a little while back.
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Unread 11-04-2006, 06:31 PM   #5
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...and now everyone sees' the crap a lot of us were talking about
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Unread 11-04-2006, 07:46 PM   #6
RaistNA

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i tried to screenshot our AA's but every time i did, a small section on my harddrive became corrupt :smileysad:
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Unread 11-04-2006, 09:34 PM   #7
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i like some of them msite evil hey doing 1k damage to every evil class in the aoe is great IMO
 
reduced use timer for LOH i think i was told 11 minutes. not bad
 
faster casting on wards. hey 19 seconds is better then 24
 
being able to use refusal 45 seconds instead of one minute
 
 
there are a few i dont like but hey something is better then nothing.
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Unread 11-04-2006, 11:33 PM   #8
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For what it's worth, those of us on beta practically screamed and begged for AA's that would help out our tankability. Though beta isn't over, and adjustments may yet still be made, it seems to have fallen on deaf ears so far. SMILEY~Sir Hawke Holyblayde, Hero of Maj'Dul
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Unread 11-04-2006, 11:39 PM   #9
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dunno about you but a lot of them look really nice. Enchanced shield block chance reducing penaties of grant armnament % increase to self health buff large heal (bigger than my furys large heal FYI) self curing more wisdom bonus and a few bonuses to healing. Paladin's have allways been in my mind the tank that can take a beating and at the same time heal themselves somewhat... with the new increase comign to powerpool this makes it more of possibility. I know I'm gona take a lot of flack from the hard line paladfin MT raiders but I really like the AAs I see here.
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Unread 11-05-2006, 12:42 AM   #10
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boli wrote:dunno about you but a lot of them look really nice. Enchanced shield block chance reducing penaties of grant armnament % increase to self health buff large heal (bigger than my furys large heal FYI) self curing more wisdom bonus and a few bonuses to healing. Paladin's have allways been in my mind the tank that can take a beating and at the same time heal themselves somewhat... with the new increase comign to powerpool this makes it more of possibility. I know I'm gona take a lot of flack from the hard line paladfin MT raiders but I really like the AAs I see here.

We asked about the block cap, and never received an answer - with the cap as is now, this AA is not that greatPledge of Armament is worthless, even with the new caps it gives someone 1% - a mitigation buff is something priests get - we are tanks10% at rank 5 is 35 HP - yep that is huge!Self curing, is an end rank meaning you have to take a lot of the [expletive haxx0red by Raijinn] before it - but I would say this and the block (if the block cap is raised) are the best.More wisdom, yeah how much look at the AA.These are worthless, and we are the only [expletive haxx0red by Raijinn]ing class who gets end lines that are made purely for PvP, which is horrible.As said above, a lot of us tried to get some changes, but never ONCE did we get any response.
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Unread 11-05-2006, 06:34 AM   #11
SpyrerTheFirst

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just out of curiosity, the group armament that reduces the penalty of pledge of armament, with 100% does that mean you dont get any penalty when pledging yourself?
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Unread 11-05-2006, 08:07 AM   #12
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Wow...I don't have the words to express my dissapointment.
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Unread 11-05-2006, 10:48 AM   #13
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Those pictures aren't accurate after this last update  - looks like everythings been adjusted, gonna list a few examplesRighteous Condemnation - 1 point gets you 20% increase in healArdent Belief - 1 point gets wis +10%Bless of the Reverent - 1 point increases max health amount by 8%
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Unread 11-05-2006, 07:17 PM   #14
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and so now you can easily pass 2 super tankers side by side in the gulf between warrior and crusader tankabilty...
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Unread 11-05-2006, 07:42 PM   #15
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When will SOE learn are ability to half [Removed for Content] heal doesnt mak up for our ability to tank poorly... we are a hybrid class i know but come one, 0 of our aa that wiork have anything to do with tanking..

 Our guild MT finaly went the buckler line and omg 1k dps every fight is a huge ability that we just cant match. 

All out AA that increase our health do it by like 1% a point, even if you spend every point you can thats still just 1 dot of health that you gain. 

 I just dont know what they have planned for us, These aa seem to be solo or duo based we dont get any raiding abilities.. ANd Whats up with the smite evil junk does that work on evil NPC's too? Most NPC have a class componet, but if this ability works only on PC then omg why..

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Unread 11-05-2006, 09:21 PM   #16
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Better healing, cure. Not bad. Slight DPS increase. Our solo ability gonna be better. And we gonna heal better in raids...oh, but wait, don't healers do that better anyway ???

Message Edited by Goejun on 11-05-2006 08:25 AM

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Unread 11-05-2006, 10:31 PM   #17
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dminkey wrote:

Bless of the Reverent - 1 point increases max health amount by 8%



Im a bit confused since im not in beta about how much actual hp this will give, wether its 2pct or 8pct incease per point. Does it take the 8pct increase form the base buff it used to be after you spent the 1pt? or will it increase? for example:
 
First point you spend m1 gives you 367hps + 8pct = ruffly 396hp
Will the 2nd point take the 8pct from the 396hps it currently gives now or still from the base it used to give and take the 8pct from 367?
so will it be 396 + 29.36(8pct of 367) = 425 or will it be... 396 + 8pct = ruffly 428hp.
 
Its a pretty small increase but im sure it would be noticable if you spent all 5 points. And i hope you can understand, not sure if i worded it right.
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Unread 11-05-2006, 10:37 PM   #18
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madhatr wrote:

When will SOE learn are ability to half [Removed for Content] heal doesnt mak up for our ability to tank poorly... we are a hybrid class i know but come one, 0 of our aa that wiork have anything to do with tanking..

 Our guild MT finaly went the buckler line and omg 1k dps every fight is a huge ability that we just cant match. 

All out AA that increase our health do it by like 1% a point, even if you spend every point you can thats still just 1 dot of health that you gain. 

 I just dont know what they have planned for us, These aa seem to be solo or duo based we dont get any raiding abilities.. ANd Whats up with the smite evil junk does that work on evil NPC's too? Most NPC have a class componet, but if this ability works only on PC then omg why..



smite evil is a pvp spell and im going to love it 90 percent of group make up are evil only classes
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Unread 11-05-2006, 10:43 PM   #19
Kaleyen

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Well smite evil was a good idea...cept I'm on Exile faction in PvP so I'd be able to use it on half the fights.  Whee?
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Unread 11-05-2006, 11:42 PM   #20
holypaladin28

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hey take a 1k aoe damage spell any way you can get it.
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Unread 11-06-2006, 12:56 AM   #21
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I understand why some of you are complaining you want to be a better MT well go roll a gaurdian they are supposed to be best tank and thats where the bar is at. I am not on beta so I dont have the parse yet but looking at Wrath line thats going to be about 15-20% increase in my dps so I will be pushing past a 1k damage on fights now. If they fix our power pool and give us better heals and dps thats 2 out of the 3 things we do then they did ok job with the new AA. And as far as gaurdians having  a wide rift well I aint meet the gaurdian yet that could hold AOE agro over me. I havnt been raiding long but most time mobs dont just come one at a time. We fill roll of tank well we can be dps and we heal. Switch out your armor and jewelery once and awhile when you got a MT all ready there is more to life than standing at the front with your head up a mobs [Removed for Content].
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Unread 11-06-2006, 01:05 AM   #22
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These abilities got changed in a recent update.. soon as im able to make a screenshot i will post what they changed.. oh, and ill tell you one thing.. they took out the reduction on aramament and put in GROUP ARMAMENT!(currently for everyone other than fighters SMILEY )
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Unread 11-06-2006, 01:58 AM   #23
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Some highlight on the new AA redo. Most damage increases are now 5% per rank as opposed to 2.  In general most numbers on things got bumped up, recast 60 seconds per rank on LoH line etc...  They fixed some of the uselessly tiny amounts. Armamanet line gives 120 group mit to all non fighters per rank, 700 at 5 points spent.  Super lame.  Ya know SK's get a siphon mit alternate of this where they get the mit bonus and drain it from another in group. Blessing went from 2 to 8%, so if you spend 5 points you get a 40% bonus to the health buff.  So it will amount to 140 or so extra heal. The end hero line thing gives less avoidance now.
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Unread 11-06-2006, 05:08 AM   #24
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So do we get a double attack with a 2 hander now?
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Unread 11-06-2006, 05:38 AM   #25
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[expletive haxx0red by Raijinn] is the point of a mit buff that cant be casted on fighters? jesus christ i hate this [expletive haxx0red by Raijinn]ing game. its not that [expletive haxx0red by Raijinn]ing hard to just make it 700 at rank 5 for non fighters and then just say, *all fighter classes will recieve 50pct of this buff. or some [expletive haxx0red by Raijinn]. bam we get a mit buff and everyone is all fine and dandy.
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Unread 11-06-2006, 06:09 AM   #26
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Id have to agree with Sedila, though not as aggressively. If they altered that AA to basically say

 

Reduces penalties of Pledge of Armament and all upgrades by 20% per rank.

All group members including caster will gain 20% of the benefits of Pledge of Armament per rank.

A lot of our problems would be solved... well, and increase the block rate on the shield AA.

 

So essentially we can take that AA, probably will have to be put in under Hero line, if it isnt there already, put 5 points in it, and now we have a 372/425 permanent mit buff for our entire group, and more importantly ourselves. That way we can be put in the MT group with say a guardian, they get more mit, we get more hp, nobody loses anything, and if they go down, we are immediatly ready to take over, especially with a 20 second sigil. That will greatly narrow the gap between paladin and warrior tanking. Should also be noted for those that dont know, our evil counterparts are having thier Despoiling Mist ability changed into a mit siphon, along with a reverse pledge. Basically a sk can grab a mob, and for 72 of 90/81 seconds have a decent amount of extra mitper mob affected by the mist. They also get what id call a reverse pledge that only works on fighters, its a buff that reduces the fighter's mit, and increases the sk's. So between those 2 abilities, id more than wager sks are gonna be the new mit gods. So we should at least get this.

Message Edited by Kenji1134 on 11-05-2006 05:10 PM

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Unread 11-06-2006, 03:43 PM   #27
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yay for SoE taking away the only AA i actually found good.... lets hear it for another half year of pallys getting the shaft
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Unread 11-06-2006, 09:08 PM   #28
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First, we are not Hybrid, we are an neglected character class.
Read everything SOE promotes about Paladins, nothing to read from "Half-Fighter, Half-Priest".
 
It looks as SOE fears that Paladins coult be an Uberclass and has thrown them to the bottom.
 
- We get no real Damage
- We get not really something to hold aggro.
We will hold Aggro worse then before, as other classes increase in damage.
Thanks Game Deveolpers! Well balanced (16 tons irony).
Our Damage increase is not in porportion to the increase with the other classes.
 
If SOE doensn't like Tanks, delete 5 of them.
Paladins can*t do anything worth that would in Group play let a Group considerate to take a Paladin instead of an Guardian.
Less in Raidplay.
I hoped we would get something in Resistance. To become Resistance-Tanks.
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Unread 11-06-2006, 09:25 PM   #29
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I can rez...
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Unread 11-06-2006, 09:47 PM   #30
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hawsecav19d wrote:
I understand why some of you are complaining you want to be a better MT well go roll a gaurdian they are supposed to be best tank and thats where the bar is at. I am not on beta so I dont have the parse yet but looking at Wrath line thats going to be about 15-20% increase in my dps so I will be pushing past a 1k damage on fights now. If they fix our power pool and give us better heals and dps thats 2 out of the 3 things we do then they did ok job with the new AA. And as far as gaurdians having  a wide rift well I aint meet the gaurdian yet that could hold AOE agro over me. I havnt been raiding long but most time mobs dont just come one at a time. We fill roll of tank well we can be dps and we heal. Switch out your armor and jewelery once and awhile when you got a MT all ready there is more to life than standing at the front with your head up a mobs [Removed for Content].


Obviously you haven't raided with a paladin much then. SOE designed this game with the idea that any fighter would be able to take the place of a tank when needed to, and all fighters would be ideal at tanking various different situations. Every fighter class was given unique abilities which enables them to do some pretty insane things...in the right situation. What most people are complaining about is that the guardians will have the ability to HOLD aggro arguably probably better then most paladins will be able to with the up coming changes. Some key areas that will assist THEM in holding aggro are reduced timers on rescue, increased taunting power %, and other taunting abilities. The only taunt increase we get is an increase in our sigil time length....big whip de do.

Everyone focus's on a paladin's ability to heal themselves and other players....THE BOTTOM LINE IS OUR HEALS SUCK (when compared to a real healer). If they increased the recast timer on our heals, but decreased the casting time...that would go a LONG way towards making us a lot more viable. Bottom line is you can't tank and expect to heal/ward yourself to keep aggro in a fight. SOE designed our class with this in mind to help us keep aggro...but it simply DOESN'T WORK! Our heals are considered wards and don't work with any shaman in your group...so that limits your best heal even MORE! This is totally stupid and making the paladin class practically obsolete for tanking ANYTHING in the game compared to any other fighter class.

I am not crying nerf. Don't nerf the other classes. Just give us more tools to use for tanking like we've asked before (like along the healer line or some kind of mit buff thats useful). You stated that you do 1k damage in a raid....That is great...why have a paladin in a raid when you can put a summoner or wizard in to dps at twice the amount in your spot....THATS THE FREAKIN PROBLEM!

Ohh and one other tidbit, now PALADINS are the only fighter class that must focus on balancing 5 stats to max their abilities...most fighters focus on 3 and throw the rest in INT for damage procs. This further reduces our ability to tank in all areas. SK's now get their power from STR and INT!

Message Edited by Fatuus on 11-06-2006 08:50 AM

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