Poll
Question:
Should we replace Knight with Paladin?
Option 1: Yes
votes: 15
Option 2: No
votes: 2
Knight will be 1.3's Knight.
Paladin
Nurse - Heal_(25)% Add: Defend Self Only
Dia- Minor Holy damage from afar and Blind.
Consecration- Kills undead surrounding the Paladin
Transfusion- Sacrifices HP to restore the health of adjacent allies.
Iron Will: Protect/Regen on self.
Magicward- Shell and Reflect on self.
Dispel - Hit_(PA+80)% remove +status
Abilities are subject to change. More will likely be added if people have good ideas.
same stats/equips, otherwise? Just different skillset?
Yeah, for now. If they prove to be too powerful/weak, their stats will be changed accordingly.
i like the paladin idea. but if i may add one suggestion, give the paladin class a holy sword attack like for instance Holy Blade from FFTA or one of Agrias' Holy Sword skills. anything of that nature would help give the paladin its break in offense instead of being too defensive but its your call
Maybe one Swordskill ability. Statis Sword with Slow instead of Stop sounds rather nice. Just slap on a small CT/MP cost, or both.
QuoteDia- Minor Holy damage from afar and Blind.
Maybe not a lolswordskill but this would constitute as damage from afar. And a very nice take on the paladin, regular knights are so boring...
Put paladin in, remove Knight
9 votes for Paladin, 0 for Knight... it really feels weird. I would think at least one person would be against it, and have good reason to be...
Looks like this change will definitely happen, unless someone suddenly comes out with a brilliant idea to make both knight and thief useful and varied.
Some people seem to be favor of giving the Paladin at least one Sword Skill like ability, how about this?
Grand Cross: Deals PA * WP weapon element damage, range 1, area 1v3, can hit caster and enemies, can target caster and enemies, may cause Blind status, P evadable.
My first time in this forum, I have no idea what this patch is all about, but I vote for Paladin nonetheless.
Quote from: "ffmaster"9 votes for Paladin, 0 for Knight... it really feels weird. I would think at least one person would be against it, and have good reason to be...
and here I am. Power Ruin is really powerful against melee setups, as seen in px's team. And giving range to breaking skills is really nice in a regular game, I just wonder if the ai could actually stand to use it.
So yes, I'm against the change. I like knight's skillset. The problem is, can the AI use it?
Fair enough. We can bring back the Ruins, but where would they go?
lancer's new skillset?
or any of the new skillsets...
Give it to Thief? They'd be "stealing" their strength/whatever, kinda like Thieves in Disgaea 2 (and maybe D3?). They'd 'steal' someone's health (inflict Poison), sanity (inflict confuse), etc.
But then Thief becomes the old Knight skillset-wise.
Mediator? They're convincing the target that they're becoming weaker/slower/stupider/etc.
I'm fine with giving Power Ruin and Speed Ruin to Thief and Mind Ruin and Magic Ruin to Mediator. Or giving all of them to Thief due to what CT5 said.
I agree with the damned, in giving Power/Speed Ruin to the thief and Mind/Magic ruin to the mediator
Paladin all the way. It's something new.
I think with the right level of tweaking, the old battle skill can be a very formidable skillset, especially in a pvp scenario. The main problem is that most people use them as a glorified slow bot, which is partially the fault of the user and partially of the game. Equipment breakage is real and unhealable damage, and two respective ruins will stop most primary damage dealers in their tracks.
That said, I'd still like to see the success rate on the ruins and breakage (stealage?) boosted, in addition to these paladin changes.
That's a good point. It seems right to have breaks in an arena.