I think paladin deserves a rework. Fallen is fine but doesn't get nearly as much dps as other classes for the risk, nobody knows whats going on with battlemonk and paladin is useless for most content. I think paladin is going in a wrong direction. I would expect a tank class to have some damage absorption abilities and to be able to hold aggro but provoke was nerfed a while ago and most endgame bosses deal area damage anyways. Instead it is getting more damage abilities for some reason that will never work well since other archetypes just deal more damage. I am also disappointed that the team buffs (like emboldening cry) got nerfed as well. I would love for there to be a proper MMORPG-like tank class in this game.
#Paladin needs some serious reworks🛡️💪🙏
1 messages · Page 1 of 1 (latest)
<@&268142859327242242> rule 5?
the fastest cf mute.
Seriously can people just stop claiming ___ is the worst class in Wynn... you arnt even giving discriptors. You mean least viable, most boring, most toxic, more painful to use...
If this gets a cf mute over the mage one i think the world might explode
There referring to my comment which is regularising my frustration regularising these stupid ___ class is bad.
What was it
four letters, of the shushing variety
While I wouldn't have put it quite so... Harshly, I do agree on the point of paladin. I think tank-related support abilities can be expanded on a lot more, and yeah, as cool as surge is it's just some damage on what will always be a low damage archetype
at least the mage one was from a person who didnt understand mage. this one has gotta be bait
Yeah was a bit harsh should have calmed down a bit before typing that.
Oh yeah i mean the title
just feedback mute this
if you are going to say a class is objectively bad to play as, at least tell why it's bad - this is constructive feedback, not rantoholics united
e.g. say what's wrong with the archetypes, be more descriptive (why is X archetype not viable in Y or Z activities and what would you like to see changed)
Gives away the funny joke
maybe i shouldve specified paladin
this is a joke thread because of this
i was too lazy to type out stuff for the other classes
Every masterpiece has its cheap copy
Exactly
this is a ragebait/joke thread just lock it
If someone makes a “shaman is the worst class in the game” i will literally get myself banned on the thread
agreed, lock em up
the humble lunatic mask ❤️
Last
wrong
shaman wouldnt be as strong if it werent for the easiest 45% damage increase of all time
Last^2
wrong^2
stop
no mods are typing their lock message, sorry dorrie it won't happen
Shamen is good outside of ritualst.
nuh uh
Last
First
Its ok im farming xp
Pbomb exception
hold on lemme in before the lock as well
LASTTTTTT LASTTTSSSS LAST
Last
nuh uh
hi
DAZZLE QUICK
lets get back on topic everyone
it really will be the last, for you that is, if you try to be funny and say "pls lock" for no reason - the thread will stay, OP @prime fractal needs to change the title and edit post to be more descriptive
no
No...
Paladin needs some serious reworks🛡️💪🙏
the post is quite obviously a joke/ragebait thread because of NexStargaze's thread about mage
The title was a joke but the criticism is valid 💪
Nerf heavenly trumpet
warrers found dead in a ditch once more
Based!
all is good in the world
... this chat has been disrailed please lock it.
Maybe they could make the holy power abilities give buffs or enemy debuffs instead of doing dmg
Shares 31le
I was afraid i cooked myself for buying hero when shares were 29le thinking it might drop lower. God bless i gambled at it like on stock market
Paladin Tierstack or Burgir
That's about it, the rest are fever dreams (and even these two are kek)
2stx for a hero was a steal ngl
More like 20 but close enough
paladin tierstack?
is that like "paladin spells do so little damage you're better off meleeing instead"
shi that's kinda smart
ngl i didnt even question it
palafallen bforce build 
battle monk found dead in a ditch
like it wasnt already
Guys lets make -ms trigger bloodpact at 0 mana so we can get real palafallen tstack damage
actually wait no the recent patch make it more like dead beneath a highway but still
That's what I do, gotta do with the cards given to you 🤧
funny thing is due to discombobulate giving you raw spell damage bonus ETW is not that good compared to tankier builds
All the Counter support being partly in Bmonk is stupid btw, still don't understand why counter isn't fully in the Paladin side
Bmonk is NOT about parrying stuff or taking dmg, unlike Paladin + it just doesn't make sense with the rest of the support
...and tankier builds are good for paladin! goddammit...
Why would you lean it more into a support tree?
If you go full paladin and do a pfinder raid, you're cooked
it's almost like they thought of it
Eh, Tierstack does better than it seems
Just not giga great, but you can do the content
its how i imagine a tank in an MMORPG
tanks are the one giving team buffs and taking all the dmg
and the taking all the dmg part is kinda hard in wynn
In an actual mmorpg the raid team doesnt all die in 5 seconds 🔥
Well what if instead of low damage, you did 0 but actually gave enough support to make up for it
exactly
well the good news is tanks with emboldening cry give you +8% damage bonus!
...while battle monk gives you +10% strength (+12 +10/+13/+14 with T1/T2/T3 battle monk mythic aspects I believe)
new king of hearts build leaked
Deez cheeks are free dawg
+20sp in all stats to every nearby ally, but you gotta literally be on top of them for the buff to proc
you can stack it, it's 22% at max
promote you frantically chasing after your teammates in raid
We gotta start with reducing trumpet cooldown, the overhealth decay feels so bad
They need to make the skill ceiling higher, but imo a good paladin should basically stop everyone from dying if they cooperate well
Can we remove walk speed identification from the game its breaking the balance
oh yeah trumpet cooldown is way too long
Fax
Theoretically it sounds like a good idea, I just don't think the practical application would be all that successful unless you were in some coordinated team from one of the few big raiding guilds
The best example of a paladin keeping the team from dying is when they charge the acolyte with bpact and then the acolyte keeps the team from dying
Lol
a good tank should be able to support a team of randoms as well
That doesn't sound realistic
Generalist pala 💪
back when burger was a thing i actually did some pretty fun pfinder raids with it
There is also guard id but the range of that is like nothing in comparison to a raid boss arena
most of your tanking is praying enemies get attracted to Provoke
if the class is designed well enough I dont see why not
yeah provoke def needs a buff
there is no praying needed just get close enough??
I take issue with the way all buffs rely on the tankyness of the person getting buffed
Rather than the build of the actual paladin
good tanks and supports in team shooters manage just fine with randoms
It’s like a mix of damage and ehp buffs tho
Make a buffs scale with x stat instead of just being flat?
and that kinda applies to all the other support classes
i dont really like the idea of having the entire archetype rely on guardian to work as well
gotta remember that pala also has to be viable for solo content
Why does everyone confuse tank with wall
Tank is literally supposed to do damage. It’s a big ass tank that steam rolls everything, and takes a ton of hits. That’s its gimmick. Its downsides is that it’s a fucking tank and its huge, gaudy, and can’t really do much else than roll and shoot
A Wall supports structures, takes hits, and nothing else. It’s the support concept, not tank
We’re talking about mmo tank not overwatch tank
This is mmo tank, too
paladin should deal 50% more damage at the cost of 50% move speed true 
Also even mmo tank depends on the mmo too
if that is an mmo tank then how are they any different from dps
I cant blanket statement that
They’re different in the fact they can’t move and have zero qol
Only damage, only EHP. Heavy melee type of playstyle, where the dps is manageable only because you have the ehp to handle not being able to move on a slower concept
Normal DPS options have the joy of both more consistent dps, or better burst, and movement qualities to support it
thats a heavy dps imo
Hi everyone
Which is what a tank is. Without damage options, a tank doesn’t exist. Because why would you call it a tank, then
Even if paladin is buffed to support a better role as a tank, this is a game of “dps the boss as fast as possible”
I heard something about a Paladin rework
Like even having a healer is a waste in that regard if your team just does it fast enough
Paladin deserves a healthy mix of support wall, ofc, but it is inherently designed—now—to be a tank. You take hits and use that to support your dps. It should be built with ehp in mind, and allow you to forgo all qol for your dps to be supported
It’s, generally, a no skill, single player type of playstyle that supports newer players who can’t do the better options as well. And, tbh, I think Paladin does that alright, especially when mixed with fallen
Best part is that, because Wynn is generally fast paced, and has the tiniest semblance of actual strategy in the raids you fight, you kinda have to find a way to make it work without just straight up dying to gimmicks
The no skill part kinda sucks but is true
In runescape the other mmo i play, base tanking is considered the hardest role
a tank neednt have high dps nor be slow though. the primary job of a tank is to take hits or draw fire
Has a purpose but thats cause of boss mechanics
Generally, MMO options that offer tanks give you a fun, tough role as a leader
Wynn doesn’t have multiplayer, though, so 
wrecking ball from overwatch, for example

Wrecking ball falls into a completely different section of tank playstyle, prioritizing significantly more movement potential than the average tank. It’s super unique, and incorporates many attributes of other concepts into its identity. As such, I wouldn’t really call it a “true tank”, much like I wouldn’t call support paladin a “true tank”
the never-ending conundrum of tanks in games built around not needing tanks
Wynn being a highly movement, combo centered game alone makes tanks already fall behind
additionally that too yeah
if we go by your definition of tank, wynn's shaman class is a tank. you sacrifice QOL and movement ability for damage
Provoke is kinda its whole shtick, if you want to do something real
You need EHP and resistances
Which fanatic mask can potentially offer, but no lmao
it's not as much of paladin's fault as the entire game's design being against it and tanking in general yeah
(However, because Wynn is super versatile with its items, tanks can be born of every class)
archer tank! (ignis +altruism)
fanatic mask and acolyte self heal/overhealth
But they aren’t true tank, and shouldn’t be classified as such, because Wynn doesn’t really get too specific, once you start combining archetypes and roles. You end up going for what’s the most versatile, not for any intrinsic roles
Which actually goes into a different concept entirely. More support wall dps than a tank
"support wall dps" bro are you hearing yourself
Tank, again, is ONLY damage and ehp. Nothing else
If an ability tree is designed around a tank playstyle, it offers sustain for the gimmick tank offers. And, paladin does actually do that, whilst also offering support options. It can be built as a pure tank, or a support wall
support wall is insane
When you combine 10 different roles into multiple archetypes, with the inclusion of items, names get messy and roles become super versatile
tf is a support wall
Wall that sponges damage because high resistances and HP, support supports your team with buffs, heals, etc
Can you actually name a game where this is common terminology cause I've never heard this distinction being made ever
Literally a role found in pokemon lol
i feel like you are fundamentally missing the point of what a tank is in games apart from overwatch
Wall: Shuckle
Tank: Golem
Support wall: Wigglytuff
they're literally missing the point of what a tank is even in overwatch. their definition barely fits any of the tanks in the game
Easiest example I can think of where this distinction is mentioned
dawg theres no way you're saying a pokemon fits your definition of tank when pokemon dont even have movement speeds 
my point still stands that wynncraft is missing a good "wall" archetype even if you call it something else
There’s an entire stat dedicated to speed 😭
thats attack speed, you literally dont move around in pokemon
ZA does that now, too, but just because its turn based, doesn’t mean the speed stat isn’t considered
POKEMON??
How’d we get that in a talk about tank concepts
next thing i know you're gonna tell me HMelee is a tank build because its dps with "low speed"
Because it’s an RPG that actually has roles for every single pokemon
Just like FF, DD, whatever
the roles are made up by the community...
If it meets the criteria of EHP and damage, yeah, most heavy melee builds fall into the category of tank
Does pokemon have like a multi pokemon mode and an aggro system? I have not played in so long
Nah, it’s just a turn based RPG, until ZA/LA
😭 omw to make a high ehp high damage high movement speed low attack speed "tank" hmelee build
I wish you luck, but there aren’t alot of items that support it too much
because it isnt a role archetype 😭
warrior basically gets the majority of Hvy melee tank options, since stuff like animosity, epoch, Axiom, etc have movement options in their kit
Aight, I’m all done 
i think this sums up the convo, pretty much
you're clearly calling what we call tank, wall, and a mix between wall & dps, tank
which i think completely misses the point that the 3 role system is a loose categorisation supposed to describe a fundamental, atomic characteristic of each role, not an entire list of characteristics that only a few things will actually fit into
something something cant outstall the wall
supporting playstyles in general are just badly executed on wynn because there is too much support for DPS, a dps has the same tools as a support in the AT and the support doesn't have as much tools in terms of building and skill expression as a DPS, however yes, i agree with you, is not a badly designed
and this is mostly to how DPS performs, is way too much, current balances are closing that gap but like, there is a lot to do with supports/tanks/generalistic playstyles
especially in terms of especialization
i do somewhat agree with the concept in that paladin's execution falls a bit flat in practice, i almost feel like wynn needs to explore paladin through a lightbender style of perspective where you can tank for something that provides your damage.
inherently wynn is a solo game with multiplayer elements so like you have to have some forms of damage there are many parts of content that have dps checks as well
maybe its just me but i really dont like the idea of wynn paladin being a wall, like yeah the unstoppable object is a strong part of paladin fantasies but just standing still feels like it becomes rather uninteresting pretty quickly
roles only matter when content reaches a certain difficulty/people want to optimize. Most multiplayer content on wynn doesn't need specific roles (wars on top!!!), they may be optimal but you can do just fine with 10 generalist dps builds on annihilation, and maybe 1 dps that heals.
Being an mmorpg doesnt mean it has to adhere to the role trifecta, so paladin having dps options while being able to do what it says on the tin (protecting allies/buffing them) is good for the players that play those roles.
tl:dr
Players enjoy having some dps on non dps roles.
honestly i would love that every endgame activity that involves PvE/PvP had a multiplayer alternative that rewards good teamworking, well, not only good, but like the coop goes beyond doing the challenges and goes to the point of having good communication and sinergy with your friend(s) does reward a lot, we have Graids, we need Duo LR and maybe a rework in forgery to have those kind of activities
i honestly only play healer in most games and usually is a role which is dependant on allies but a lot of games offer some way to reward good heals/shields/tanking, wynncraft doesn't have a lot of mechanics and doesn't have a way to offer a lot in terms of mechanics, but teamwide content could make a space for those players who doesn't get interested in DPS archetypes
it would bring more immersion and utility for all kind of content
give me a forgery dungeon crawler roguelite with team based synergy and you will have everything i want wynncraft
i would love that dungeons were just rooms randomly generated like TBOI where depending on the dungeon, it has different enemies/decoration/bosses and forgery is just a bunch of floors of all dungeons in order but in hardmode. (a shorter version of this map would be ideal), the boss would require a key that is on a room and defeating it would spawn a chest with rewards, this would also change the boss arena
palidin is very viable, however it sucks to play
recent changes have made it do much less damage to the point where two palidins in a party is detrimental in raids
i wont get in the way of this thread since i am very biased for paladin, but i will say if this is regarding hallowed blaze, it is technically worse on 1v1's but better in any other sitaution as explained to you before. I think you should stop spreading this type of misinformation around 
Two palas in general is prob not the best though I agree, you only need 1 (unless one cant run prevoke radiance embold etc)
I'm not talking about hollowed blaze I'm talking about the considerable drop in spell % ssurge does now
can you elaborate on where this drop in spell multi is
few months ago? no longer triggering on fireworks and comet but the base got increased slightly
"slightly" it went from 150 > 375
it's an overall nerf
damage wise yes, ap wise no
you still pick those nodes though
i dont know if ppl are picking comet these days
yeah it got lowered to a maximum of 450% to 375%, but realistically there's little reason to pick comet now so that's a freed up 4 ap
^^
plus ssurge in general is really good so a nerf like that is completely justified
ssurge is good for fallen and monk..
which can be used on luster purge for more holy power, embold if you havent gotten it already, prevoke, etc. Very useful for paladin
Also paladin. Please do not make up things as it hurts everyone trying to have a conversation, unless you can provide objective information 
It still is, no one is disagreeing on that expect you
dude what is your issue
it's been observed pala needs a buff, you can tell yourself otherwise
You can express your thoughts however you do not provide any type of evidence to back it up and it comes off very bluntly as rude and trying to get negative reactions. I don't that type of behavior is needed
At least explain more when you make takes people disagree with is all im saying
honestly the 2 paladin situation could be solved with MIDs support rather than AT support since MID can offer more unique ways to create niches that doesn't affect the class in general
you still take comet for the damage and holy power generation over heavenly trumpet in most raid builds, pure pala (like used for wars) does not
eleventh hour palafallen and veritas pure paladin type stuff
rally was supposed to solve this :c
yes, something like that, tho im reserved about opinions since i don't play much warrior or assasin (thats why i don't give
reacts pm this type of posts)
fair
I can assure you most paladins do not take comet for dmg or holy power. Unless you are full palafallen then maybe but the dmg gained is quite small given you spam uppercut. You can use that 2 ap for embold if you havent gotten it, or prevoke to make bursting easier for dps's in rai. War wise I cannot comment since I do not war
war wise is irrelevant unless you plan on solo medium/high
wdym (i only skimmed the thread a bit but is this about the two "main" paladins being dps or support paladin)
as far as I know
Where is your evidence
I'm talking about the atrees taken directly from wynnlitics
Is wynnlitics the thing panda post about? I am curious to see those trees
yes, i was talking about the dps focused paladin is better tackled rn by building support rather than AT support, especially by how DPS is regulating by balances
What paladin needs is provoke removed and compensation else where
I Wouldnt midn more support since dps paladin is just bpact really lol
it makes fun niches but its really, really relient on this
Shoulda been gone a long time ago
yes, agree on that take, before having dps pala, we should have improvements on other archetypes that have more issues on their main playstyle
and pala as a meantime could get 1-2 MIDs that improve that less used playstyle (doesn't mean that is unwanted but rather is not a priority)
if only paragon was goated....
tbf, there should be more generalistic and specific MIDs on items with some MIDs being more present or universally present at every level
the recent emboldening change was a really good step in that direction
the idea is there but man its underwhelming even with that big number
the number isnt that big imma be real
its not big big
it averages out to a little more dps than unaspected shield strike
maybe if it did damage for each extra mantle that you would have (still 1 mantle) so paladin could use its aspect and nodes for more
give it heartbeat treatmenat and jusat says "triples shield strike dmg" instead of 600% 🔥
banger
that would be 750% so it would be a buff on current
5s is still a relatively long time tho
hey if it means i can take it on my palafallen i would since id ont really need mantles on there
kinda wished it lowered mantle dmg reduction and like, had an even shorter cooldown or smth
also this would sinergize well with other classes buffs, meaning that on teamwide content, buffs like fortitude would escalate better with paladin
actually yeah even better idea, esp if rock shield exists it can be prob be done with shields too (just in the opposite direction)
this guy never played big mac i swear
They changed the name of the thread
The original name is Warrior is the worst class in the game, and the community is partial to blame
(name inspired from the #1444869443728576564 message thread)
ohh im glooping it
Did we read the patch notes
Just ignore them. They're just ragebaiting ._.
The person youre replying to deserves a feedback muted role
I haven’t really kept up with chat but i think more major ids is a good idea. Also i wanna point out that the ability tree gives us the freedom to choose how we build the class and paladin should imo focus more on “tank” aspects than damage, which already can be gotten from mixing with fallen or bmonk.
One thing I do want to try do in the future is include some sort of built in guard-mid in the tree itself
But yeah overall, there's plans but they'll just take some time
Pala is still a bit away from what I'd consider to really be "finished"
buff guard, make it 100% of dmg and u can target one player c:
funny immortal cata
The main issue is that Pala doesn't have any reason to be used outside of burger or another archetype taking mantles
Heavenly trumpet cooldown is way too long to be actually usable as a heal option and Pala just doesn't effort enough team buffs to be worth it over another player
Additionally the main use Pala (tanking) is basically useless outside of wars because every boss has been reworked to either be fully AoE based or for it to just completely ignore provoke
For example:
TNA's melee range is huge, even extending back a few block
TNA occasionally throws aimed balls at players, it throws at every player at the same time and only really punished standing still most of the time
NoL is basically fully AoE and you can't even hold aggro by the time charges start
NotG ignores your existence most of the time
TCC is 100% AoE, paladin is basically useless
its a bit down and left to the discussion but i do wish my old Leadership idea was feasible
You're gonna have to specify what Leadership is
was from when i was still on AT and it was a suggestion for a new red node. here was my spiel on it
Leadership: Allies within 20 blocks are granted most of your passive abilities. If an ally activates an ability, gain Holy Power as if you activated it.
-Paladin's buffs and passives are great, but only being able to pass on resistance and Radiance means it doesn't really help anyone else that much. Time to fix that
-The list of passives that would activate are: Tougher Skin/Mythril Skin's base defense modifiers, Manachism, Rejuvenating Skin, Sparkling Hope, Second Chance, potentially others in the future if they are added
-Letting allies' passives give you Holy Power also lets Paladin become more effective in groups by dealing greater damage through Sacred Surge. You empower your allies and they empower you in turn
-Second Chance would have independent timers for each player(A dies, procs SC, B C and D can still proc SC)
-Sparkling Hope and Rejuvenating Skin would use the HP/DPS of the ally for determining activation
-These would not stack with other Paladins- it'd pick the one with the most boosts available to give. This is a necessary restraining bolt
it was apparently a coding nightmare and is extremely likely to not happen
this was in amongst a bunch of other suggested changes, like adding heavenly trumpet
I think before it got basically rejected there was an extra effect of reducing all cooldowns by 10%(25s became 22.5s, 2s became 1.8s, etc)
so it was worth taking even if you were going solo
This would make every single node on paladin dependent on interactions with others there's no way you can balance this
it would? it sounds fine to me
it does however still fall into the trap of making your build barely matter
a 5hp bbath gives just as much buff as a 300k ehp guardian
granting second chance to allied is actually pretty ok in my opinion, though it may warrant a duration nerf or a removal of the invinceability node
manachism would be amazing or other tanky builds while being useless for glassier people, and thats probably god
they should all get cleaning breeze on their 2nd spell 
If second chance could trigger on allies, even if the cd was shared, would be a lot better than current version where it only benefits the paladin itself
unfortunately most creative buffs are likely to be hell to code
yeah. leadership is likely to never happen but i think having second chance do what leadership was meant to help it do would be fantastic
as for other stuff, like sparkling hope might be too strong in groups and base dps difference will make it stronger or weaker on some classes, giving allies nearby you kb res just powercreeps ice sigil, and the others are reliant on taking damage which isnt that good.
It actually specified that you only got the defense bonus from tougher+mythril skin
as i said its super likely to never come but i think it speaks to the role paladin was meant to fill and still SORT OF does, being a party center
having multiple paladins not really work out on team comp is like...that's fine
if you want multiple supports you can have lightbender and acolyte
I just want the actual gear you're wearing to affect how well you can help the team
its the balance between giving it power enough to help itself vs giving it power to help others
cause wynn is a lot singleplayer
besides just keeping you alive
something like a paladin ability that scales on an id or mechanic you have?
yeah I mean
guardian is like this, where you are tanking that damage, so you need to be tanky enough
thats where this #1445059142007132200 message came from
and just having like a 100% guardian temporarily or something like that would work too
you could also use healing efficiency or something on the overhealth? that could be nice
healing efficiency on overhealth would only make casting it at lower values give more overhealth.
as for guardian, you could have some effect like that on provoke, given that provoke is the one team oriented node it has
my idea of a tank in wynn, where gluing a boss is too OP, while not really helping block damage, is to make you have to actively work to use your stats to keep people who would otherwise get squashed alive when they are in tough situations
so ways of throwing your ehp to them
i had another idea that idk if it got implemented or could be, but that overhealth counted as health lost for sparkling hope/rejuv skin
and as for this,
to be frank, you have 3 archetypes per class, just use a different one to level.
its an MMO I think there should be some abilities and archetypes built around teamwork
ats want to make archetypes fun to play at low level too, if a player is told "use this archetype to level, then you can use whatever" it feels restrictive, and just not telling them would make players question balance. early game is where wynn loses a lot of players so its good to have strength early and late.
currently most archetypes are fine to level so it isnt a problem tho
you put it better than i could right now
At least for me when i started wynn i played with 2 other friends and the entire reason i chose warrior was because i wanted to be the tank in our team. I ended up just playing bmonk mostly since there was no point playing paladin
idk when you started but back then paladin's strongest support was radiance which was able to be taken for bmonk anyway 💀 so yeah bmonk was better
Yup
paladin support expanded a bit with emboldening and trumpet, while also making rad exclusive. and its pretty nice, tho you still need to rely on bakal grasp to use soemthing like eleventh hour since its basically an extra blue node worth of support and all.
I like the idea of giving 2nd chance to allies
Maybe it could be like something where you tank a fatal hit for someone with a cooldown
apart from the obvious ooga booga war buff, its would feel so nice to save an ally from certain death with second chance, and even saving the entire team with it
paladin doing palading things = good
That is something I'd really want to add
-# Another thing is sharing mantles with allies
-# Note : None of this is guaranteed to ever happen
Double shield bash's damage 🥹
as long as its not painful dev time i would like it
4000% nuke!!!
Ok don't you think that's a little underpowered
paragon losing yet again
Trust make shield strike reduce mantle cooldown for every broken mantle you hit
im not really a fan of second chance saving allies like yeah i get why and it would be good but its just another passive thing paladin achieves by existing
trumpet basically does the same thing but cooler and with more investment and input from the player
also i think giving everyone a bajillion health bars in terms of ehp is a bit over the top just to match the also stupid amounts of atree healing on lbender & aco
Aco is the issue
-1 tentacle boom problem fixed

@celest ravine are abilities that solely help allies and not yourself a thing that can/will be made?
Im not opposed to having more of those, however only as optional nodes to the side
-# Not on the main path
yeah ofc
wait there already are some?
Wait are there? I forgot ._.
I'm asking this cause I'm pretty sure that's not a thing?
for MIDs yes, but abilities I really don't think so?
Actually yeah I don't think there are any atm. At least ones that only affect allies
Most of them either come with some other minor thing iirc
-# Like provoke
yeah
Actually yeah on second thought
Having some secondary effect that still benefits yourself would probably always be included with any sort of support abilities
-# Or just the support affecting yourself
what about a guardian but capped by your overheal, like a node dedicated to mitigate dmg of a selected ally or affected by other skill that connects with them
So only active while you have overhealth?
mmmm mostly something like, if your allie recieve 100k dmg (an extreme example but just to take note), you redirect 15% of it, 15k, but if your overheal is of 10k, you only redirect that 10k because that dmg is only dealt to the overheal bar and not the hp bar
making overheal kinda like a shield for alllies
also, shouldn't be an aura, in order to not be AFKish
I feel like that'd just get a bit situational and complex
-# Just the guard mid on the tree / minor variation of it would be good enough imo
something like selecting an ally with something, could be the closest with trumpet, your overheal bar would recieve part of the dmg mitigated, if you don't have overheal or your overheal bar gets destroyed, you won't mitigate anything
the problem with this is that a lot of ppl would troll paladins, things like graid TCC would nuke pala even with overheal
That seems, pretty awful. Why wouldn't people just use the actual guard mid over that?
-# Also you wouldn't have much control over who even gets it, if it's just the closest person to you
because it could be coupled
could be closest by default and an aspect could increment overheal cap + allies selected or even a MID
that way you add even more MIDs dedicated to tanks, we only have less than 5
I'm just not entirely sure on something like that being reliant on overhealth ngl
the problem is that if it was something reliant on hp, a lot of ppl would abuse that
-# How would it interact with the other sources too?
like what sources?
Sorrow / Drain
TCC is the best example of guardian MID being trolled
you could make the ally get a buff, something like "holy ally", that buff would be the one redirecting the dmg, as long as the paladin has that overheal, it doesn't matter the source, they would mitigate the dmg of holy allies
or directly sinergize with that
we already have fallen sinergizing with sorrow
and is kinda fun to have
I'll just think about this all a bit later. It was just a simple idea anyways
-# Other methods of support other than damage redirection are still possible
yeah but like as far as i know, physical proyectile block and other ways of being tank doesn't work on wynn and wouldn't work rn as far as i know
being tank rn just rotates around provoke and guardian, there is nothing else
and a lot of ppl when they heard about overheal thought about it as a "shield" rather than a hp bar, seems to work great at that job since it doesn't interact with anything as hp, so it is seen as a shield
it seems weird to have something that works like a shield bar never have a MID that plays around shields as how is it seen compatible in other games
that's the real issue, palidin is based around having a group instead of solo
it should change some abilities to be based on the amount of people if it's difficult to have both
honestly provoke should just her removed
provoke is a 2 ap -5 wscream node if solo
theres also a lot of team content and i think with 3 archetypes available we can afford to have paladin be less powerful solo
😭
"archtype bad" just play another one
"You like this, well too bad, play something else"
I don’t see the point of having every archetype be good solo. If you wanna play solo good for you but most of the stuff i play is team content and it’s really boring that there is not really anything like team compositions and instead everyone is just dps (and sometimes a healer)
most archetypes are alr "good enough", paladin trades damage potential for more survivability, so i dont think it needs to be balanced at all to begin with.
Most of the stuff you play is team content ! 🙂 You said it perfectly !
- If you don't do a lot of raids (bc you're done with it or because it's not your thing idk)
- If you do world content (A.K.A most of the content outside lootruns)
- If you lootrun
Then Paladin isn't good
It still is very good but ok
Its for example one of the best "playthrough" archetypes
Also very nice for huich/hich 😊
sadly i have friends 😔
an archtype should be good enough to stand on it's own
What makes you think that?
Why can it not be dependant on a team
The 2nd M in MMORPG stands for multiplayer
Dependant on a team to do nothing that much more valuable in team than any other archetype
woohoo the math is mathing
it can have team dependant stuff or stuff that works better with other players
but if everything is "only works with other players" and it's awful to play solo... why play it solo? don't forget that while there are people who join with a group of friends, theres also solo players (i would know, i am one)
Well yes but wynn has always been more of a singleplayer friendly mmorpg
However I think paladin is really good solo so idk why these people think it aint
Because 98% of the game is singleplayer
98% of the game is singleplayer friendly*
its arguably harder to have a multiplayer experience in wynn than it is to have a solo experience
with stuff like quest instances and bosses being weird with multiple ppl
and usually also pretty multiplayer unfriendly
Maybe years passing changed it but i had found early game questing and dungeons with a friend pretty straightforward
But i like that you can do a lot of leveling stuff with a friend
Same
a lot of the more complicated quests don't work to well with multiplayer, or at least have some issues
For a whole lot of those your build / archetype doesn’t matter as well
What.... You telling me I dont need 5m dps bug abuse build to beat Green Gloop?!
Fruma will save paladin...
Churely it will come with more team-based content
Churely. ... ......
quest bosses exist you know
Most of those are able to be done with a party
no
