I've always had a lot of success casting dispel on clerics to drop their spell turning. It's cheap for me to cast. I get to wail on them with two swords during the fight. When they have to flee/recast they're using up rounds and mana. And if I'm a paladin, I also get a nice charge after they recast. To me, that's not so bad.
Mounted Combat
Exotics are your friend Mya
There are countless of good exotics out there waiting for you.
I've always been under the impression that it would be better to dual wield swords against communers since they have no proficiency with them, whereas they have 110 (or something like that, can't really remember) with exotics.
Here i go again.
Paladins have 4 weapons:
Polearms
Swords
Mace
Staff
Polearms and staves are defensive weapons you cannot dual wield.
Swords and Maces are the weapons they can dual wield.
With swords being known by most classes, leaving only maces as an unknown weapon.
The problem is that most good maces in game are two handed. With almost all 1 handed maces being non magical and not that good.
The only 1 handed magical mace a paladin can wield that i know is the asp king sceptre.
But i can quote 18 damage magic flail/whips from my head with ease.
Clerics/DK's can get one of these with ease but a Paladin cannot.
So can you quote a mace to dual wield ?
Exotics are very useful also. Like I said before, your melee output is useful. But it's not the only tool at your disposal. A Paladin gets good melee output, offensive spell output and defensive capabilities. There is a reason Paladins get poor weapon selection, and it fits from both an RP and balance perspective. Paladins are NOT supposed to be able to go out and out offensive/brute force against everybody. They have attrition tactics at their command.
Kick:
Ever fought a Cleric with spell shield up.
Yes. Dispel evil takes care of that nicely, as it damages them through spell shield and eventually drops it. With even an average hit/dam score and a polearm you will do wonders in melee, never mind dual wielding weaponry. They may flee and recast, but you can bet they'll run out of mana before you do if they want to keep doing that. With the right choice of weapons and borderline EQ, expect to see your cleric enemies fleeing/recalling an awful lot.
Dispel evil on a cleric is a waste, as when it falls, they will just recast it.
Kick would solve this and alow Paladins to do some extra damage while saving mana for healing.
Paladins are supposed to use their mana for healing against race/classes where they can't brute force their way through battles. They have almost the same curative capabilities as a cleric, with better melee defensive/output capabilities and some very useful spells.
I can think of no situation as a Paladin where kick would be useful if we wanted to keep the class balanced, because if you're going to be fighting a class where you're going to be kicking, you may as well be curing. And don't forget, classes are not supposed to have an advantage over every other class. Paladins are EXTREMELY survivable - played properly, you can bet that if you don't want to die, you're can make it awfully hard for your opponent to kill you. As a Paladin, the only class I'm scared of fighting is a studying ninja, because with the correct EQ and preparations, you can take on pretty much any race/class and have the capability to flee and restore yourself when the going gets tough.
Dey
Yes. Dispel evil takes care of that nicely, as it damages them through spell shield and eventually drops it.
Dey
It only damages them sometimes. Most of times it has no effect as it is reflected back on you and dispel evil in goods does no damage.
I know about exotic, i use them as a dual weapon and sometimes as main weapon if i wish to not fail a disarm, but everyone know them. It works wonders once i have them disarmed/shield disarmed.
It only damages them sometimes. Most of times it has no effect as it is reflected back on you and dispel evil in goods does no damage.
So you have a cheap spell that you can cast every round that after a few casts can drop their spell-turning shield. If they aren't timing their spells properly, you will have a chance to get in a quick wrath/flamestrike prior to them fleeing. If they are, then their casting rate will likely slow as you start casting your second, third etc. dispel evil as they try to anticipate the drop of spell-turning, again giving you an advantage. And whilst all this is happening, you have your melee damage to take into consideration, which is much better than that of a cleric, taking fair EQ factors into consideration.
I know about exotic, i use them as a dual weapon and sometimes as main weapon if i wish to not fail a disarm, but everyone know them. It works wonders once i have them disarmed/shield disarmed.
I still don't see why they need flail. Paladins function perfectly fine with their current weapon set, and without kick. Give me some instances where you feel a Paladin could do with having flail or kick.
Dey
It only damages them sometimes. Most of times it has no effect as it is reflected back on you and dispel evil in goods does no damage.
You're missing his point Mya. As a shaman 'dispel good' was the perfect spell for cracking a good clerics spell-turning. It really upset people like Rorrik. Not only was I breaking his shield, I was doing annoying damage. Making the shields upkeep an issue as it does use a bit of mana.
As A paladin, or anyone with a 'dispel ' spell. It is an excellent tool for breaking 'spell-turning' on an opposite align cleric.
It also is a no consequence method of breaking like align cleric's as well, though a paladin wouldnt have that issue. ![]()
All right. I will explain more.
Paladin Vs Evil cleric.
Cleric will use Spell turn shield and will sermon you, then path spam.
Paladin will be wasting 15 mana a round casting dispel evil just to try and break the Shield. Damage will be minimal. (1 Injures ???) And it will take 3-4 cast to break the spell.
So that is 60 mana to get around 20-25 damage.
Cleric will flee and recast it, for 75 mana.
While this is happening the Paladin has a sermon on top blocking his already gimped mana regen.
You normaly will not land a charge on the Cleric because most clerics are drows that sneak around.
You cannot shield disarm because you cannot blind with flame strike, because of the shield. Trying to, is risking to get blind.
Two rounds shield disarm lag, alows them to get/wear shield before you can sacrifice it.
Paladin will probably be dual wielding. A good sword in main, and a excellent exotic as secondary. Or a bad sword/mace in secondary.
Cleric will mostly be using a very good magic flail, a weapon the Paladin will not know.
Damage traded will favor the Cleric because of Path spam.
In this case, kick will allow the Paladin do introduce extra damage, at cost of 0 mana, that can be used latter for healing.
All classes (exception Pal's) have light weapon classes, that comuners/casters do not know that they can use in offhand.
Things like - Daggers/Spears.
But paladins can not use any of those.
Flails in FL are normaly 1 handed, light, provide magic damage and have good damage. Conditions that make them excellent for offhand.
That is why i chose flails, and not daggers/spears.
Cleric will use Spell turn shield and will sermon you, then path spam.
With above-average saves, sermon's effectiveness will be greatly reduced, as will path damage.
Paladin will be wasting 15 mana a round casting dispel evil just to try and break the Shield. Damage will be minimal. (1 Injures ???) And it will take 3-4 cast to break the spell.
So that is 60 mana to get around 20-25 damage.
Cleric will flee and recast it, for 75 mana.
If you time your third/fourth dispels so that you're casting JUST prior to when the cleric's lag will be finishing from their casting so that you cast just before they do, you can drop the shield and get in a spell before they can flee to recast. If they're a little smarter and try to time their spells, then they're wasting time not casting where you're outmeleeing them.
While this is happening the Paladin has a sermon on top blocking his already gimped mana regen.
Yes, if you have poor saves.
You normaly will not land a charge on the Cleric because most clerics are drows that sneak around.
Of course you will. I have no problem getting mounted charges and the subsequent two rounds of outmeleeing them that follow as a result of them being lagged by spamming 'charge victim' whenever they're coming for me or I'm at a bottleneck and they need to escape. You can also easily land a mounted charge directly after dropping somebody's spell-turning shield when they flee to recast.
You cannot shield disarm because you cannot blind with flame strike, because of the shield. Trying to, is risking to get blind.
Most good clerics will have a nodisarm shield anyway. If they don't, you need to be clever with your timing when dropping spell-turning so that you can land flamestrike. Then when they run, lead with mounted charge and shield disarm before their lag wears again.
Two rounds shield disarm lag, alows them to get/wear shield before you can sacrifice it.
Don't shield disarm if they're not blind. Flaming weaponry/sockets can help blind through spell-turning if you want to make the effort at getting one.
Paladin will probably be dual wielding. A good sword in main, and a excellent exotic as secondary. Or a bad sword/mace in secondary.
Cleric will mostly be using a very good magic flail, a weapon the Paladin will not know.
Depends on how well-equipped the cleric is. If they're decked, dual-wielding will maximise your melee output but it can make chasing a little harder when it comes to switching between polearm/dual-weapons - especially when no-remove weapons are taken into account. I sometimes use my polearm against lesser equipped clerics as the melee output is still good and it lets me chase a hell of a lot quicker without worrying about weapon switching.
Damage traded will favor the Cleric because of Path spam.
I've fought some of the toughest clerics (not trying to dickwave, rather, making the point that the toughest clerics will likely have the strongest path damage due to how the spell works) with above-average afflictive saves and found the spell damage more than manageable. Paladins can cure, just like clerics can. Paladins also have the capability to have really good hit/dam whilst still maintaining good saves, meaning you don't have to sacrifice tons of hit/dam for saves to weaken path damage.
In this case, kick will allow the Paladin do introduce extra damage, at cost of 0 mana, that can be used latter for healing.
All classes (exception Pal's) have light weapon classes, that comuners/casters do not know that they can use in offhand.
Things like - Daggers/Spears.
But paladins can not use any of those.
Flails in FL are normaly 1 handed, light, provide magic damage and have good damage. Conditions that make them excellent for offhand.
That is why i chose flails, and not daggers/spears.
I still don't think they need kick or a new weapon. Sure, having kick and flail would be helpful and make things a lot easier for Paladins. But so would having trip, or bodyslam, or blackjack, etc. etc. - see where I'm going? Just because it would make their life easier doesn't mean that they need it, especially when you take into consideration that Paladin VS Cleric really isn't that much of an unbalanced fight at all - it's just a long, annoying one.
It sounds to me that you're just finding spell-turning frustrating, perhaps sneaking clerics in particular where chasing is hard. But from the POV of a cleric, it can be just as annoying for them to fight Paladins because Paladins trade some of their brute force (ie. skills like kick) for extreme survivability.
And don't forget - not every class is supposed to have an easy time against every other class. Rock, paper, scissors. Just because Paladins CAN have an uphill battle against clerics doesn't mean they're not balanced.
Dey
yeah, you can negate sermon 100% with one non-rare potion.
You can what ?
Kyzarius, If I am thinking of the same potion you are...it takes a LOT of them to really do anything of use and they arent very cheap. But yes, if you have a LOT of gold and know where to get them then they can help a lot.
You're thinking of a different one. Not that you need it, as above-average mental saves will do the trick.
Dey
Here i go again.
Paladins have 4 weapons:
Polearms
Swords
Mace
Staff
uhh...am I missing something? When did paladins lose dagger, spear, and flail? I thought they had these weapons in the past :eek: