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Class Re-Work

Alright, so the thread about paladins got me thinking, and it occurred to me, "Why don't we just give paladins selectable paths." And then I thought to myself, "Self, if we do that, we're just going to end up with clerics and warriors in paladin form."

So then I got to thinking, why don't we do a little rework?

Now, bear with me, because I know I'm the elephant in the room. But I'm going to suggest that we drop three classes into one... TWICE. Are you ready?

Alright. We take paladins, and we combine them with clerics and healers. Then we take dark-knights and combine them with clerics and shamans.

Give each class three selectable paths:

Paladin -> Warrior-Knight, Healer-Knight, and Templar-Knight

Dark-Knight -> Maledictive, Afflictive, Melee

Pali

Warrior-Knight: Give them an extra weapon and forth attack, at the cost of flamestrike and cure critical (leaves them with cure serious)

Healer-Knight: Give them resurrect, dispel undead, and heal, at the cost of mounted combat and wrath.

Templar-Knight: Give them a holy weapon (malform-esque), at the cost of that holy shield whatever, and perhaps cure critical.

DK

Maledictive: Up the spell level of their maledictive spells, and give them blind. Take away iceball and charm person.

Afflictive: Up the spell level of their afflictive spells, and give them hurricane and perhaps something like firestorm. Take away plague, energy drain, and charm person.

Melee: Give them an extra defense (dual parry?) and forth attack. Lower their spell level, and take away plague and iceball. Perhaps something else, too.

Anyway, I know this idea sounds a little crazy. But it's what I came up with. Enjoy tearing it apart.

I like a lot of this. Gives more room for RP. And I like anything that does that.

Paladin with fourth attack (+extra weapon) - shudder.

If you want a paladin with malform go avatar, or crusader.

And a DKN with forth attack and dual parry? Are you even serious?

The two classes are very well balanced. I am against changing things just for the sake of changes.

It is easy to be against changes if you fail to comprehend them.

DKN without iceball and plague? Try dual wielding on a DK (even with dual parry) and see how well you do.

Paladin with 4th attack but no blind?

I comprehend them quite well thank you and I did offer alternatives - don't change anything. DKNs and Paladins are some very well balanced classes.

No

-Atebos

I -KNOW- dual wielding hurts like a MOFO vs decked melees, I do it AND i do it WITH dual parry. I know iceball is beyond helpful/necessary vs most quality C/C's... I know without iceball and plague I would not have done very well at all.

Enough flaming. A week vacation should cool you down.

"My best friend took a week's vacation to forget her". You reminded me of that song for some reason.

I dont like the idea, this classes are very well balanced already.

the ideas seem neat, and of course in their rough nature woul dneed some tweaking..

but honestly, palidins and dks?

I would think berserkers would get looked at first.

Berserkers are fine!!!!!!!!!!!

How many times has there been a berserkers suck thread dropped, someone rolls a lethal zerk, and it goes away for a while. THen after no rampaging zerk people start it up again. If anything I think clerics need tweaked due to having too much easy power. Clerics have high damage affl, mals, lag, 2-4 melee attacks depending on your race/religion choices, great defenses, best attrition possible, full curatives, full defensive buffs.

On a side note I do like where this thread is going. I can see some huge advantages like dual parry, at the loss of plague? See that seems like a tradeoff that could be close to balanced.

I like the ideas of selectable paths and would like to see it within all the classes. A lot of your ideas dovetail nicely with one of the more recent posts by Celerity on class paths.

Sure, most of the classes now ARE fine, balanced, etc. It doesn't mean that they can't be improved, given new life. Some of these ideas would do just that.

Alright, so the thread about paladins got me thinking, and it occurred to me, "Why don't we just give paladins selectable paths." And then I thought to myself, "Self, if we do that, we're just going to end up with clerics and warriors in paladin form."

So then I got to thinking, why don't we do a little rework?

Now, bear with me, because I know I'm the elephant in the room. But I'm going to suggest that we drop three classes into one... TWICE. Are you ready?

Alright. We take paladins, and we combine them with clerics and healers. Then we take dark-knights and combine them with clerics and shamans.

Give each class three selectable paths:

Paladin -> Warrior-Knight, Healer-Knight, and Templar-Knight

Dark-Knight -> Maledictive, Afflictive, Melee

Pali

Warrior-Knight: Give them an extra weapon and forth attack, at the cost of flamestrike and cure critical (leaves them with cure serious)

Healer-Knight: Give them resurrect, dispel undead, and heal, at the cost of mounted combat and wrath.

Templar-Knight: Give them a holy weapon (malform-esque), at the cost of that holy shield whatever, and perhaps cure critical.

DK

Maledictive: Up the spell level of their maledictive spells, and give them blind. Take away iceball and charm person.

Afflictive: Up the spell level of their afflictive spells, and give them hurricane and perhaps something like firestorm. Take away plague, energy drain, and charm person.

Melee: Give them an extra defense (dual parry?) and forth attack. Lower their spell level, and take away plague and iceball. Perhaps something else, too.

Anyway, I know this idea sounds a little crazy. But it's what I came up with. Enjoy tearing it apart.

If anything I think clerics need tweaked due to having too much easy power. Clerics have high damage affl' date=' mals, lag, 2-4 melee attacks depending on your race/religion choices, great defenses, best attrition possible, full curatives, full defensive buffs.[/quote']

You do not fully understand clerics, if you say that they have high damage Aff, or good mals.

Clerics are only that powerful versus people without saves.

The moment your opponent gets the right/correct saves a Cleric damage output is limited to mostly Meele damage+ Steel Wall.

And only a Hasted Feral Cleric gets 4 attacks. All of witch have to bypass his targets defenses. There is no disarm to aid them. No cleave, no pry... Just Whips, Flails and Maces (exotics and staffs...).

If any change is needed to clerics, is a dependent AFF damage spell.

If you ask me guys, I would love to see another not q-class that can malform it's weapon, or at least tinker with it's propertiest in some way and it grows in rank. Which brings me to another idea that I will make a thread about right now actually.

Preferably a good and a neutral one.

Also Nameless, the previous post was not a pot at you.

I to hated evil clerics and their Hellstream like Path.

Which is part of why I changed Paladins->Clerics.

After seing some good Evil Cleric cast === Desintegrates === each round vs me. In my mind, why play a Invocker when you can play Cleric that can cast a 1 round lag Helstream. (newbie reasoning is amazing).

Anyway, to cut it short. Now I don't fear Clerics. Unless it's one of those Combat Elven Mindflayer kind.

I don't even fear Mals anymore (except Shamans poopers).