Title. Is there any reason it would be a bad choice?
Also, only to like level 5 would be plenty, to keep swordsman as proper tanks.
Title. Is there any reason it would be a bad choice?
Also, only to like level 5 would be plenty, to keep swordsman as proper tanks.
They would have to rework the class completely. Paladin deals no damage to keep the agrro anyway.
Half of their skills are gimmicky and the others full support skills.
Swordies do not have a class that improves HP absurdly (Kabba). He does not have the best defensive skills of the game (like clerics) and can not heal himself. From that fact, it is only fair that they have a higher aggro rate and good number of overheats, otherwise they would never be tankers at a group.
What I think, they could improve on is the mechanics of dungeons. It’s something “search and destroy”, without strategy, without synergy … In Final Fantasy XIV for example, there are mechanics where a main tank and a secondary tank synergize very well in the battlefield.
But it seems that IMC does not really care for tankers in this game, or new mechanics on the ctrl+V/ctrl+C instanced dungeons.
They need to do this anyway, as paladin has no current real role, and its skills are too diverse for the circles it encompasses.
Some ideas:
1.) Push paladin to circle 5, move pardoner to circle 4 (this also gives pardoner the opportunity for a decent circle 7 class if they chose to sink 3 ranks into it, and if they just want to sit in town with shops this has no impact and they continue as they are now by starting pardoner later as a choice).
And then: Drop the paladin support skills, or combine them (example: resist elements as an attribute for barrier, HP Recovery based on damage done to enemies)
This allows for a smoother transition to inquisitor as a damage dealer with some utility, while still allowing for a better combination of lower cleric circles.
OR
2.) Leave paladin at circle 4, but change the damage skills to be more support oriented. Move conviction to circle 2, improve resist elements/HP recovery. Replace conversion (since it’s dubious as it is) with a buff which turns debuffs into buffs (example, turn a damage over time skill like a poison or bleed into a healing over time skill, or something that replaces being stunned by turning the stun back on the caster). Something unique to the cleric tree, that makes paladin stand out as effective.
OR
3.) Give paladins the ability to tank by having barrier be more of a WoW Thorns-type ability, with constant low damage being done every time an enemy hits the paladin. Make them into AoE tanks, since peltastas are limited with swashbuckling targets. Give them an ability which synergizes with Guardian Saint, and allows them to “cover” or take the damage themselves rather than an ally being targeted, or something similar.
Or give Paladin to Swordsman Tree. It is always a swordsman variant at other games. Well, mostly.
i Actually main paladin. 
i feel as if its actually a defensive support class rather than a tank class so giving it provoke would be a bad desicion. but a good change would be to get rid of conversion and maybe change it into a thorn sheild skill or something. that would be nice, and maybe a buff to smite at restoration.
Paladin isn’t and wasn’t designed to be a tank.
Paladin has no role at all, they should make him tanker or make him a more damager version.
I love the class but seems to be pretty lacking, not many people add it to their builds.
He has a role, defensive support. The problem is that his skills doesn’t make a very good job. What he needs is either new defensive skills for his party or buffs to the current ones (Restoration, Barrier and Resist Elements), so they became more impactful, like Revive or Safety Wall.
I always wanted to make myself a Cleric C3 > Paladin C3 > X > Inquisitor because it would be the closest I could get to what Paladin was in Ragnarok with Guardian Saint being somewhat similar to Devotion, but the class is somewhat lacking and most of the time not needed (people probably going to prefer a Priest C3 because DMG increase with Blessings) and since they nerfed the DMG mobs do his defensive support goes to waste because it’s not needed at all.
Kinda sad because I liked the class during the 2 weeks of rests but in the end decided for Priest C3 instead because it was underwhelming in my opinion.
Yeah paladins role is a defensive support.
but its defensive support skills arent good enough to even call it a defensive support class lol.
restorations only use is for increased heal ( only useful if youre physical build) and for increased SP recovery bcuz ur SP runs out SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO fast. i think resist elements was indirectly nerfed. And barrier is scrollable and bugged, i think the scroll was nerfed but on the AH the other day i saw a barrier scroll and under it, it showed the increased range attribute so maybe the attributes apply to barrier scrolls too sadly D: ,so barrier is useless. conversion is useless too lol. smite doesnt do good damage either even with conviction. turn undead is useless unless demon type. and that leave conviction as our only good skill, but thats a c3 skill
, if they ever nerf god smash then conviction will be useless D: and that wil lleave no useful paladin skills D: .
How do Smite and Turn Undead fit into defensive support, considering that the buffs are among the worst/least impactful in the entire cleric tree?
here are a set of patch notes i created a while back (idk like a week ago)
paladin is somwehere in there
Well they always (or almost heh) give atleast 1 offensive skill to a class so they can lvl up and stuff, and they kinda fit with Paladin sort of by it’s concept, but yeah they do not fit into the defensive support, they’re just there so they can do some DMG (even if it’s not that great).
Its role is to deal with magic damage and screw up Devils and Mutants.
It just sucks,
Paladin is defensive support.
It isn’t a tank. Giving it a provoke skill would be the worst because Paladin are clerics: clerics have all the biggest healing/protective skills. Giving Paladins the ability to provoke and keep aggro would make swordsmen tanks useless.
Paladin needs more support and/or CC skill since its role is supposed to be about protecting the party.
In terms of damages I think it’s in a good position. But the defensive skills are pretty lackluster: Barrier is good, but it’ll always stay situational; Resist Elements is good and useful, but long cd; Restoration is pretty lame as it is, they could buff it a bit; Turn Undead is just your occasional fun skill that only requires 2 skill points.
Paladins are supposed to be this divine class that protects others and is particularly effective against evil but it isn’t here yet, it’s a shame~
Although at least they made is so the whole class isn’t limited to just a scroll anymore.
That’s precicely my build, cleric 3, paladin3, oracle and Inquisitor.
Every defensive class has some offensive skills. Most of the peltasta skills are offensive, for example.
Yeah, I know they arent a tank. They dont have the “C” skill for guard, nor a bonus to block or evasion, as well as low HP scaling. But at least they could “off-tank”. I’d be fine if they had better abilities some how, but they just either have a very weak role, or no role.
Also, Pardoner scrolls ruined them, among other classes. Agreed.
Fantasy delusions aside, the only defensive role paladin has ever been able to successfully play was damage reduction (through [resist element] and [barrier]). That is the only “support” it was EVER able to provide.
[restoration aura] provided extra healing ([heal] combo included) no one NEEDED (cuz def/mdef rocked). It’s still not needed now because damage in general went down. Any support paladin is providing is coming from the other circles since aside from [resist element], [restoration aura], and [barrier] it has no other support skills.
Get out of this preconceived fantasy of “hur dur, defensive support” and HELP the class. The 1st step to fixing a problem is admitting there is 1.
FYI, a wizard can give better defensive support and better tanking. [reflect shield] (though it costs a buff slot so pft) and [lethargy] now gives relevant damage reduction for both physical AND magical damage. [frost pillar] is the superior tanking tool because in general “no one is taking damage” and it groups mobs up to boot ([swash buckling[ doesn’t do that to ranged mobs). [swell left arm] gives significant def and mdef when using a shield (not to mention it’s mobile and has 100% uptime).
I’ve said this before but I still want it since it still isn’t here. Let [restoration aura] heal those with it by a factor of their HP recovery on auto atk. It will never outshine [heal] or [mass heal] since it is not %HP. It will never outshine [healing factor] since it can only apply as fast as you aa.