Nerfing that wonât help much
This will only make Paladins ânecessaryâ,not "useful"
Paladins will just be another âBarrier skill scrollsâ,and cost a party slot =.=âââ
Or people will ignore paladins and change the meta.
Barrier is really retarded for Paladins imo. It does serve no real purpose as you have to walk to the border of the Barrier itself to be able to hit enemies with Smite/Autoattacks due to close range = bad synergy.
Smite should just become a 5 overheat 10 seconds CD skill. Seems legit and considering the high SP consumption I doubt that it might become overpowered (people would most likely just leave it at level 5 or 10 to save the SP and spam the skill xD).
Conversion should stay but become useful by just converting the monsters at a certain chance when they step into the circle instead of buggy mechanics that donât work.
Also, what would really help Paladin would be a Class attribute that allows him to actively block damage with an equipped shield [= the same as Peltasta, Rodolero and Murmillio have; possibly only available at Circle 3 to make not everyone get Paladin C1 just for the blocking ability]
Oh I thought it could scale with INT sorry. But it doesnât change that there is not only STR Paladins.
If you donât see the problem of a too fast HP RegenâŚ
I think weâre all in agreement that Restoration could use some work. I consider it the weakest link in the Paladin tree. Players rarely use it; I only use it as much as I do just to see what kind of difference it makes. So far, I donât see it changing survivability or play synergies even with Aukuras et al, especially with high HP players. (Low HP players top off early, but theyâll probably just get one-shotted anyway if push comes to shove.)
At present, Restoration has two attributes: one adds to the HP recovery, and one adds a slight SP recovery bonus. Restoration also gives a bonus heal to the healing tiles.
The HP bonus is just more of the same. The SP recovery bonus is nice, but the ticks are so slow, nobody ever notices it. And with the big changes coming up, SP costs are going up, so a paltry 50 SP per recovery tick will probably be even less feasible.
The healing tile bonus is actually noticeable. In fact, one way Restoration could become useful is if it boosted all recovery items - such as HP and SP potions and herbs. Maybe that could be an attribute?
Restoration could also benefit from a longer range. Especially in instances, people tend to just run off into the sunset and do their own thing, which is often necessary to avoid area attacks. Range could be another useful attribute.
Also, since most people often forget about Restoration (because its effects are so forgettable in typical play), maybe it could just stay on and just drain some steady SP, instead of forcing people to actively re-cast it.
Restoration is a skill that only works well when you sit near a bonfire.
In 8 seconds you are full hp/mp again.
Itâs not useful at all since you cant sit in arenas.
They could rework it to improve the % of healing you get.
Each heal block heals 5% + blablabla HP.
Each lv of restoration could amplify this % of healing.
Imagine a cleric 1, pala 3, healing 21% hp for each heal block in the floor!
This will do.
Imagine every mechanic of % of healing getting boosted by retoration?
Revive, resurrection, mass heal. Damn, imc should just hire me 
my walking HP/SP pot (Cleric3Paladin3Kabbalist) approves the scaling healing efficiency.
Yeah, Iâm looking at Restoration from the perspective of active play. If a party has the time to sit and put up a bonfire, they are probably not in any imminent danger. When recovery isnât super urgent, most people use an actual heal spell, a potion, or just wait a few extra seconds if a bonfire is up.
The bonfire is the main recovery source when itâs up, and Restoration is still an afterthought that most people⌠forget. I mean, have you ever run into a situation where somebody - ANYBODY - said, âI would have had an easier time if someone had just cast Restoration.â
Actually, Restoration is already increasing the amount of HP restored from Heal tiles. I think it works with Mass Heal too. Itâs not working with Healing Factor sadly.
I think it âworksâ as flat healing bonus.
Itâs such a useful skill that does not add extra magic amplification on Animus users.


