So I’m still new to the game, but I’ve got my paladin up to level 10 and I’m starting to find the combat boring at times, despite really loving the combat mechanics the paladin has. My biggest problem is the lack of damage done when you don’t have charges, this is a huge problem when your solo against mages that spend more time healing and buffing themselves, then attacking you. This means you only get 2 attacks in every 8 seconds and in that time, they have healed half the damage you have done already.
My suggestion would be to have the paladins weapon do at least half the damage it would when not charged, this at least gives me some reason to swing my hammer while waiting for the cooldown on restoring my globes. Either that or have the weapons do less damage (say 75%) at all times, and have the charged weapon give a chance to stun enemies when I hit them normally.
I’m sure I’ll be less bored when I’m playing in a group and can have more things hitting me at once without dying, but right now I’m going to be switching classes so I can solo content properly without spending 7 of every 8 seconds in a fight waiting until I can next attack
Throwing a charged hammer will stun and interrupt, which might be the feature you need to keep going as a paladin. I have also argued in favor of increasing damage done as a paladin because it definitely does get boring fighting solo enemies.
You should probably be able to solo (albeit slowly) a group of 3 onlevel or 4-6 below level enemies without major issue. Paladin is probably the only class with that kind of survivability, which is its offset for the low damage.
I do love the survivability of the paladin, I have taken on small groups before and won. I’m not wanting the most DPS in the world out of him because then he would be too OP, but they need to give me something to do while I’m fighting an enemy that isn’t really attacking and I’ve used my 2 charges
mechanically it’s similar to the shaman… ‘action available on timer’, though when standing there holding your hammer I could see it being a lot less exciting.
Isn’t that what the librams are for, to ensure you’re ‘doing’ while not ‘swinging’? Perhaps there needs to be a bit more versatile set of librams to ensure there’s always something to be doing? This is essentially how the Scoundrel works… if you’re out of ammo you can always fiddle with cards
+1 on this idea hahahha been asking for that, myself.
Issue is that the warrior class involves so much movement people were hurting themselves, so the devs don’t want to make the paladin class suffer the same problem.
Unfortunately, libram of blessing is your local taunt. You only really want to use that when you’re trying to get aggro on everything in the area or when you already have it and just want a buff (long cooldown, too). Libram of healing you reserve for when you’re low on health, and the libram of power buffs your next attack or heal (so you’re using this when fighting all the time, but it’s only one libram).
Can confirm, much less exciting.
I think the major difference here is the damage done. It can take quite a while to kill a single enemy as a paladin and only moments as a scoundrel
makes sense for solo play for single mob farming. In longer fights the scoundrel falls back to a similar pattern of essentially shooting on a timer to ensure a rotation, using the (great improvement) charge shot as a timing buffer so the time feels less wasted. That change (made in beta6) really improved things, so something innovative for paladin might be nice.
Honestly… perhaps instead of ‘charge pips’, a ‘charge meter’ would mean at least you know you can do a lot of smaller swings or a big one if you charge up… something like that might give a way for your to sort of ‘decide’ on timing if you just need a swing but not a full PIP bomb
Honestly if you aren’t having fun with a class then it’s bc it isn’t for you. I played Palidin all of the beta and it’s great. The only problem is with the libram of power having to be used twice bc the first time doesn’t do anything and then the second actually uses it.
Is that what’s happening w/ Libram of Power? I noticed it was like the cooldown of gaining the buff was longer than the cooldown on the libram itself which obviously makes no sense.
I threw out some thoughts on the Paladin a little while ago on how I think it could mitigate that standing around and doing nothing time. It’s gotten mostly positive feedback.
Pretty much just changing how pips are generated/consumed and finding a rhythm to your swinging. To me it’s the auto attack and pip generation/consumption that are the crux of why it can be dull to paladin. You spend too much time standing around doing nothing.
My ideas are far from perfect but are just nudges towards keeping the player feeling like they’re always doing something as well as eliminating the 5 pip waggle to win. Making the class feel more like it’s swinging a big ass hammer around!
The librams are easy enough to manage with my empty hand while swinging. I have my hammer in my right hand and pick a libram up with my left hand. Once you have picked it, you just hold it for like a second and your set
I always main a tank class and I really like the paladin as a whole. The self sustain is great and he has a nice amount of aggro generation. Being able to throw the hammer and even teleport to it is great as well.
I just don’t like the standing around waiting which can happen in some fights, you can’t tell me you enjoy fighting a mage for 2 minutes while it does nothing but heal and doesn’t help to generate any orbs for you.
1.) I would like to be able to rearrange my Librams, as the one used most frequently is furthest from the hand grabbing it.
2.)IMO It feels weird for a Paladin to grab the holy texts of his order and then haphazardly throw them away. You could add a permanent Libram like the shield. And on it you could visibly see the cooldowns of your 3 abilities. You would activate the abilities by holding trigger, grip, and a combination of both for 1 second
(Lib of Blessing=Trigger… Lib of Heal= Grip…Lib of pow=Trigger+Grip)
This would also clear up some on screen clutter
3.) More Librams/Abilities, I dont have any specific ideas but it would be fun to see a diversity in the way different people play their Paladins. I get the certain Roles you guys like to put classes in, but it would be fun to see DPS, Tank And Healer Paladins, I think that applies to the rest of the classes too to an extent.
I’m loving Paladin, but I think the main downside is that orbs only recharge by taking damage or using that thunder ability. The damage with non orb attacks is too low to even be worth swinging, so maybe those should just contribute towards orb charge instead.
I started Paladin yesterday, I saw you overthinking the place of shaman totems, but for paladin is the same, I keep grabbing the things on my belt instead of the books which is more than annoying
There is a trick to avoid boomeranging, if you call back your hammer with grip and then press trigger you will not be teleporting to the location, instead it will appear in your hand, also for some reason you can still sheath and unsheath the weapon to make it appear, although that was not consistent for me.
I for one really enjoy the slower class as it better allows me to figure out my next steps, the only time it becomes tedious is when fighting only 1 weaker enemy. In Battlegrounds you are extremely busy already, and when tanking groups of enemies and do your best surviving.
What is with this discussion? Paladin is a tank class guys, if you want to kill things quickly, go dps, or get a dps friend. If you want to grind it out go tank or healer.
Tested paladin out on shards yesterday and found it quite challenging and fun during battle. It’s not just smacking away, it’s maxing out aggro with libram timing, using the damage reductions during enrage faze and tank busters, saving orbs for interrupt and groundslam, yet keeping it below five to keep on getting damage reduction. Have not tested proper kiting yet, but worked fine in the overworld, so should work.
Only problem I have is with the paldin ultimate needing a activation twice. Shard dungeons are fast pace, and im often getting killed in the time between ultimate activation and the heal to register on myself (with me waving my hand trying to get it to go off) it’s verry unreliable and there seems to be a delay for it to be triggered.