Forums » The Paladin

How would you like the crusader to dish out damage?

    • 119 posts
    June 15, 2016 10:34 AM PDT

    I am hoping to play the crusader mostly as an effective tank, but once in a while, it's always fun to actually hurt your enemies. Assuming we can switch specs, stance or skill line up, what "flavor" would you like your crusader to dish out the pain.

    -2-hand weapon?

    -Dual wield?

    -Sword & Board?

    -Spell casting?

    -Other?

    For my part, I would like to see the shield be used as an aggressive weapon. Skills like Shield Slam, Shield Charge, Shield Throw, etc.

    • 171 posts
    June 16, 2016 4:39 AM PDT

    Not that I plan on playing a Crusader, but I do like the idea of the tank classes using their weapons (and shields) even for their non-martial abilities. Across the board for buffs, smites, taunts, holy words etc, I would love to see them use their sword or shield as toe focus for the ability (and animation). Tanks are heavy armor and weapon classes and in my opinion, the majority of their abilities should be based around this premise.


    As for dishing out damage, I see the Crusader (and Dire Lord in a similar vein) as using a mixture of spell based attacks such as holy words, along with melee attacks such as smite to achieve this. Probably one large damage spell/ability from each category and the rest smaller damaging or DoT type abilities.

     

    • 466 posts
    June 16, 2016 9:07 AM PDT

    I always liked sword and shield in EQ2 but I was either the raid tank or Offtank.  If I knew for a fact I didnt need to tank a zone I would equip my two handed sword of badassery and try my best to kill stuff.  But it should be a mixture of Melee and Magic.  But I would want the option of using two handed sword and shield blunt weapons.  I guess everything but duel wielding

    • 266 posts
    June 19, 2016 2:00 PM PDT

    Crusaders should not be limited in weapon/combination choices.  Two-handers are great for dps, but shields are awesome for AC boosts.  Sometimes we need to crush bone, sometimes we need to slice flesh, and sometimes we need to take a few combat rounds to the face.

    In the end, a combination of sword and spell, is preferable.  Positive and negative wards both make sense, but holy cleansing and moderate to weak single target heals, along with a group heal and stuns pretty much round me out.  Spell DPS should only be effective/efficient towards the designated racial enemy or allignment.

     

    • 1014 posts
    June 28, 2016 2:05 PM PDT

    Mekada said:

    I am hoping to play the crusader mostly as an effective tank, but once in a while, it's always fun to actually hurt your enemies. Assuming we can switch specs, stance or skill line up, what "flavor" would you like your crusader to dish out the pain.

    -2-hand weapon?

    -Dual wield?

    -Sword & Board?

    -Spell casting?

    -Other?

    For my part, I would like to see the shield be used as an aggressive weapon. Skills like Shield Slam, Shield Charge, Shield Throw, etc.

    Oh yes!  I agree to this.  The Crusader should be a major damage dealer.

    Ox 

    • 1079 posts
    July 1, 2016 11:42 AM PDT

    EQ attempted to use a 2H Piercing for a while. Never really caught on but I really like it. Effectively it was a lance. I really wish they would have developed that further. To me that fits perfectly with the image of a holy/unholy knight. 

     

    • 327 posts
    July 4, 2016 2:06 PM PDT

    Shield (definitely a yes to shield slam stuff) + Sword/Mace come to mind when I think of a crusader. 2H could be alright if the defensive/tanking capabilities drop significantly imo. AC would obviously drop, but if most threat abilities were tied to a shield (pending how they do crusader gear) it could help enforce 2Hs being for damage only.

    For spells, they should be useful, but I'm not sure how much I want the class to be reliant on spells vs skills. Not to the extent that it got to in WoW and Rift, but I always liked holy knights being able to do small-er group heals. Especially if it can be a 15+sec cooldown but pulls decent agro. If the group is getting banged up from not all the mobs being on the crusader a heal + threat is a great ability I think. Again, not a major heal just something to help a little but mostly a tank/taunt move.

    • 1014 posts
    July 7, 2016 9:39 AM PDT

    I for one need to see how the class fits into the group.   Off tank or DPS or the lowly oddity that they get forced into on most games. They are worthy of great capabilities so I am very curious.  

     

    Spells and auras are another issue what will they be or should they be?

     

     

    Feyshtey said:

    EQ attempted to use a 2H Piercing for a while. Never really caught on but I really like it. Effectively it was a lance. I really wish they would have developed that further. To me that fits perfectly with the image of a holy/unholy knight. 

     

     

    Yeah that would have beeb a great class to try. 

    oh shameless plug.  The Guys at VoT will be discussing this today.  Link: https://www.twitch.tv/pantheon_vot ; should be a spirited conversation. 

     

    Ox

    X

    • 8 posts
    May 8, 2018 8:16 PM PDT

    Sword and board, or two-hander.

    Shield bashes are nice. Two-handed pommel smashes on the rebound are also nice and effective.

    Divine magic like stuns, knockbacks, knockdowns, or other smitey-effects.

    Auras or AoE effects that cause abominations like the undead or demons to dissolve over time if they don't get the heck away.

     

    Paladins have no business dual wielding. That's for drizzit-wannabes and bards who play a flutesword with one hand and a hornhammer with the other, while beating a drum with one foot and shaking a pair of marraccas tied to their cuisses.

    • 27 posts
    May 9, 2018 5:07 PM PDT

    I have always really enjoyed playing Paladin-esque classes in different games and I really prefer the shield playstyle. I prefer seeing paladins with shields over 2 handers and would like to see the ability to do a double shield bash at higher levels. When I was playing a Crusader in Diablo 3 I loved using the Punish primary and just seeing shield attacks over and over. I can't wait to how VR incorporates shields into the game; I would love to see something towards the ability to summon a holy shield or a spell that blesses your shield to give it additional stats that you wouldn't be able to get if you didn't have a shield equiped.

    • 64 posts
    May 16, 2018 4:11 AM PDT

    for tanking/off-tanking., 1h weapon (sword, mace, spear, etc) and shield with abilities to help them out, increase block chance, etc.

    for dpsing, 2h weapon.

    • 179 posts
    May 25, 2018 5:46 AM PDT

    Saiidin said:

    Sword and board, or two-hander.

    Shield bashes are nice. Two-handed pommel smashes on the rebound are also nice and effective.

    Divine magic like stuns, knockbacks, knockdowns, or other smitey-effects.

    Auras or AoE effects that cause abominations like the undead or demons to dissolve over time if they don't get the heck away.

     

    Paladins have no business dual wielding. That's for drizzit-wannabes and bards who play a flutesword with one hand and a hornhammer with the other, while beating a drum with one foot and shaking a pair of marraccas tied to their cuisses.

    Haha!  This is great!  To add to this, I would like to see a retribution/vengeance type of effect that either reflects divine damage back to the attacker, building threat and/or increases the Paladin's attack rating in proportion to the damage they receive (allowing the Pal to increase their damage output which would increase their threat). 

    This was my favorite mechanic in WoW for the few months that they had it:  
    "Vengeance is one of the passive bonuses gained by a character when specializing into a tanking tree at level 10. Its purpose is to help a tank's damage and, thus, threat scale with gear in order to compete with the increasing DPS of end-game content. Vengeance is a bonus provided to all tanking specializations."

    • 242 posts
    May 25, 2018 2:58 PM PDT

    huge 2 handed flails or mace and chains would be cool for AoE damage.

    • 820 posts
    May 29, 2018 10:53 AM PDT

    Mekada said:

    For my part, I would like to see the shield be used as an aggressive weapon. Skills like Shield Slam, Shield Charge, Shield Throw, etc.

    Yes! I absolutely love when games make the shield useable as a viable offense as well as defense. There's just great satisfaction, seeing your giant shield smash into a mob's face. 

    Other than that, I always liked how Paladins had the utlity in EQ to cast undead-specific DD spells, but always thought it was a shame that they didn't have utility to hurt other mob types. Maybe take a page out of DnD and give them "radiant damage" skills; those that would do extra damage on undead, but still would cause damage on mobs of different types. While Paladins should absolutely play as tanks, they're also divine crusaders selected by their god, and should have skills that reflect that divine inspiration. 

    It would also be nice if we could specialize in a weapon type. MMO's have seriously under-used certain weapons - namely, the spear. If I could create a "spartan-esque" paladin, with a spear and shield (Wardens from LOTRO, anyone?), I would be on happy son of a gun. 


    This post was edited by Tralyan at May 29, 2018 10:56 AM PDT
    • 813 posts
    June 1, 2018 3:44 PM PDT

    Today I had a reminiscence of something people will probably remember too : Wow Vanilla / BC 's paladin seal and judgement.

     

    For thoses who don't know the idea, the paladins could buff themselves with a seal that would add them some effects on hit, the following beeing :

     

    -Seal of Righteousness : Deal magic damage on every melee hit

    -Seal of Light : Recover health on every melee hit

    -Seal of Wisdom : Recover mana on every melee hit

    -Seal of Command :  Chances to deal weapon based magic damage on melee hit

    -Seal of Justice : Chances to stun (If I remember right) on every melee hit.

    -Seal of the Crusader : Increase melee attack speed.

     

    Each paladin could only have one active seal at a time, they were short duration buff of about 20 or 30seconds and had a secondary effect associated to the skill judgement :

     

    Judgement : Release the current active seal to strike the ennemi with magic damage and adding a different effect based on the seal :

    -Judgement of Righteousness : Deal good magic based damage

    -Judgement of Light : Deal magic based damage and add a debuff on ennemy that will restore a small amount of health to every attacker on hitting the target.

    -Judgement of  Wisdom : Deal magic based damage and add a debuff on the ennemy that will restore a small amount of mana to every attacker on hitting the target.

    -Judgement of Command :  Deal high magic damage (maybe weapon damage based, not sure) and deals +100% damage on stunned targets.

    -Judgement of Justice : Deal magic based damage and snare the ennemy for a medium duration.

    -Judgement of the Crusader : Deal magic based damage and increase the holy magic damage taken by the target by an amount.

     

    Every debuff placed would be refreshed by the paladin's autoswings, making them semi permanent if you could maintain a 100% uptime.

     

    The idea here was that paladins were choosing the seal they wanted to unleash depending of their group/raid needs, then they would judge and rebuff themselves with another seal to get benefits for themselves accordingly to their specialisation.

    I liked that system and even if wow dumbed it down once Wotlk came out, I think it would really be worth re using in a new game.

     

     

    • 500 posts
    June 1, 2018 7:59 PM PDT

    Hey all,

     

    I'm a big fan of shields. (why do I want to google that?) And it would be really neat if Paladins could deal damage with a 1-h and a shield and not have to default to a two-handed weapon. I'm fine with anything though.

     

    -Todd