2013-02-01, 11:39 AM
LiquidSwing Wrote:[MENTION=8585]valhala556[/MENTION]: i've got a skill im almost done with that will give 2 handed paladins a different playstyle in 4th job than 1handed.
however, im not going to go to the extreme of having every skill do 2 different things depending on the weapon. in my opinion, Nexon has done a good job in carving out an identity and niche for the modern paladin, which is a defensive tanky knight.
to play a paladin and say you dont wanna be tanky, but instead just be a damage dealer is confusing. why not just play a Hero, or Kaiser? the paladin has a specific theme going for him, and I dont really want to drastically alter it.
that said, I do think that having something cool for the 2handed Paladin players would be appropriate and Im gonna edit my OP soon
also Elemental Intercept: Gale was a 3rd job rush skill I gave to PaladinsIt could chain to itself twice, and all monster it hit would take more damage from the paladin. I removed it because Paladins get a Rush in second job and I had to keep it at 5 points due to paladins having so many skills in 3rd job. it felt wrong to have a cool skill be a 5 pointer, and I also had to make Fire and Blizzard 15 points to accommodate 1 more skill.
Ok. understand why you took out Gale.
As for the Paladin theme. I know its tanky But there's a difference between "Yay I can take anego's slap at 15k damage" vs "Yawn.... Brb have to grab a bite to eat"-in the middle of a zakum boss fight. The first one is still tanky but still allows players to pay attention, While the other is just don't even bother trying to stay alive because you dont try to stay alive as a paladin. You just do.
Granted I havent played my paladin in a while (lvl 182 now) but when I stopped it was like that. My idea's was to keep alot of the defense, though I didn't say that, but allow one to sacrifice their defense for damage. Since we have enough for like 4 extra characters.
All the damagy type stuff is because this is maplestory and if it doesnt do damage its practically useless.


It could chain to itself twice, and all monster it hit would take more damage from the paladin. I removed it because Paladins get a Rush in second job and I had to keep it at 5 points due to paladins having so many skills in 3rd job. it felt wrong to have a cool skill be a 5 pointer, and I also had to make Fire and Blizzard 15 points to accommodate 1 more skill.