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Full list of all Adventurer KMST changes
#43
Possible Paladin ideas:

1. Threaten to -20% physical attack
2. Oh, how about giving each charge a bonus effect? Fire can be a DoT or inflicts small explosions per hit dealing free FA/Chain Lightning-amount damage, Lightning can slow down the target (as in placing a negative booster effect as well as an actual Slow effect), Ice can cripple the enemy's defenses (+5-10% damage to that enemy), and Holy will have a dual effect of overall weakening the enemy's attack (-10-15% attack and magic attack) while also healing the Paladin per hit like Combo Drain. Then, amp up the power of all of the Paladin's attacks so at elementally-weak they completely dominate. What this does is make The first 3 charges power enough to be formidable in 3rd job, but then paves the way for Holy Charge to be the top Charge. For me I just couldn't think of a way to balance all 4 charges, and since Holy Charge is what really makes a warrior a Paladin, it'd only make sense it'd be his most powerful charge as well. To make it interesting though, each effect of the charge can last for up to 1 minute. Charge stacking anyone?
3. Elemental. Swords/Hammers.
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Full list of all Adventurer KMST changes - by IllegallySane - 2009-12-26, 08:50 PM
Full list of all Adventurer KMST changes - by god - 2009-12-30, 11:27 PM

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