Sun Paladin Tweaks
Posted: Sun Jan 12, 2014 1:23 am
So our Sun-Pals are one of my favorite classes conceptually, and the class I've probably played the most (even if the only win I have on one is in the Arena-60.) While I don't think the class is underpowered, I do think that the current design could be described as...well, either "annoying" or "dull," it really depends. A few problems I have with the class right now...
1. Positive generation is a bit frustrating to deal with. Doubly so if you're an undead Sun-Pal and you can't just spam Bathe In Light everywhere. A big part of this are the abilities that generate positive themselves: Celestial/Light abilities has a heal and a debuff-cleanse that you're not likely to just up and cast for the positive, and Celestial/Sun abilities are weak and have a pretty bad category multiplier. Either way, this makes it difficult to make consistent use of Crusade and Brandish.
2. Paladins have few real build options. Generally, you pretty much can look at the vault and see every one building much the same way. They only have three locked categories, one of which is Survival and another is picked up almost entirely for Rush.
I did a quick search and found a few suggestions for these guys, so I kind of wanted to collect some of those ideas here.
1. Have Weapon/Shield of Light generate positive instead of consuming it. It still wouldn't be enough to fuel Crusades/Brandishes on their own, but would help keep positive from being a huge obstacle.
2. Raise the category multiplier on Celestial/Sun. Might encourage more points to be spent there.
3. Add a new locked tree for them. Celestial/Glyphs was suggested in another thread and would probably work with the Paladin's defensive, "hold the line" style, but something new tailored to them would work, too.
Thoughts?
1. Positive generation is a bit frustrating to deal with. Doubly so if you're an undead Sun-Pal and you can't just spam Bathe In Light everywhere. A big part of this are the abilities that generate positive themselves: Celestial/Light abilities has a heal and a debuff-cleanse that you're not likely to just up and cast for the positive, and Celestial/Sun abilities are weak and have a pretty bad category multiplier. Either way, this makes it difficult to make consistent use of Crusade and Brandish.
2. Paladins have few real build options. Generally, you pretty much can look at the vault and see every one building much the same way. They only have three locked categories, one of which is Survival and another is picked up almost entirely for Rush.
I did a quick search and found a few suggestions for these guys, so I kind of wanted to collect some of those ideas here.
1. Have Weapon/Shield of Light generate positive instead of consuming it. It still wouldn't be enough to fuel Crusades/Brandishes on their own, but would help keep positive from being a huge obstacle.
2. Raise the category multiplier on Celestial/Sun. Might encourage more points to be spent there.
3. Add a new locked tree for them. Celestial/Glyphs was suggested in another thread and would probably work with the Paladin's defensive, "hold the line" style, but something new tailored to them would work, too.
Thoughts?