Paladin seems like it might be in a better spot now. But, I noticed there is not even a guide for Paladin. I was wondering, has anyone done the math and how does Paladin compare quantitatively to Hero and Dark Knight? Things to consider are: DPM in % multiplier Weapon differences SE and SI And situational effects: Armor Crash at Zak/HT Elemental effects at different bosses If nobody has done the math, maybe I will try to it do it myself and post my findings. I think all three warrior classes are interesting and somewhat balanced now, which is really cool Spoiler: for reference, the latest Paladin Buffs: Blast: Vertical hitbox range increase Elemental Charges: Damage increased from 125% to 130% Armor Crash: Replaced magic crash and can now cancel Weapon Cancels with a 4 minute cooldown on Armor Crash at max level https://royals.ms/forum/threads/update-50-22-02-2018.116156/
I think it's not balanced now cuz the dps of Paladin is still the lowest in RMS (not including Mages). I have no idea what Paladin can do in a HT run due to its slow attack speed and low damage. (is Blast's damage 580%?) Now, this job becomes more a support (or dispel mule) than an attacker. For a team with many pros, it's nice to bring Paladin as a melee. If not, it will become tragic.
Paladins aren't too bad at HT. Those with max Heaven's Hammer can actually dish out a lot of damage during body considering that it hits 1 arm, Wings, and 2 heads every 20 seconds (199k damage each too.) Other than that, yeah Pallys do fall short on damage because ACB and Blast can't compete with the other 2 warrior's main attacking skills. And while the latest patch will probably create WK mules, I think the change will help pallys in the long run.
Yes I agree with Failadin. I still think 4min cd on crash is long since bosses can weapon cancel at any given time. The only other thing is a vertical range buff for acb would have make more sense to me. Overall, this is a good buff.
199K looks great but the cd is too long. That's why you don't say MM>BM. Compared to DK/Hero, Paladin has only a skill, Heaven's Hammer, to attack multi-mobs, not to say how long the cd is and how low % Blast's damage is.
ACB (Advance Charge) does attack multiple monsters, which does allow Pallys to hit both an arm + wings, but it's extremely weak compared to Brandish. Paladins will always fall short on damage if you're going up against non-elemental weak monsters. From the looks of the update, it seems the Admins wanted to give pallys a better party role, I'm guessing due to their lower damage. There were other tweaks they could've done (like what patnais said regarding vertical range for ACB), but overall, this is a decent buff that doesn't change the tier hierarchy in the game.
If what I calculate is correct, it will be: I. Paladin: 1 mob, 580%*(1+1.5) = 1450% (with Blast) ? mobs, 350%*(1+1.5) = 875% (with ACB) II. Hero: 3 mobs, 520%*(1+2.2+0.3) = 1820% III. DK: 3 mobs, 510%*(1+2) = 1530% You won't go to the middle of the boss map if you're going to spam Heaven's Hammer. To make it balanced, blast should be able to attack multi-mobs (2 mobs, I think), Blast's damage should be a little more than 1000% or it can attack 2 times.
Well, Heaven's Hammer is used on the platform that warriors attack from, which lets it hit 4 HT parts at once. Also, I don't agree with buffing Blast damage. If anything, they should buff ACB damage. As in, buff it enough so that it won't replace Blast on single targets and so that it won't outshine Heros or DrKs on multiple targets.
Blast is even WORSE now. That addition to the hit box is messing with me on zak arms. If anything, I'd rather had that increase on my ACB since it mobs (be more effective against arms and HT parts). Damage was already bad, but now I cannot even aim at a boss part properly?! My swings with blast were randomly hitting different arms when I attempted zak only adding to criticism I receive choosing the class, which by the way is extremely rude.
In other words leave it as is. The one thing ACB needs is an extention on how far it can hit both vertically and horizontally. Sure it's weak, but if it could reach more parts at once, it would compensate. Far as blast goes... I rather hit a single target for absurd single dmg than buff ACB at all. I truly don't mind us not being the best at mobbing. They made Blast to be a single hitting attack, so why not make it completely outclass it's competitors in exchange?
I agree with you. Not only range of blast but also one of the skills should be buffed. If not, it will make Paladin looks like a mule (or a support) rather than a warrior.
A damage boost to Blast sounds great, but the problem with boosting it would make pallys completely outshine Heros and DrK on a lot of bosses which isn't what pallys are meant to do. I'm talking about Zak bodies, Krex (where we already compete with damage there), and HT pre-heads and the final 2 heads, all of which are single target bosses that would make pallys way too strong if Blast got buffed. This is why I'm more so in favor of buffing ACB (its damage and its vertical/horizontal range) Another buff I'd rather see than buffing Blast (and I've seen this in another thread), is make more bosses elemental weak. That would give pallys a buff while not changing Blast itself.
Boosting blast wouldn't outshine Hero's or Drk's though. It lacks the range and mobbing and even at an exaggerated increase like 1000% it's still weaker than the other single target classes and would lose to the other Warrior's on multiple monsters, not saying damage increases would solve Paladin problems.
I'm not asking to make us better than the other two... Just be able to shine in some way. BOsses like Zak Body and krex are examples where we would have some form of advantage because of overwhelming striking capability. situations like HT Heros and DKs would be better, but at least with the buff Blast makes us at least viable to the cause. Making us better is what everyone's afraid of and as a result, small baby steps like this are being taken.
I hope these changes are not final and the Staff can adjust later on. On the Skill changes however, they did help Paladin with the "Party" aspect so I think this is a great start.
Yes, changing Blast from 580% to 1000% would make us wayyy to OP on single targets. Notice how in my previous post I specifically mentioned single targets. With my current gear + MW20 + Heartstoppers, I already have the chance of hitting over 100k on non-elemental weak monsters. Almost doubling the % would mean I can almost hit the damage cap, and this is on neutral targets. Changing the % to something high like that would make many pallys hit damage cap on elemental weak monsters, something I don't think pallys should be able to do unless they're extremely funded. ACB is Pally's main mobbing move. it's the move we use on zak arms. It's the move we use on arms+wings in HT. I don't believe we need a boost for single target. I believe we need a boost for mobbing.
That was an exaggeration implying even at such a high increase they would still be out damaged by the strongest single target classes on 1 monster, and lose to Hero/Dark Knight on 3 monsters. I don't see a harm in buffing ACB, but they would just be similar to how Dark Knight's and Hero's attack. Who knows that might be better.
Well, tbh, I do think pallys need all the help they can get. This last patch was a step in the right direction, but pallys still struggle with damage on bosses. The last patch boosted Fire, Ice, and Thunder charges, but that doesn't do any good against HT or Zak. It mainly helps against BF, HH, and Krex, and Anego to some extent (for the pallys who don't have max Holy Charge). If the admins feel like buffing Blast % is the way to balance things, then I won't complain. I would, however, prefer more community insight on this issue because multiple concerns regarding pally have been brought up. Issues such as: Blast % ACB % Vertical/horizontal range for ACB How the vertical change for Blast messes pallys up at Zak Elemental weakness etc. Sorry that this thread kinda derailed from the OP's post, but this thread is a good chance to shed some light on how much pallys have been impacted. I know that the admins have taken some community insight in, especially based on this last patch, but it still wasn't enough.