Disclaimer: paladin and other warriors already received changes from the class balance patch, and those changes aren't in original maple pre BB. Therefore the topic of my suggestion/feedback isn't "nostalgia" should not be discussed in this thread. A few more ideas for paladin's quality of life (QoL): Change Final Attack skill to an active buff with 200 seconds duration, not passive. The reach of the final attack will be the same as the skill that triggers the final attack. This should be common to all warriors not limited to paladin. Increase the ACB hit box to the same as Blast Change Blast and ACB to where they can trigger Final Attack. Brandish and crusher will not trigger final attack. Reduce the CD for Hammer to 10 seconds at max level Give the skill threaten 20% damage reduction curse on bosses or monsters on top of defense reduction. I believe the above five changes will still keep paladin a niche class not over powered, improve QoL while maintain it's uniqueness, and on top of that, the only class actually uses final attack in MapleRoyals. Moderator note: Moved to "Not Possible" as several of the suggestions are not possible.
doesn't final attack lower the dps (how does it look like/work)? what does it mean increase the ACB hit box (larger area)?
AFAIK, using FA with SB makes the damage spread across everything you hit; for example, if you hit 6 mobs, they will each receive only (250%/6) damage from FA, causing it to lower your overall DPS/M. If this change is implemented, I would prefer if it was only applied to Blast, or else the formula for multi target need to be changed. By the way, does FA currently benefit from elemental charges?
Thats one of many reasons i suggest final attack should be active buff not passive. When you do single target final attack is good. When you mob might be better to turn it off. Also when you bigfoot hunting, you should leave it off even if you use blast
Yes final attack works with ele charge. I personally tested out. And yes what i mean by increase the hit box = large area. I think final attack benefit 3rd job white knight grinding with ice charge. Since you dont have rush, you can't group the monster and make sure you maximize the number of monster you hit. Final attack + ice charge + slash blast is actually beneficial in this case because it will do more dmg to the 1~3 monster in front of you compared to the rest. So you can freeze a huge mob, attack from one side and guarantee the monster in front of yoy die first so you can move forward to attack the rest. If you dont have final attack with ice charge in 3rd job, of the 6 monster you freeze and hit, there is no guarantee which of the 6 will die first. If the monster in middle of the group dies, it will force you to switch back to power strike to kill the one or two monster separated from the mob, then go back to slash blast. Not sure if this make sense. That's one of the reason I propose making final attack useful for paladin because I believe it's the only class that can actually use the darn skill due to elemental charge.
Number 1 and 2 seem pretty good but i'm not sure if the server can implementing something like this. Number 3 and 4 is absolutely perfect, Paladin may not be the best (mostly the worst) bossing class but that doesn't means they have to the the bad at farming as well.
Agree. I bet Drk and Hero as of today can out grind Paladin at Ob4 easily. Added 5th idea based on this comment.
Just re read this one and noticed it just now. Final attack is similar to I/L's chain lightning and marksman's pierce. Does highest dmg to first monster, then all the sub sequence target gets reduced damage. The damage doesn't divide equally.
You decrease Heaven's Hammer cool down and heighten the damage cap and you got a nice Warrior Mage Hybrid. Final Attack will either need a damage buff or its speed increased by 3x for it to be viable when activating with Blast.
Instead of just decreasing the CD to Heaven's Hammer, it would be nice if they could remove the massive delay after using the attack. That's a QoL change though, not really a buff.
You'd have points to max it anyway though. You get 151 points in total for 3rd job skills I think, Charge Blow+fire/ice/lightning charges is 120. You'd max Armor Crash then have 11 more free points that you don't really need (the other 3rd job skills like shield mastery or mp recovery are very useless)
Mp recovery will increase your chance of survival at HT. Hero's will takes 40mp, and mp recovery gives you 40 mp per 10 seconds at max level. Warriors often taken the seduce lure during horntail bossing, and horntail often seduce you and drain your mp to 0 at the same time. With max mp recovery it may save you by giving you 40 mp which allows you to use hero's will to free yourself from seduce.
Lol never thought of this thing. But then Hero's will cost 30mp and not 40, while your character regenerate 10 mp per second without this skill. So if you get MP recovery at level 10 you'd get +30 mp which is enough to cast hero's will already so level 20 is still not necessary
Oh then mp recovery will give you exactly what you need for hero's will every 10 seconds at max level. I was just going off by what i remember, and i remembered it wrong
Hmm I still don't see why would you need it at level 20 and not 10. MP recovery gives additional MP every 10 seconds on top of the 10 MP every character gets normally. So a level 10 one would give you +20 on top of the +10 which is +30 (enough to cast hero's will). So there isn't much reason to get the skill to level 20 and not 11.
1. Extend vertial and horizontal range of ACB. 2. Buff 1 handed range ACB/(Blast?) to be equal to the range of 2 handed like they did with branish to help out 1 handed heros. QoL 3. Fix Threaten to do % def reduction 4. Extend the area of what HH hits These are my serious suggestions to make paladins better.
Another idea. Give threaten skill damage reduction curse (thinking 20%) on top of defense % reduction. This will make bosses hit less which make bosses like toad and shaolin available to more people that didn't wash enough and increase the demand of paladin.
I think they said they couldn't do anything % wise to Threaten in this version. Threaten can just do a flat -250 atk/def and it would be good at low and high levels.