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Possible Paladin ability redesigns?

Discussion in 'Wynncraft' started by FelixTape, Sep 28, 2022.

?

Approval?

  1. I like new Sparkling Hope

    93.8%
  2. I like new Second Chance

    31.3%
  3. I like new Martyr

    31.3%
  4. I prefer old Sparkling Hope

    0 vote(s)
    0.0%
  5. I prefer old Second Chance

    43.8%
  6. I prefer old Martyr

    43.8%
Multiple votes are allowed.
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  1. FelixTape

    FelixTape BRuh Item Team CHAMPION

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    Some of the abilities on paladin's tree have been seen as unfitting, replaceable, or "unusable" by many players.

    This thread is for possible reworks/replacements to those abilities. Feel free to vote on the poll on which versions you prefer (you have 3 total votes)

    KEEP IN MIND THESE ARE ROUGH NUMBERS. THE CONCEPT IS THE POINT OF THE THREAD.


    Sparkling Hope

    upload_2022-9-28_12-46-9.png

    This ability has been buffed once or twice as far as damage goes, but I'm of the opinion that this ability shouldn't be doing damage at all. If you want to do damage as warrior, committing down the tree of monk or fallen nets you higher damage with more efficient methods of doing said damage. My proposed redesign would have it heal a small amount in a very large radius instead.

    "When you take 5% or less of your max HP as damage, heal yourself for 0.5% of your max HP and nearby players for 1%"

    Area of Effect: 16 blocks (8 block radius)
    Cooldown: 0.5-1~ seconds? should be minimal.


    This version of sparkling hope would further encourage use of provoke, further encourage having higher HP and defensive SP, and provide what could be seen as passive regeneration in a large area around the paladin, albeit much weaker than major sources of healing like Mage Heal and Blood Sacrifice, etc.




    Second Chance

    upload_2022-9-28_12-54-26.png

    It probably needs no introduction, but Second Chance is often seen as a odd choice for Paladin, especially considering this ability would fit MUCH better and make a LOT more sense of fallen's end of the tree. (Especially because blood pact is possibly the worst ability on Warrior's tree in my opinion but this is about Paladin rn so whatever)

    My proposed redesign would scrap this ability (and therefore martyr) by having it focus instead on Mantle's, Paladin's signature first red ability.

    "Adds 3 additional charges to Mantle of the Bovemists. Holding shift while casting War Scream will now knock enemies back instead, and spread your Mantles to nearby allies evenly."

    Application range: 10 blocks (5 block radius)
    (when there are an odd number of nearby players, the extra mantle will prioritize yourself.)

    IDK what this would be named, but this ability would provide significantly more support than living longer with second chance and giving a whopping 3 seconds of invincibility with martyr ever could.

    The shift to knockback is in concern towards trying to give nearby allies mantles, but also pulling in nearby enemies while doing so, so it adds that in aswell for more crowd control options and safety.
    (the knockback should be very weak in comparison to the pull, just a 1 block shove that essentially only serves to disable the pull.)

    It should also be noted that this ability directly synchronizes with Shield Strike, giving it more usage in that mantles applied to other players will also activate the Shield Strike effect when they lose them, giving even more support in that regard.




    Martyr

    upload_2022-9-28_13-5-20.png

    I'm honestly not sure what I would rework this into at all considering the replacement of Second Chance, so I'd rather suggest that it is altered slightly. If you have better ideas, feel free to reply.

    "When you receive a fatal blow, your death pulses your lost lifeforce outwards, healing nearby allies"

    This would procure the following:
    -25% of your max HP as healing immediately after death, with a 20 block range.
    -spawns a 10 block ranged consecration on the ground, healing every 0.5 seconds for 1% of your max HP for
    20 seconds.

    I'm not particularly proud of this idea other than the idea of "consecration" being included in paladin's kit.

    that's all I've really got. buff flyby jab please. :blush:
     
    Last edited: Sep 28, 2022
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  2. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    I personally would like to see Martyr negate death of a nearby ally and sacrifice some of your own health to protect them. Is it broken? Kind of yeah. But what do we do with broken abilities? Slap a 20-30 minute Cooldown on them!

    But I love the new idea for Sparkling Hope, I was really surprised Paladin didn't have any ally healing capabilities since Paladins usually have such powers.
     
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  3. Crouton_18

    Crouton_18 Either an Airship Captain or a Masochist CHAMPION

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    I like basic Second Chance since HIC exists, but Martyr could easily be added to Second chance without anyone noticing.

    The sparkling hope idea is great though. Kinda like manachism 2.0
     
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  4. HerobrineLiu

    HerobrineLiu Well-Known Adventurer VIP

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    I feel like the sparkling hope change may turn out to be just as underpowered as the current one since it barely heals for anything in comparison to acolyte or light bender even if the paladin goes full wfa with 30k raw hp (both light bender and acolyte are in the tens of thousands with probably similar consistency whereas 1% of 30k is like 300 hp :P). If it heals for too much the tank becomes a healer, however too low and it’s irrelevant. Since healers and damage dealers already exist, paladin’s design may benefit more by instead focusing on survivability or the ability to block/absorb damage
     
    Last edited: Sep 28, 2022
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  5. SuperTheFlugel

    SuperTheFlugel Battle Monk Enjoyer CHAMPION

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    I like some of these but yall need to stop recommending second chance to fallen. Whats the point of being tanky paladin if fallen was just able to revive itself and also have stupid high damage lol.
     
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  6. hmtn

    hmtn Archivist of the Realm VIP+

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    If CT are concerned with Paladin being less meat shield and more DPS, then more damaging abilities would be fine if bosses and their ilk had a mechanic where they couldn't attempt to switch aggro unless their current target fails to meet a certain DPS threshold. This would turn Provoke from something that needs to be cast every 3s into a "save me" or "grab initial aggro" button. I'd be fine with the cooldown in that case.

    Still, that's a very band-aid solution. Fixing TNA wall strats and making Paladin not able to sustain immortality without an active healer are better ways to make it viable but not overtuned. That, and making its tanking an active thing. Mantle is cool, but it - the most active Paladin defense - is still a very passive thing.

    'Course, this also means Paladin needs more DPS and healing options. Tankiness can already be built for in the item pool, don't waste Paladin's tree on defense. Instead, use it on mob management, group support/healing, and damage dealing. A slightly-faster depleting Mantle that you can rotate with a different active defense (also on cooldown) is enough to make defense interesting and ought to be the extent of defensive Paladin on the tree.
     
    Last edited: Sep 29, 2022
  7. SkiesUnknown

    SkiesUnknown skie HERO

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    I guess you could say Felix is trying to tape Paladin back together.




    I’m not sorry.
     
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  8. Daktota

    Daktota Daktota The Rock Enthusiast HERO

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    Imo paladin needs more active abilities and abilities that open up strategy
     
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