The future looks pretty bright for them Paladins.
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GMS
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thread starter ColouredCrayons Apr 30 2009
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| I'm not usually one that will jump on and say one job is better than another, but in a training aspect Paladins really seem to be able to gain the upper hand in higher level maps after the KMST updates. 20 second heaven hammer cooldown seems to be a very low pot consumption, very efficient and very quick way to kill monsters. Lets take in example of the time temple monsters, 141k HP. That's a lot, at least 3-4 brandish shots by a pretty godly 15x hero. But for a Paladin this monster is no different if it had 199k HP, as heaven's hammer reduces it down to 1. It seems they gain quite an upper hand at training no? Another thing is, has it been confirmed to be 1HP in GMS or is it 900% base damage? Can someone clear that up? |
masamunee 04/30/09
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 | 1 HP in GMS. The 900% base damage is a mistake in the text, once again. 1 HP to anything underneath damage cap that's not a boss; flat out 199k to bosses and monsters over damage cap's hp. That being said, I have no idea how it'll work for area bosses and the like. The downside to this is that HH's cooldown before level 30 is not efficient. And HT drops HH30 so stock up now. Furthermore, going the HH route first is asking for painful training; you're better off with ACB at the very least and probably Holy Charge. The final downside I can think of is the fact that with HH, your training rate will not increase as you progress; it will remain flat while the other two warriors catch up in killing rate with you as they progress through the levels (I want to word this part better but I dunno how). Anyways, gj on not putting this in the warrior section; less likely nibs will find this and make this a flame war. |
GunsNRoses 04/30/09
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| Paladins have always been shun by the maple community due to bosses and maps. I guess this time will change things around a bit? |
ColouredCrayons 04/30/09
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| masamunee said: "1 HP in GMS. The 900% base damage is a mistake in the text, once again. 1 HP to anything underneath damage cap that's not a boss; flat out 199k to bosses and monsters over damage cap's hp. That being said, I have no idea how it'll work for area bosses and the like. The downside to this is that HH's cooldown before level 30 is not efficient. And HT drops HH30 so stock up now. Furthermore, going the HH route first is asking for painful training; you're better off with ACB at the very least and probably Holy Charge. The final downside I can think of is the fact that with HH, your training rate will not increase as you progress; it will remain flat while the other two warriors catch up in killing rate with you as they progress through the levels (I want to word this part better but I dunno how). Anyways, gj on not putting this in the warrior section; less likely nibs will find this and make this a flame war." Thanks, yeah I was thinking that too. But it's pretty much the same for Pallys as all the other jobs. A sample skillbuild: 120: +1 rush, +2 ACB 123: +1 rush, +10 ACB, + 1, + 1 HH. 133: Max HH, +2 rush. 13x: Max HH, +2x rush. Up till 123, DrK is the fastest of the warriors, and heros + Paladins are similar. At 123, Paladins have a definative lead as they have max ACB, ACB + Rush + bottom platform is definately better than a 2 hitting hero. This 10 ACB Paladin could effectively match a hero in training rate all they way up in to the early 13x's. After that they might have a bit slower training rate for a couple of the early 13x levels. But as soon as HH30 is mastered and incorperated into training the Paladin could effectively train at any monster in the game under 200k HP as long as they aren't 1 shot by the monster. Heros could come closer to their training %/hour, but will never be able to catch up to it. Level 133 Paladins could train faster than 13x mages due to their ability to 2 shot whole maps of monster regardless of HP, as seen in many videos 7k EXP monsters, around 7~9 per a HH, an average of 56k EXP per 20 seconds, 168k EXP a minute, 10.08m EXP an hour+ considering I took in account that in the remanding 19 seconds after the HH to rush the monsters. Real training rates with ACB used alongside could increase up to 15m an hour. This is being 25% an hour soloing at 133, this is far higher than any 13x hero I've ever known. Although this curve will slope downwards as heros damage increases, heros could never match the training rate that Paladins possess. Even at 15~16x the 141k HP time temple monster will still take 3~4 shots for a hero, and only killing up to 3. This EXP rate will at best be 60%-70% of the Paladin training rate, not to mention the lack of pots a Paladin uses due to the fact of ACB -stun, ice charge - freeze, rush - knocked back. Furthermore, Paladins would become extremely affordable, even if the HH30 skill book raised to a crazy price. A 13x Paladin with clean equips, 10 speed cape, 10 speed shoes, 5 spe |
taleko 04/30/09
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| masamunee said: "Anyways, gj on not putting this in the warrior section; less likely nibs will find this and make this a flame war." oops i found it... Still i think this (when it comes) is a great boost for pally's that they sorely need. as a hero-to-be i'm looking forward to the 4 or 6 min cooldown for enrage... |
masamunee Apr 30 2009
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 | taleko said: " oops i found it... Still i think this (when it comes) is a great boost for pally's that they sorely need. as a hero-to-be i'm looking forward to the 4 or 6 min cooldown for enrage..." You don't count. Try again. :P In regards to Crayons again: -Er... you're missing one part that says +1 but the skill needed to be put in isn't mentioned. -Adding HH right after ACB is kinda doubtful; I dunno how well the Time Temple maps can support fresh Paladins (123-132); until we see the maps and the monsters and get input, I'd go with Holy at the moment for the guaranteed exp increase at Himes/Skeles. -Are Paladins similar to Heroes? I don't have the numbers from 120-123 but I'd think Heroes are still slightly faster because of the training maps. One's still stuck at Wyverns, the other's still stuck at Himes. Very minor point in the entire scheme of this thread though. I don't have any question of after 123 for Paladins though; Heroes need until 140 to get their core skills done, but this entire HH past 133 might as well thrust Paladins past Shadowers and mages especially since the Time Temple Maps seem to be anti-mage (especially Bishop) ultimate spamming. But yes, Paladins do look brighter. Not to mention their bossing capabilities are brought up considerably as well. HH + Rush + speed equips + priest slave + 2x card + Family exp/2x event = happy phun tyme for my to-be-paladin. |
ColouredCrayons 04/30/09
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| masamunee said: " You don't count. Try again. :P In regards to Crayons again: -Er... you're missing one part that says +1 but the skill needed to be put in isn't mentioned. -Adding HH right after ACB is kinda doubtful; I dunno how well the Time Temple maps can support fresh Paladins (123-132); until we see the maps and the monsters and get input, I'd go with Holy at the moment for the guaranteed exp increase at Himes/Skeles. -Are Paladins similar to Heroes? I don't have the numbers from 120-123 but I'd think Heroes are still slightly faster because of the training maps. One's still stuck at Wyverns, the other's still stuck at Himes. Very minor point in the entire scheme of this thread though. I don't have any question of after 123 for Paladins though; Heroes need until 140 to get their core skills done, but this entire HH past 133 might as well thrust Paladins past Shadowers and mages especially since the Time Temple Maps seem to be anti-mage (especially Bishop) ultimate spamming. But yes, Paladins do look brighter. Not to mention their bossing capabilities are brought up considerably as well." Touche about 120-123, but I found them extremely hard as a hero myself, I was getting 10%/hour at himes at 120, Paladins 7~8%/hour at wyrens? Even at 140, heros are still heavily 'owned' by Paladins in training-... HH30 just kills everything. Side note: How does HH30 work at bosses? |
masamunee 04/30/09
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 | Flat 199k (or damage cap minus one depending on version); like I said in my first post, I dunno what happens to bosses with max HP under the damage cap. |
ColouredCrayons 04/30/09
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| masamunee said: "Flat 199k (or damage cap minus one depending on version); like I said in my first post, I dunno what happens to bosses with max HP under the damage cap." So pretty much a multi screen snipe-... I can imagine Zakum arms now, not to mention mob control-... |
masamunee 04/30/09
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 | Corsairs are gonna hate them for that. They thrive off mob summons to keep their boat afloat. <--it rhymes! |
dilsl 04/30/09
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| With KMST updates, MM's should be able to do 199k damage or w/e every 4 secs o.o remember the updates are not just for paladins :P |
StassRules 04/30/09
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| Threaten will be - 20% too. You know how archers get their SE to boost damage.... talk about giving the entire team a 20% boss defense upper hand to everyone. Imagine how much more +damage will happen because of threaten. |
masamunee 04/30/09
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 | StassRules said: "Threaten will be - 20% too. You know how archers get their SE to boost damage.... talk about giving the entire team a 20% boss defense upper hand to everyone. Imagine how much more +damage will happen because of threaten." Verification that it's 20% not 20 points? Cause I can't seem to find it. |
kirayamato26 04/30/09
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 | lemme say this, lvl 120 ~ 123 for a paladin is like... 4%/hr at best w/o 2x ._. |
RMPage 04/30/09
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| ColouredCrayons said: " Touche about 120-123, but I found them extremely hard as a hero myself, I was getting 10%/hour at himes at 120, Paladins 7~8%/hour at wyrens? Even at 140, heros are still heavily 'owned' by Paladins in training-... HH30 just kills everything. Side note: How does HH30 work at bosses?" I was getting ~5%/hour at Red Wyverns at 119, jumped to about 8/9% once I had rush. |
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