Fifth Job Paladin: The Colossus. A "what if?" thread.
basilmarket.com forums : Warrior  |  15 posts archived
« prev list next » thread 1,167 of 1,741  (arrow keys work)
thread starter Shassia Jul 20 2009 + PM | QUOTE | PERMALINK | REPORT
Fifth Job Paladin: Templar. A "what if?" thread. I actually wrote this up quite a while ago but a friend of mine encouraged me to share it. The idea is that fifth jobs start at 180, and the level cap is raised to 250. Please let me know what you think! Would this be an incentive to level past 180 or 200? What skills look the best to you? What build would you use? Does anything look out of place, underpowered or overpowered? How would this affect our desiribility as a bossing class, or a party class? A general note about the Elemental Mastery debuff and how it works: 1) They increase the power and duration of our current charges. 2) Every time a creature is struck, it has a chance to debuff them. 3) The debuff increases damage taken by that element for subsequent attacks, party members included. 4) The monster does not have to be initially weak to an element for this effect to work, but those with immunity to an element will still be immune. 5) The effect does work on bosses. Revision History: Changed job name from Colussus to Templar because it's my favorite name of the ones mentioned. Added Shockwave as an attack skill. Made Enhancement debuffs stackable but reduced their percentage. Added lengthier cooldown times (twice) to Divine Intervention and made it a passive skill. Condensed the Elemental Enhancements into one skill, Elemental Mastery. Added Exploit Weakness and Elemental Aura. Reduced all skills that had a max level of 30 down to a max level of 20. Thanks go to many, many people for their input and suggestions. Elemental Mastery Max skill level: 20 Prerequisite: Level 30 Fire Charge, Level 30 Ice Charge, Level 30 Lightning Charge, Level 30 Holy Charge. Description: This passive skill improves the effect of all elemental charges. In addition to increasing base damage and duration, there is a chance that the target will be afflicted with a status effect that further increases its susceptibility to elemental attacks. The elemental weakness will only correspond to the current type of Charge being used. In other words, if Holy Charge is being used and the debuff triggers, then it will become more susceptible to Holy attacks but not of any other element. Should the target be hit again with a different Charge, then the original debuff is overwritten. Level 1: Weapon attack +1% for +10 seconds, 1% chance of 1% damage increase for elemental attacks for 60 seconds. Level 2: Weapon attack +2% for +20 seconds, 2% chance of 2% damage increase for elemental attacks for 60 seconds. Level 3: Weapon attack +3% for +30 seconds, 3% chance of 3% damage increase for elemental attacks for 60 seconds. Level 4: Weapon attack +4% for +40 seconds, 4% chance of 4% damage increase for elemental attacks for 60 seconds. Level 5: Weapon attack +5% for +50 seconds, 5% chance of 5% damage increase for elemental attacks for 60 seconds. Level 6: Weapon attack +6% for +60 seconds, 6% chance of 6% damage increase for elemental attacks for 60 seconds. Level 7: Weapon attack
helloeveryone 07/20/09 + PM | QUOTE | PERMALINK | REPORT
Stupid skills.
strongdude 07/20/09 + PM | QUOTE | PERMALINK | REPORT
helloeveryone said: "Stupid skills." The fighter is jealous .
helloeveryone Jul 20 2009 + PM | QUOTE | PERMALINK | REPORT
strongdude said: " The fighter is jealous ." No, i just don't like it because they don't get any new attacking skills. EDIT: You shouldn't be so defensive about your class.
masamunee 07/20/09 + PM | QUOTE | PERMALINK | REPORT
masamuneeUm... just me but I feel that even with the chance of additional damage, the elemental buffs are still underpowered. And furthermore... when you say Colossus, I don't think of a 2D character wielding a sword/mace and elements. I think these: http://www.just-marvel-x-men.com/images/colossus-9-50k.jpg http://www.beefjack.com/wp-content/uploads/2009/04/shadow_of_the_colossus_ps2.jpg http://www.freakygaming.com/gallery/game_art/starcraft_2/colossus.jpg
1i14lipb07 07/20/09 + PM | QUOTE | PERMALINK | REPORT
With devine intervention, a colossus wouldn't have any needs for pots. Kinda over-buffed?
pikapal 07/20/09 + PM | QUOTE | PERMALINK | REPORT
I would make a paladin just for this.
Maske 07/20/09 + PM | QUOTE | PERMALINK | REPORT
Divine Intervention seems kind of a shaky skill to give them, but I can't pinpoint my mindset on why that is.
masamunee 07/20/09 + PM | QUOTE | PERMALINK | REPORT
masamunee1i14lipb07 said: "With devine intervention, a colossus wouldn't have any needs for pots. Kinda over-buffed?" Skills won't work if you're dead. I'm guessing that the skill applies to party members only.
ImaHero4 07/20/09 + PM | QUOTE | PERMALINK | REPORT
Wow sounds great, I especially liked the ressurection and cover one.
1i14lipb07 07/20/09 + PM | QUOTE | PERMALINK | REPORT
It says personal buff. lol.
Shassia Jul 20 2009 + PM | QUOTE | PERMALINK | REPORT
Divine Intervention wasn't intended to be a party buff. It's for the Colossus only. Divine Retribution is arguably an attack skill, but yes it's the only one. I guess I felt we have enough buttons to contend with. =)
NotAwesome 07/20/09 + PM | QUOTE | PERMALINK | REPORT
helloeveryone said: " No, i just don't like it because they don't get any new attacking skills. EDIT: You shouldn't be so defensive about your class." Are attacking skills the only ones that matter? And other skills are stupid?
Pepper 07/20/09 + PM | QUOTE | PERMALINK | REPORT
Shouldn't you edit the divine intervention to have a cooldown? x_X
Shassia 07/20/09 + PM | QUOTE | PERMALINK | REPORT
Pepper said: "Shouldn't you edit the divine intervention to have a cooldown? x_X" Actually, it should be a passive skill. And yes, a cooldown is a good idea. I think I'll add one.
« prev list next » thread 1,167 of 1,741  (arrow keys work)