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RE: Z-Token Sale, Paladin Class Part 1 - Skills 5 of 20

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6/20/2020 23:11:12   
  The Hollow
AQ Lead

The Holy Armors in your inventory will be updated as we roll out the new versions. The Golden Holy Armor will be temporarily removed from the shop when the full first part of the release rolls out next week. The Golden Holy Armor will return with the release of the Class Armor variants.

Head over to the Paladin Class Shop and grab your Holy Armor of Testing to check out the first 5 abilities of the new Paladin Class! If you own the original Holy Armor without a cape, the test armor is already in your inventory.
AQ  Post #: 26
6/20/2020 23:37:18   
Kay Oh

How can lv 150 characters properly test the armor?

Also, can you tell us what exactly do you want in terms of feedback?

< Message edited by Kay Oh -- 6/20/2020 23:40:19 >
AQ MQ AQW  Post #: 27
6/21/2020 0:09:48   

I've been testing the armor on the mobs from the recent Dragonlorn Keep war. It's been working decently well, though it is too underleveled for Searing Radiance to proc since the burn is apparently level 82.
The armaments themselves seem to also be of a low level, though I can't tell the exact level.
Redeemer's Conviction provides a strong passive +9 overall MRM against undead.
Resonant Smite gets a ~1.1 damage boost against blinded enemies based on my empirical testing. It's so low-leveled that there are too many misses to get accurate data, however.
I have no idea how Resonant Interference works since it just says not useable for me.
Resplendent Surge is absolutely fantastic and allowed me to survive against the level 150+ mobs since its blind is based on light resistance and stacks on itself while replenishing the rounds. It also seems to scale to level 150 since it procs fairly regularly and does damage that is as expected of a level 150 skill that pays damage for a blind.

As Kayoh says, it's rather difficult to test this on a level 150 character since it doesn't scale.
Post #: 28
6/21/2020 0:15:43   

Looking good so far! Here are some of my first impressions:

* Resplendant Surge appears to be a spell-based skill, but it's difficult to tell just from the description. Maybe some clarification would be good here.

* I can't tell what kind of special effects the Paladin Sword + Shield from the Paladin Armaments skill have, since they don't seem to do anything a standard Yulgar weapon and shield wouldn't do. Given that they're all light element and part of a Paladin set, I think they should have a Full Set Bonus with the Paladin Class Armor. Personally, I would suggest giving them Burn and Blind potence as a full set bonus, since this synergizes with the skills we have so far.

* It's weird that the Resonant Bulwark is made available in a ninth shield slot, but the Radiant Edge isn't. This seems to me to be an oversight, albeit a mild one.

* This is more a flavor thing, but I am slightly disappointed that the Radiant Edge isn't an axe those were always the signature melee weapon of the Paladin Order. (Ah well, I still have my Paladin Lord's Axe, so no biggie.)

I haven't encountered any specific bugs with these yet, but I'll wait for the infosubs before posting further feedback.
AQ  Post #: 29
6/21/2020 1:00:21   
Primate Murder

Since nobody seems to have mentioned it yet, the art for the paladin weapons is amazing! And I love what you did with the skill menu.

P.S. Paladin armaments do not transfer to other armors, so I can't really say much about the shield's art.
AQ DF  Post #: 30
6/21/2020 1:23:08   

Knight has already provided a precedent for armaments to have an FSB and an MC, so giving the weapons and shield additional effects would be really nice.
On top of an axe, I'd also really want a crossbow for the defensive builds. Those are both weapons that paladins have used in the past.

The art of everything is fantastic. Radiant Edge and Resonant Bulwark match incredibly well, with the staff version being the best set in my opinion. I do find the progression of the skills unlocked by class levels a bit weird though.
Post #: 31
6/21/2020 1:24:11   

...Alright so big question here. With all the sweep stuff going on and the various armor rebalancing.

Why in all the world is the Paladin Quest armor weak against Darkness? Seriously this bugs the heck out of me.

Paladin should be strong against Darkness, Earth, and Ice elements. Most of its defensive prowess should be against those Elements but...instead its entirely focused on Light, Water, Fire.

Why in all of Lore is the Paladin Armor strongest against the type least likely to be used against it and weak against the type most likely to be used against it?

Yes at the moment its only 101% but still this baffles me greatly. An explanation would be very appreciated.
AQ  Post #: 32
6/21/2020 1:28:05   

Early thoughts on testing.

Class looks great, nice 2 hit attack animation, fact that is has base 58 light resistance and 67 to both fire and water is quite nice at the current max level.
The burn works fairly well on the combat practice trainer, may do Paladin missions on my secondary character to get the armor and skills love the skills wheel.
Blind is fantastic, -27.3 bth for 6 turns is quite strong, even if the damage only scales to level 82-90.
Armaments seem nice damage range feels consistent with a level 80 weapon and shield. can't say much on the shield's MRM since I haven't really looked to much into that.
haven't tested the bonus damage passive on undead yet, so I can't really say anything on the matter there.
Resonant smite feels like it does +50% damage base, and maybe gets an additive 25% for the burn/blind (stacking) but i'd say it is only worth using if you have one of those 2 statuses procced. feels somewhat lackluster otherwise, with low hits dealing about as much as a high rolled base attack, but dealing double, if not more with both statuses procced. fact that it's light locked could be nice too, depending on the situation

So far, looking good, only thing that feels meh is an un-charged smite.

Edit:@ above, that is a good point, you'd think it would have psuedo comp against darkness, as that is what a paladin fights, did the base class have the same issue?
Edit 2: the original paladin was weak to energy and fire initially, any reason for the resistance swaps?

< Message edited by Greldracion -- 6/21/2020 1:32:00 >
AQ  Post #: 33
6/21/2020 1:36:17   
Primate Murder

Funny thing - Resonant Interference seems to be functioning on my adventurer character, but not on my guardian one.

Edit: Also, the burn toggle inflicts level 82 Burn, even though my character (adventurer) is only lvl 72.

< Message edited by Primate Murder -- 6/21/2020 1:41:26 >
AQ DF  Post #: 34
6/21/2020 1:45:58   

magic weapons add an mp cost to the skills effects, this to account for the damage difference between melee and magic?
AQ  Post #: 35
6/21/2020 1:51:38   
Sir Cloud

^Hmmm, that could be a bug right now? Good point to bring up at this stage in testing. All I have to say is Resplendent Surge is amazing. Instantly I'm a big fan of this as well as the Searing Radiance Light Burns.

edit: The Paladin Armament's wep + shield disappears when changing armors currently. Also the Resonant Bulwark shield opens a temp. slot #9 so you can freely switch to other shields. However, the Radiant Edge weapon does not open up the extra temp. slot.

< Message edited by Sir Cloud -- 6/21/2020 3:21:42 >


Wolf Uriel Gabe
AQ  Post #: 36
6/21/2020 3:16:58   

Somewhat of a bug I have found, if you use the paladin armaments at base, the weapon seems to scale more to your level (noticing at least twice as much damage) but if you swap to the other modes, damage seems to decrease to maybe level 50 values, at best.

< Message edited by Greldracion -- 6/21/2020 3:19:25 >
AQ  Post #: 37
6/21/2020 3:31:27   
Nameless King

Exactly ma dude~Even the shield in paladin shop can protect us evenly on light and darkness which is good~Anyway,this is a nice sneak peek to the whole new skill system and I am really looking forward for more~
Post #: 38
6/21/2020 4:59:06   

I'm not sure what the purpose of the current Paladin is, it has excellent light defences, and defensive+offensive boosts against undead; but they don't make up for the abysmal darkness defence. So if you try to put those bonuses to use, you get utterly destroyed.
AQ DF MQ AQW  Post #: 39
6/21/2020 5:03:25   


Why in all the world is the Paladin Quest armor weak against Darkness? Seriously this bugs the heck out of me.

Primary Light resistance with secondary Darkness resistance seems to me like it would be the ideal for the class.

That being said, I also think that having a Darkness weakness could work, since it means that the Paladin would get significantly stronger Elemental Compensation for all of its Light skills. A strong array of Light skills would almost immediately make this one of the best armors to use against Darkness mobs, since most strategies now tend to treat skill damage as more important than elemental resistance.

Not to mention, the Paladin already has passive skills to decrease damage taken from Undead, as well as increase blocking against Undead, and it has a Blind skill with with great defensive utility. Its "weakness" to darkness might not be that much of a weakness when put into practice.

I think as a compromise, some of the advanced class armors that Hollow has hinted at later could allow for a greater array of elemental resistances.
AQ  Post #: 40
6/21/2020 5:48:47   

Resplendent Surge is sufficient to survive against any darkness monsters since its blind is strong and stacks quite easily. If it were to scale to level 150, I'm sure there would not be any problems with defenses. Paladin has pretty high MRM even at the current level. We must also take into account the fact that this is merely the first quarter of the skills. I do wonder if each quarter will focus on different abilities. This first quarter is based on blinding and burning. The former is a common ability amongst light monsters, and the latter is common amongst Paladins. Perhaps, the later abilities will provide healing and tanking to help with the current weakness to dark monsters since Paladins are often healers as well. It would be really nice to see tanky builds be viable again outside of niche builds like backlash.

Does anyone know what Resonant Interference does?
Post #: 41
6/21/2020 9:05:40   

After testing the Paladin class, my thoughts are pretty similar to others that have already been voiced. I think each skill works pretty well (especially resplendent surge) and the art is fantastic. My two areas of improvement (which will come as no surprise) are:

1). The Paladin armaments should have some sort of full set bonus, particularly if they can ONLY be used in conjunction with the armour. In the latter case, it should have elemental compensation at the very least
2). The elemental resistance to darkness. High darkness resistance means high compensation to light skills. However, in this circumstance, it makes the armour weak against the very thing it should resist well. My opinion is that this doesn't have to be addressed within this particular update, but could instead take the form of a Dragonhide-esque shifting resistance to Undead foes, in a similar manner to the communicantzard. This would fit the theme of Paladin, whilst also making them much stronger against undead (Although, I've hopefully been preempted and this passive is already planned!)
AQ  Post #: 42
6/21/2020 11:12:35   

Well, if no one else is going to say it, I am really excited by the prospect of the class having twice as many skills as before, and I look forward to seeing how class progression from lvls 11 to 20 will work
AQ DF AQW Epic  Post #: 43
6/21/2020 11:32:04   


Not to mention, the Paladin already has passive skills to decrease damage taken from Undead, as well as increase blocking against Undead, and it has a Blind skill with with great defensive utility. Its "weakness" to darkness might not be that much of a weakness when put into practice.

Undead may be the most common foe the Paladin's fight, but they're far from the only Darkness Monsters running around being used by Necromancers and the like. Even besides that, it just doesn't make any valid Lore or Gameplay reason to make a set focused on dealing out Light Damage to resist Light. Aside from a few semi-unique creatures there aren't many Light Monsters out there with a Light weakness. Heck I can't literally think of one either.

Lets say you wanted to roleplay as a Paladin as some people do, you get Paladin Class, you activate armaments...and then wham you're attacked by a powerful Light Creature. Sure you could swap to a darkness/other weapon the monster is weak too but thats not why you're playing.

So you ineffectually flail at it while maybe tossing out some spells or letting your Guest/Pet wear it down. Or because your damage output is higher than your guest/pet and it heals from your attacks you have to run.

Its honestly the same issue with some of the Uber sets that still makes no sense. You get massive bonuses(potentially) from using all a Set but they're all specifically focused on one element that when you wear the King's Set or similar you never use the King's Blade with the set because the Fire Monster will just heal from it.

< Message edited by Dr.Paradine -- 6/21/2020 11:41:29 >
AQ  Post #: 44
6/21/2020 12:04:18   

Perhaps this is just the standard Paladin armor?

Maybe the full class release will have paladin armors that specialize against specific elements like the darkovia classes.
Post #: 45
6/21/2020 12:21:22   

Remember that FSBs are free bonus effects precisely because one is not expected to be able to use them in normal circumstances. While we do have ways to switch elemental resistances in order to use FSBs, these are niche strategies that waste precious equipment slots. Even without the FSB, individual set items are still MC'd and thus of equal if not greater power to other items.

We also still do not know the full plans of the staff for Paladin. There are multiple ways to solve this. Paladin has so many unrevealed skills that could completely fix these problems. It could be like Zombie Hunter and convert undead attacks to light. It could double down on the dodging to make elemental resistances irrelevant. It could stun monsters to prevent attacks as is so often used in the meta. These are just a couple of ways paladins could conceivably deal with the undead while taking huge amounts of darkness damage. We must also take into account the fact that we are using essentially the base version of the Paladin armor, and there will definitely be at least one advanced version. There may be elemental variants like the subrace armors.
Post #: 46
6/21/2020 12:28:01   


It could be like Zombie Hunter and convert undead attacks to light

I hope one day they bring back that mechanic. That sounds like it could have a lot of fun potential.
Post #: 47
6/21/2020 13:15:32   

One of my questions (at the moment) is whether or not the variants of paladin will still have it's first, or later, skills still locked to light, or if it will follow subrace conventions and deal it's armor's elemental damage. So far I like the skills and ideas behind the new update, though I do have to worry about how the rest of paladin's skills will work with the current kit, as so far it seems to support a burst heavy playstyle. There is a lot of potential for the 15 skills remaining, however, and some of the more defensive ideas could be drawn from other sources, as mentioned above. One skill that I'm personally thinking of is one that knight had, being able to switch from MD to FD, so maybe paladin might have the ability to slide along the scale with it's other skills. That is just an idea though, and my own two cents on the class so far.
AQ  Post #: 48
6/21/2020 13:17:53   
sora 800

We will also have to wait and see what kind of powers Artix gained from his epiphany, and if they have to do with the power of Light and the plane of Light as a whole. Also, the art looks pretty good and sleek.
Post #: 49
6/21/2020 13:26:59   

I have a question. There is an ancient page floating around (from when dragonslayer?) first came out that neatly described the initial design ethos for classes in AQ: that they wanted people to multi-class with the swap of an armour. Wizard robes for example, is not heavily restricted by what class title you have. Only a few of the skills will go away if I was using robes with say, a Knight title. However with classes being brought to modern and lv150 standards, and the ungodly compression that they now have does this mean we will be moving away from that sort of design? I wouldn't mind, I think it would be pretty janky to just have 8 class armours compressing 160 skills + subrace maybe for 170 in armours alone.
Post #: 50
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