Ok, i understand that there are other threads about this, but to be honest i cant understand most of them. So ima make a thread that discusses the paladin class and its flaws, and i hope i get some explanations for the flaws that ima discuss cause i really do not understand the reason behind them.
1. Lets first discuss the paladin during PVE.
* I assume this seems like i have a problem with the pve, but i dont. The paladin is a solo class for the most part, able to take down almost any enemy alone assuming the player/bot knows what they are doing. The damage on a pally is always random, ranging from 0-1000 with a regular shot depending on your distance lvl, and that is perfectly fine with me.
2. Now lets talk about the PVP
******Like all the other threads posted, this is where i have the issue. Lets just narrow this discussion down to levels 90 and above cause under that is pointless.
****People are going to post about the paladin class being long ranged and how that's some sort of advantage when it comes 2 fighting, its not
<><><>P.S. If anyone in the replies says something about the distance a paladin can attack from being an advantage ima assume u havnt read this, cause the chance that u can actually run away from a knight while dodging every obstacle, while casting spells or even having a bot cast spells, and reloading your ammo or having a bot do that also is very small considering KNIGHTS ARE MUCH FASTER THAN PALADINS.<><><>
****So that makes the distance a paladin can attack from completely irrelevant so lets go on to the next topic, the spells.
*** It will take approximately 1 day for someone to actually post that a paladin shouldnt use spells because they use bows. Well here is some copied information from tibiawiki about what the vocations should use.
1. Someone will inevitably say that the spell damage is irrelevant because a paladin can hit so high with a straight shot from a bow. Well i cant lie, that is completely true with utito tempo san on, otherwise thats a joke. With utito tempo on a lvl 90+ paladin can prolly hit a 450 with a warsinger or 500 with a thorn spitter, that is true, however, how often does that happen? A paladins hits are so random that even if you do hit a 500 1 time, the next 4-5 shots will probably be no higher than 200s, which im pretty sure ever vocation can heal with 1-2 spells. So yea a paladin can honestly hit quite high with a regular shot with a spell on, that is true, but lets have a look at that spell.
2. Utito tempo san, lets talk about it. This spell increases a paladins damage by about half id say, which is fantastic. The problem with this spell is that it also decreases the speed of the class that is supposed to be able to run anything it fights in order to save health (kinda making that whole long range advantage part of the voc irrelevant), and to top it off it also prohibits the vocation from healing (which kinda makes the tank part of the voc untrue). YES, YOU CAN STILL USE A GREAT SPIRIT POT TO HEAL ABOUT 300 HP, OR 1 SD FROM 1 MAGE, OR 1/2 OF A KNIGHTS GRAN ICO SPELL. So great you heal 300 hp while being attacked from 2 mages, ur dead. You heal 300 hp while being attacking from 2 knights, ur extremely dead. You heal 300 hp while being attacked from 2 of anything you want, your pretty much dead. THIS SPELL CAUSES THE VOCATION TO BECOME THE EXACT OPPOSITE OF WHAT IT IS SUPPOSED TO BE, A RELATIVELY FAST, LONG RANGED ATTACKER THAT CAN HEAL DECENTLY AND HIT HIGHER THAN A KNIGHT.
3. Ok so utito tempo san is completely worthless at this point in any pvp really cause it leaves you completely open to every attack known to man, lets talk about the "speed spell" utamo tempo san. This spell is the best speed spell a paladin has, you know the vocation that is supposed to be able to run away from everything it fights so that it doesnt get hit, while dealing high damage to that 1 target. This spell, when used, causes the user to be unable to attack using any spells or weapon, kinda pointless unless u really need to run away from attackers. The best part tho is that this speed spell really isnt that fast, utani tempo hur is quite a bit faster, making running away impossible if you have a knight chasing you that is about the same lvl.
4. Lastly, im going to be one of the first, if not the first person to be honest about the paladins healing abilities. Sure i cant really complain about the healing being too low, but what about too high? Look a paladin class on tibia is a ranger, its not the type of paladin that should be healing itself for 1.5k hp and tanking every monster that it comes in contact with. It should be running its ass around the room trying its best not to get hit at all, but if a hit does land on the paladin it should have enough hp to survive. At this point the paladin is nothing more than a better healing knight with less hp, and not a single attack skill that is worth the mana to cast it.
THIS IS THE PART WHERE I MAKE MY SUGGESTION ABOUT HOW TO IMPROVE THE PALADIN CLASS IN ORDER FOR IT TO BE A PLAYABLE VOC ONCE AGAIN.
*******Make the paladin's spells do some decent damage, im not asking for 1k damage like the knights gran ico or a mages ultimate, but im asking for like 250-300 damage pvp wise, and for those of you thinking this will make them incredibly overpowered because they cant die at this point, decrease the amount a paladin can heal... Paladins were made to hit quite high on 1 specified target with both a weapon and spell, and not be able to tank as well as a knight. At this point i feel like these two vocations are flipped, a knight cant tank as well as a paladin without an ED and a paladin cant hit as high as a knight without using utito tempo san and ultimately being screwed if they get attacked.*********
*******If that suggestion does not suit you, how about this suggestion, just make it so that the utito tempo san spell does not paralyze or inhibit the caster to heal, why should the only spell paladins have that could help them be useful in pvp also cause them to be completely vulnerable to literally any attack. I CANT MAKE A POLL OR I WOULD********
1. Lets first discuss the paladin during PVE.
* I assume this seems like i have a problem with the pve, but i dont. The paladin is a solo class for the most part, able to take down almost any enemy alone assuming the player/bot knows what they are doing. The damage on a pally is always random, ranging from 0-1000 with a regular shot depending on your distance lvl, and that is perfectly fine with me.
2. Now lets talk about the PVP
******Like all the other threads posted, this is where i have the issue. Lets just narrow this discussion down to levels 90 and above cause under that is pointless.
****People are going to post about the paladin class being long ranged and how that's some sort of advantage when it comes 2 fighting, its not
- I understand a paladin can shoot from a whole 7 squares away from a target, thats great. Lets look at a paladin vs a mage first cause its pretty obvious. Distance isnt gonna help a paladin in this case cause well mages can shoot an sd pretty damn far also, not to mention mages are way faster than any paladin ive seen.
- Yay we have discussed the paladin's distance being pointless vs mages, lets look at the distance vs a knight tho.... Mk so a pally attacks a knight from 7 squares away with a warsinger/ or maybe a thornspitter from 6 squares. That paladin has about 2 seconds (standing still) before that knight runs right up to the paladin and uses utito tempo and gran ico. So clearly standing still not gonna help much, we all knew that obviously, so you try to run. Well the best speed spell on a paladin causes you to be unable to attack, so thats not very helpful, so you put on utani hur. great u shoot the knight and u start running away, and then the knight puts on utani tempo hur and runs at u. Turns out that the time it takes a knight to catch u while running on a paladin is about the same as on a standing still paladin, so thats kinda pointless.
<><><>P.S. If anyone in the replies says something about the distance a paladin can attack from being an advantage ima assume u havnt read this, cause the chance that u can actually run away from a knight while dodging every obstacle, while casting spells or even having a bot cast spells, and reloading your ammo or having a bot do that also is very small considering KNIGHTS ARE MUCH FASTER THAN PALADINS.<><><>
****So that makes the distance a paladin can attack from completely irrelevant so lets go on to the next topic, the spells.
*** It will take approximately 1 day for someone to actually post that a paladin shouldnt use spells because they use bows. Well here is some copied information from tibiawiki about what the vocations should use.
- Knight: Masters of hand-to-hand combat and melee weapons.
- Paladin: Masters of distance fighting with bows and crossbows and minor magic users.
- Druid: Masters of healing and supportive magic.
- Sorcerer: Masters of aggressive and offensive magic.
1. Someone will inevitably say that the spell damage is irrelevant because a paladin can hit so high with a straight shot from a bow. Well i cant lie, that is completely true with utito tempo san on, otherwise thats a joke. With utito tempo on a lvl 90+ paladin can prolly hit a 450 with a warsinger or 500 with a thorn spitter, that is true, however, how often does that happen? A paladins hits are so random that even if you do hit a 500 1 time, the next 4-5 shots will probably be no higher than 200s, which im pretty sure ever vocation can heal with 1-2 spells. So yea a paladin can honestly hit quite high with a regular shot with a spell on, that is true, but lets have a look at that spell.
2. Utito tempo san, lets talk about it. This spell increases a paladins damage by about half id say, which is fantastic. The problem with this spell is that it also decreases the speed of the class that is supposed to be able to run anything it fights in order to save health (kinda making that whole long range advantage part of the voc irrelevant), and to top it off it also prohibits the vocation from healing (which kinda makes the tank part of the voc untrue). YES, YOU CAN STILL USE A GREAT SPIRIT POT TO HEAL ABOUT 300 HP, OR 1 SD FROM 1 MAGE, OR 1/2 OF A KNIGHTS GRAN ICO SPELL. So great you heal 300 hp while being attacked from 2 mages, ur dead. You heal 300 hp while being attacking from 2 knights, ur extremely dead. You heal 300 hp while being attacked from 2 of anything you want, your pretty much dead. THIS SPELL CAUSES THE VOCATION TO BECOME THE EXACT OPPOSITE OF WHAT IT IS SUPPOSED TO BE, A RELATIVELY FAST, LONG RANGED ATTACKER THAT CAN HEAL DECENTLY AND HIT HIGHER THAN A KNIGHT.
3. Ok so utito tempo san is completely worthless at this point in any pvp really cause it leaves you completely open to every attack known to man, lets talk about the "speed spell" utamo tempo san. This spell is the best speed spell a paladin has, you know the vocation that is supposed to be able to run away from everything it fights so that it doesnt get hit, while dealing high damage to that 1 target. This spell, when used, causes the user to be unable to attack using any spells or weapon, kinda pointless unless u really need to run away from attackers. The best part tho is that this speed spell really isnt that fast, utani tempo hur is quite a bit faster, making running away impossible if you have a knight chasing you that is about the same lvl.
4. Lastly, im going to be one of the first, if not the first person to be honest about the paladins healing abilities. Sure i cant really complain about the healing being too low, but what about too high? Look a paladin class on tibia is a ranger, its not the type of paladin that should be healing itself for 1.5k hp and tanking every monster that it comes in contact with. It should be running its ass around the room trying its best not to get hit at all, but if a hit does land on the paladin it should have enough hp to survive. At this point the paladin is nothing more than a better healing knight with less hp, and not a single attack skill that is worth the mana to cast it.
THIS IS THE PART WHERE I MAKE MY SUGGESTION ABOUT HOW TO IMPROVE THE PALADIN CLASS IN ORDER FOR IT TO BE A PLAYABLE VOC ONCE AGAIN.
*******Make the paladin's spells do some decent damage, im not asking for 1k damage like the knights gran ico or a mages ultimate, but im asking for like 250-300 damage pvp wise, and for those of you thinking this will make them incredibly overpowered because they cant die at this point, decrease the amount a paladin can heal... Paladins were made to hit quite high on 1 specified target with both a weapon and spell, and not be able to tank as well as a knight. At this point i feel like these two vocations are flipped, a knight cant tank as well as a paladin without an ED and a paladin cant hit as high as a knight without using utito tempo san and ultimately being screwed if they get attacked.*********
*******If that suggestion does not suit you, how about this suggestion, just make it so that the utito tempo san spell does not paralyze or inhibit the caster to heal, why should the only spell paladins have that could help them be useful in pvp also cause them to be completely vulnerable to literally any attack. I CANT MAKE A POLL OR I WOULD********
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