Feedback:User/Knighthonor/Paladin (New Tanking Class)

PALADIN


(Role): Tank/ Melee Fighter

(Armor): Plate, Chain, Hide, Robes, Shields

(Weapons): One and Two-handed Maces, One and Two-handed Swords, One and Two-handed Axes, Polearms, Lances, Also uses the system the Shadow Knight called Divine Fury. Best PvE and PvP protector. Cannot main heal, but does have healing abilities that can be useful. Have great buffs, which would be effected by damage and fighting. So your buffs grow stronger as you fight.

Paladins's weakness are that they can be Ignored to reduce their power, but Their Strength is, if Ignored for long, they Develop Great Power, to defend Ally.

Paladins are no-way a Standard healer, So trying to bring a Paladin as your group's healer in a dungeon, would be a very bad thing. They can Heal, better than most classes, but not nearly as controlled as Primary healing classes like the Cleric and Druid.

LORE


Sons of the Dragonborn

Clerics were formed after the great Tremayal’s Monk order had taken a damaging hit from the start of the Dragon Bound. Tremayal’s Bishops decided the only way to survive such a savage onslaught was to take in the defensive arms training of a Knight. This was a vigorous task for his Monks, whom were weak at strength, but strong at heart. After countless years of exchanged Training between the Monks and Knight warriors, the Cleric and Paladin order was formed. Monks trained in arts of Melee Defense and usage of Heavy Armor became the Cleric and the Knight warrior trained in the mental and spiritual arts of the Bishop, thus the Paladin was formed. Tremayal created a new holy order, calling it, “The Sons of the Dragonborn” made up of Honored Clerics and Honored Paladins. Tremayal took his place as the order’s great Leader and Paladin. Only the most Honored and Respected members of the people are chosen to take place in the secret kept rituals in the Holy Training within the halls of the Dragonborn.

Paladins

Paladins are holy warriors, empowered by the gods of Light and Fire to bring and safeguard goodness throughout the realm. Paladins are Holy Zealots that wreak cruel justice on foes. These Holy Warriors mentally train themselves to be fearless even to the vilest of creatures. A Paladin calling forth the wrath of the heavens themselves is a deadly foe for any evil adversary. Faith is a Paladin’s shield.

Mechanics
Divine Fury

Uses the Fury System similar to my Shadow Knight Idea, called Divine Fury, but unlike The Shadow Knight’s Terror system, the Paladin’s Divine Fury doesn’t deplete over time, and it auto regenerates over time like the other Fury Classes. Divine Fury recharges over time, similar to the current Energy system but at a slower rate. Divine Fury, also regenerates by both Taking Damage and defending your ally. Crusader’s Challenge Taunt System Paladin and Shadow Knight can call Divine Challenges on their enemies to provoke them to attack themselves instead of the ally around them. These Taunts effects will have different effects in PvP and PvE -

(Titles): Templar, Crusader, Holy Avenger

(Class Quest Reward): Grand Shield. A powerful 2hander weapon blessed by the order of the Sons of the Dragonborn to smite those that are an injustice.

(COMPANION):
Knight Squire, Archangels (different types)

Knight Squire

Knight Squire is a basic melee support companion.

Archangels

(Angels are summoned and bound to the ground similar to Shadow Knight's Lich companion, but unlike the Liches, the Angels have a freedom of Movement to a certain radius of the Bound point.)

Angel companions are split into different types.

Angel of Protection- Angel with Shield and weapon, for up close Off Tanking combat.

Angel of Vengence- Angel that Dual Wield for Melee damage support.Has two different forms.

Angel of Valor-2hander Melee slow Burst Damage support.

MAIN STATS Suggestions:
Strength

Will

Stamina

Toughness Vitality

Spell Suggestion:
Leap of Faith: Cannot be used in melee range Paladin Leaps through the air, guided by faith alone, jumping to the target enemy and striking it for (X) Holy Damage and knocking down the enemy for (0-2) seconds.

Divine Courage: 60second cool down Ward off the next Fear spell used on you.

Divine Tempest: 3min cooldown. Channeled while moving Paladin goes into a swirling Divine Storm of Fury, dealing holy damage equal to weapon damage per second to (X) number of nearby enemies for (Y)[6max] seconds. While performing Divine Tempest you are immune to fear, stun, knockdown and snaring effects. Consumes all remaining Divine Fury. The use of any ability will cancel Divine Tempest.

Titan's Stance: 10min cooldown "Increase chance to Block by 75 % for 12 seconds. each block, will absorb 100% Damage.

Guardian Stead: 6 second cast. 5 min cooldown. Summon a Holy Stead that increase movement speed by (X)[50max]% and Haste of Melee attacks by (Y)[45max]%. Can be summoned in combat. Cannot proc weapon spell while in this form. Still can cast Strikes and Auto attacks and Spells. Melee Range increased while on Guardian Stead. Increased Resistance to Movement Impairing Effects. (Note: this is a Form, Not a Mount. It is just a travel form that Looks like a Mount.) Last (Z)Seconds[45max].

Divine Insight: 5min cooldown Illuminates the area around the Paladin and reveals hidden enemies. Last (X) seconds

Fist of the Heavens: 30second cooldown. 2second cast. Calls down a Holy Bolt of lightning on the targeted ground area dealing (X) Holy Damage and Purifying the ground into Holy Ground, dealing (Y) additional Fire damage per second, over (Z) seconds to any enemy that stands in the target area.

Purify: Cleanse the target of 1 Diseases or 1Hex effects per second. Last (X) seconds

Strike of Tremayal: next melee- 12 second cooldown Strike the target dealing weapon damage as Holy Damage plus an additional (X) holy damage. This attack ignores armor.

Hammer of Divine Wrath: 10second cooldown. Summon forth a hammer from the divine, hurling it at the enemy, dealing (X) Holy Damage and stunning the target for (0-2) seconds. can only be used while target enemy is below 25% Hp and out of Melee Range.

Halo of Light: 60 second cooldown Heal all party members in targeted ground area for (X) hp.

Mind Sooth: 30second cooldown. Mentally Sooth the target's mind, reducing the Chance the target will target you by (X)% and Range the creature will attack you by (Y). Last (Z) seconds [10second max](PvP) you mentally enter the target's mind fading you out, making it harder for targets to see you and your correct info.

Vow of Valor: Increase target's Melee stat by (X) for 3 min.

Terrorize Evil: Cause the targeted Undead or Demon creature to run in fear for (X) seconds.

Sense the Dead: Passive Track Undead on your radar as a separate color.

Divine Intervention: Save target's life, healing them for (X) health, and a additional (Y) health if the target is below 25% hp. If target dies within 5 seconds of using Divine Intervention, there is a 50% chance for them to return from the dead. This effect cannot occur more than once every 10 mins per Paladin or Cleric.

Reckoning: All Damage attacks against the Paladin have a (X)% chance to deal (Y)% of the Damage back at the enemy as Holy Damage. Last (Z)second[60 seconds max] or untill (G) charges are used.

Holy Contravention Strike: 10 second Cool down- Strike the target, increasing the haste and effect of your next Heal Spell.

Divine Strike: Strike the enemy for +(X) Holy Damage, and heals nearby ally equal to (Y)%[150 max] of the damage done.

Armor of Faith: Increase Armor by (X) and Caster Stat by (Y). Casting spells become (Z)% faster. Last 30seconds or (G) charges

Righteous Strike: Strike the target for 50% Weapon Damage. Place a Debuff on the Target, Dealing Holy Damage equal to 20% of the Paladin's Weapon Damage, each time the target attacks a ally, stacking 5 times (total 100% Weapon Damage). Debuff is Canceled once target attacks Paladin.

Holy Weapon: 2min cooldown Charge your weapon with Holy Light, dealing (X) additional damage to undead and demons, and healing self for half the additional damage done by your Holy Weapon. Last 30 seconds.

Divine Rage: 5min cooldown Instantly restore all of your Divine Fury and allowing you to use Paladin spells regardless of the amount of Divine Fury. Last (X) [10max] seconds. Consumes all Divine Fury once Divine Rage ends, and prevents the gain of Divine Fury for 3 seconds

Divine Aura: 3 min cooldown Activate aura, reducing damage of (X) nearby party members by (Y)%[35 max] for 10 seconds and healing them for (Z) hp per second.

Judgment: 3min cool down Summon forth a Holy Blade of the Divine to smite enemies and fight at your side, doing the attack that you do but with half the damage. Last (X) seconds [12 max]. Consumes all Divine Fury at the end of the judgment.

Fist of Justice: 60second cooldown Paladin unleashes a powerful punch dealing (X) Holy Damage, and stunning the target for (Y) seconds [6max]. If target was casting a spell, that spell is disabled for (Z) seconds [10seconds max]

Seal of Wrath: Place a seal on the target ally, healing them and yourself for (X) each time they attack with a physical weapon. Cannot self target.

Holy Wrath: (Channeled) 10 seconds Deals (X) Holy Damage each second to nearby enemies, and set them ablased, causing them to burn for(Y) Fire Damage over (Z) seconds.

Crusader Strike: Strike the target, increasing Holy and Shadow damage taken by the target by (X). Stacking (Y)[5max] times. Last 10 seconds or (at full stack) untill the target is hit by (Z)[5max] Shadow or Holy Damage attacks.

Penance: 45second cooldown. Removes (X) number of helpful effects on target, dealing (Y) Holy Damage for each effect removed.

Holy Intervention: 5min cooldown Damage that takes you below (X)%[10-40max] health is reduced by 20%. In addition, attacks which would have killed you cause you instead will heal you by up to (Y)% [1-30max]of your maximum health.

Crusading Charge: 2min cooldown For (X)[10max] seconds, you run 60% faster. Your next successful melee hit does +(Y) Holy Damage and stun target for 3 seconds. End if you melee.

Zeal: 1.5 second cast Strike the target, with weapon, dealing fire damage equal to (X)%[1-200max] of weapon damage and knocking down the target for (Y) second.

Spirit of Judgment: 5min cooldown Resurrect target dead party member, into a Spirit of Judgment, to fight for you for (X) seconds [45max].

Crusading Roar: 60 second cooldown Shout, that Knocks down (X)[5max] nearby enemies for 2 seconds.

Seal of Martyr: 30second cooldown Redirect all harmful spells directed at friendly targets to yourself. Effect and Duration is reduced by (X)%[1-50max]

Vengeful Strike: .5 second cast time. 45 second Cool down. Send a large blast of Holy Energy in Frontal Cone, causing Holy Damage equal to 40% of your Attack Power and dazing all enemy targets within 10 yards in frontal cone for 6 seconds. Enemies hit by Vengeful Strike began to Burn, dealing Fire Damage equal to 50% Attack Power over 15 seconds.

Dominance Aura: 30second cooldown The paladin blankets his party in an aura of Dominance increasing the attack power by (X) and Attack Haste by (Y) of party members within the area of the paladin. Last (Z)[10max] seconds.

Guardian Shield: 30second cooldown Absorb (X) damage and regenerate (Y) HP. Last 30seconds or untill (X) damage is absorbed.

Crusader’s Fury: 12 second cooldown Taunt target to attack the Paladin. And increase threat caused by (X)% for 6 Seconds. (PvP) target's damage is reduced by (Y)% until the enemy attacks the Paladin 2 times.

Revenge of The Fallen: 6 second cast time. 10 min cooldown. Resurrect all nearby Party members to fight for 20 seconds. Party Members resurrected by Revenge of The Fallen take damage equal to (X)[50mini-5max]% of their Max health points every second and are not affected by healing effects. Ally resurrected in such a way deal (Y)%[10-50max]of their original damage.

Verdict: 60second cooldown Deals (X) Holy Damage and Interrupt all nearby enemies.

Holy Chain: 60second cooldown Harness the Holy Powers of The Light into a Holy Chain that surrounds and binds the enemy, drawing the target towards the Paladin and rooting it for 3 seconds.

Oath Strike: A melee attack that deals Holy damage equal to (X)% weapon damage and additional (Y)divine damage over time. Heal over time effects on target are reduced by (Z)%.

Aura of the Righteous Weapon: 30 second cooldown Blesses the weapons of the paladin's group, granting them a (X)% chance to deal divine damage with each hit. Undead and Demons targets take twice as much damage. Last 15 seconds.

Avatar of Tremayal: 10min cooldown Increase Armor by (X)% and Increase max Health Points by 20% for 10 seconds. All Melee attacks deal (Y)[10max]% Additional Holy Damage and you become immune to knock down, stuns and snaring effects. Can only be effected by 1 form at a time.

Healing Light: 15 second cooldown Heal target for (X), and additional (Y) over (Z) [10max]seconds.

Burning Shield: 45 second cool down. Share Cool Down with Holy Shield. while wielding a shield, the next 5 Magic or Physical attack used against you has 50% chance of being Blocked and cause the target to Burn for (X) Holy Damage over (Y) seconds. Cause high amount of threat. Last 15 seconds

Holy Shield: 45 second cool down. Share Cool Down with Burning Shield. while wielding a shield, the next 5 melee attacks against you have (X)%[50max] of being blocked, and reflecting damage back to the source, up to 25% of the Paladin's max Hp. Last 15 seconds

Fearless Discipline: 60second cool down Increase Melee Damage by (X) and Breaks any Fear effect on you and makes you immune to Fear and Horror effects for (Y) Seconds.

Aura of the Crusader: 60 second cooldown Increase the rate of regeneration of secondary bar by (X)% for (Y)[20max]seconds for nearby party members.

Benediction: 2second cast 30 second cooldown Deals (X) Holy Damage and weakens the target for (Y) seconds

Mark of the Crusader: 4 second cast 2 min cooldown. Reduce Healing effects on the Target by (X)%, and reflect (Y)% of the damage it does, back to itself. Last 45 seconds. Ends if 5 heal spells are used on the target or the target attacks the Paladin (Z)[10max] times

Angelic Armor: 2 min cooldown. self target only. Absorbs (X) Damage, and increase Armor by (Y). While effected by Angelic Armor, damage done to nearby party members are redirected to the Paladin and reduced by (Z)%. Last 10 seconds.

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COMMENTS FROM AUTHOR:
Paladins ARE NOT simply a Warrior/Monk'''.

I know many people here seem to think that Dual Class system can make any class, but that’s just a gimmick. Because using that same logic, we all could say, a Necromancer is not a needed class, because a Ritualist/ Mesmer is basically the same idea.

But I am sure Many would disagree on that, because THEY DON’T FIGHT THE SAME!! Even though they both share the same concept, does not in any way make them the same. It is nothing more than a Silly Illogical Argument, that I would like to see gone.

Again another example:

Some people would say a Ritualist is nothing more than a Necromancer/Monk, which is isn’t as we can see already.

So please, do not make silly arguments like that in the feedback. I gave my Class idea its own Combat system Mechanics, and Role Playing Spells and abilities. So again I will repeat.

Paladin is NOT a Warrior/Monk!

I enjoy playing Crusader Knight Classes, and would really enjoy Guild Wars 2 if it has both Holy Crusader Knights and Unholy Crusader Knight Classes.

Update: Anyway there wont be Dual Classes, so there. Cant make a W/M anyway.

--Knighthonor 06:47, 12 March 2010 (UTC)