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Paladin innate level-based fear immunity?
Yes 35%  35%  [ 16 ]
No 65%  65%  [ 30 ]
Total votes : 46
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PostPosted: Sun Apr 26, 2009 2:26 pm 
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Not really. Willpower is a "magical" enchantment. so it magically resists other magic.

Actually that deflates the argument that paladins need it. Go get 15 willpower on your paladin. There, no more problems with fear.


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PostPosted: Sun Apr 26, 2009 2:32 pm 
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I do not support this.


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PostPosted: Sun Apr 26, 2009 2:33 pm 
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It's not an issue of balance. It's an issue of RP - paladins simply shouldn't be running away from a battle with a necromancer. If you want to be snarky about it, their willpower to stay and defeat their enemy is simply too great for any mere spell to overcome. That power may or may not be divine, it doesn't really make a difference.


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PostPosted: Sun Apr 26, 2009 2:43 pm 
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Then they can get wisdom and willpower. IF they want it to be 'divine' then have a spell that they hold that grants them resistance to fear. Nothing that has been said so far has convinced me that paladins need an innate resistance to fear. They can easily get 15 willpower anyways if they did want it. Besides, how often is fear used anyways? Seems like someone wants to QQ after a necromancer used something no one really does and it worked for him.


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PostPosted: Sun Apr 26, 2009 2:48 pm 
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Ain wrote:
Why would a paladin get this, and not a mercenary?


Mercenarys already get the skill bash, therefor shield slam would be rather useless. I only suggested paladins get this in retort to the fear argument that started this thread. In hindsight, I will admit however, this skill would probably be best fit on another class. Perhaps a hellion would be a better match? I don't know. Hellions are pretty awesome as it is, though.

As for paladins being immune to fear, that is still a tough call. The fact that they shouldn't be running from ANY battle at any point, let alone one against a necromancer does make agreat deal of sense. In the spirit of compromise, I just think perhaps there should just a boost to the save to throw ratio when it comes to it actually landing. Maybe based on level? I don't think it would be unreasonable that the spell would land on a lesser paladin, once in a blue moon.


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PostPosted: Sun Apr 26, 2009 3:13 pm 
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josephusmaximus3 wrote:
They can easily get 15 willpower anyways if they did want it. Besides, how often is fear used anyways? Seems like someone wants to QQ after a necromancer used something no one really does and it worked for him.


This has nothing to do with recent events and has bugged me for a long time, I just never got around to making a thread about it. And I'd bet money that a necromancer with 10+ art trains could probably fear a paladin with 15 willpower at least 1 out of five times.

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I just think perhaps there should just a boost to the save to throw ratio when it comes to it actually landing. Maybe based on level? I don't think it would be unreasonable that the spell would land on a lesser paladin, once in a blue moon.


I thought about suggesting a level-based save bonus instead of immunity to equal to or lesser level, but that just makes paladin RP a game of odds, which is lame (And I'd actually prefer it to be something that ignored level and took permanent effect upon joining a paladin). And are you really interested in defining the term "lesser paladin" as someone who has inadequate gear due to a recent death/being a new player?



Again, this is not a game balance-oriented change, it's an RP-oriented change that has a very minor and sensible effect on game balance. Paladins shouldn't be able to be forced to flee from evil.


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PostPosted: Sun Apr 26, 2009 3:18 pm 
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Then necromancers shouldnt be forced to stay to their doom.


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PostPosted: Sun Apr 26, 2009 3:30 pm 
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I fail to see the correlation. Fear is a GROUP spell that causes anyone, regardless of race, class or alignment to flee in abject terror if it succeeds and prevent them from re-entering the room for the next tick or so.

Bolt of Glory is a single-target bolt of holy light that, if the target fails their save, can force the target to stay in the room until the paladin is dead or has fled. It only works on hellions, evil priests, necromancers and deep-elves.

These spells actually have very similar casting times if I recall correctly, albeit fear costs more mana.


What exactly is your reasoning behind this again? Game balance or RP? If you think that this would underpower necromancers compared to paladins, then I think you're nuts (Forced to stay "To their doom" is a vast overexaggeration). If you think that this makes no sense RP-wise, then I just don't understand and would like to hear your reasoning. Personally, I don't recall reading anything in "help necromancer vows" about how all necros have pledged to never get caught in a paladin nimbus, because getting caught in a paladin nimbus is worse than death.


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PostPosted: Sun Apr 26, 2009 3:31 pm 
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Complete newb question. Do hellions have an equivalent spell to Bolt of Glory? As in, "The gods of darkness insist you face their champion."?


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PostPosted: Sun Apr 26, 2009 3:36 pm 
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Game balance and RP perhaps? I dont see why a force of pure good can force a being of pure evil to stay but a force of pure evil cannot force a being of pure good to leave. It is heavily weighted toward the side of good and not neutral. Also paladins are mortals who strive to be righteous and honorable, they are not automatically "perfect in every sense of the word".

I could see the religion spell of one of the paladin religions actually having an effect against fear, if it does not already do so. I could see a spell added ("pray to your lord for their blessings to withstand 'supernatural' fear").

a paladin shouldnt flee from normal fear, but this spell is not normal fear so I think it should have an effect.


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