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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 3:40 pm 
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Liri wrote:
Complete newb question. Do hellions have an equivalent spell to Bolt of Glory? As in, "The gods of darkness insist you face their champion."?


Cleave to the face. An improvement on the paladin version, if you ask me.


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PostPosted: Sun Apr 26, 2009 3:40 pm 
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Liri wrote:
Complete newb question. Do hellions have an equivalent spell to Bolt of Glory? As in, "The gods of darkness insist you face their champion."?

No, they get hellfire, which has similar casting time/mana cost, but hits anything, and does half fire/half negative energy damage. Hurts elves and centaurs a lot.

They also get curse, which they can place on their weapon/cast to prevent people from recalling.


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PostPosted: Sun Apr 26, 2009 3:45 pm 
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Yeah hellfire is superior to bolt of glory most of the time since it hurts everyone. Also it is half negative energy and half fire. It however deals full damage if the target is affected by either. So it does full damage to undead and fire elementals. It might even do more since i hear elementals are weak to negative energies and I have a suspicion fire hurts undead a lot.

Bolt just pretty much owns dark priests and necros. Its pretty on par with hellfire when fighting hellion to paladin. The nimbus though keeps the hellion from employing hit and run tactics.


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PostPosted: Sun Apr 26, 2009 3:46 pm 
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josephusmaximus3 wrote:
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.


You're trying to weigh two completely different measures here, and it just doesn't make sense. Fear and Bolt of Glory are two completely separate issues, and necromancers and paladins don't need to be complete counters of each other (That's what hellions are for). You don't see paladins running around with armies of their own creation, do you?

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


This is the best defense against fear immunity for paladins, but I'm saying that paladins are also not "normal warriors," they are supernaturally blessed knights. As such, there's no reason not to have part of their blessings include the ability to stand and fight evil via immunity to the fear spell.


I'm done arguing with you, though. If my point is going to be noted by the staff, then it's already been noted.


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PostPosted: Sun Apr 26, 2009 3:49 pm 
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If they want the blessing, then have a spell to give it when held.


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PostPosted: Sun Apr 26, 2009 4:49 pm 
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Edoras wrote:
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?


This is not at all what I meant by the term "lesser paladin." What I -did- mean was a paladin of a lower level or ranking. Knowledge of the game has almost nothing to do with my point.

My suggestion of a save to throw ratio change is this:
Let us say an apprentice status, human paladin is walking around Teron in search of something or other. For argument sake we will say he has some fairly decent equipment due to his mentor's generosity and he happens to run into a deep-elf necromancer within the inn. We will also say the necromancer is at least expert status. That is not a very large gap, but significant nonetheless. If both of these characters were to engage in combat and the paladin started tossing bolts of glory at him, causing a good amount of damage with each one, the necromancer would probably cast a fear spell upon him. With a save to throw ratio change, the fear spell would have a much better chance of landing. I am not saying that the fear spell would land the very first time. I am just saying it would have a better chance overall.

However, if we are talking about a grandmaster paladin with at least really good, fully enchanted gear, then that paladin would probably feel no affect of a fear spell if attacked by even a champion or grandmaster necromancer. There would be no point in casting at all, as the chance of it landing would be extremely, extremely slim.

That is what I meant.


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PostPosted: Sun Apr 26, 2009 5:11 pm 
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IF they want it to be 'divine' then have a spell that they hold that grants them resistance to fear


Paladins do have a spell to help them against fear.


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PostPosted: Sun Apr 26, 2009 5:44 pm 
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Problem solved then.


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PostPosted: Sun Apr 26, 2009 5:48 pm 
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Quote:
Let us say an apprentice status, human paladin is walking around Teron in search of something or other. For argument sake we will say he has some fairly decent equipment due to his mentor's generosity and he happens to run into a deep-elf necromancer within the inn. We will also say the necromancer is at least expert status. That is not a very large gap, but significant nonetheless. If both of these characters were to engage in combat and the paladin started tossing bolts of glory at him, causing a good amount of damage with each one, the necromancer would probably cast a fear spell upon him. With a save to throw ratio change, the fear spell would have a much better chance of landing. I am not saying that the fear spell would land the very first time. I am just saying it would have a better chance overall.


For one, the difference between apprentice and expert is HUGE.

More importantly though, if an expert necromancer is taking considerable amounts of damage from BoG from an apprentice level paladin and feels that his only recourse is fear, then he needs to delete immediately.

Why?

Because paladins don't even get BoG until expert. They don't even get spear of faith until journeyman.


Your honor, I move to strike the witnesses testimony on the basis of not-having-a-clue syndrome. I'm not even going to bother with the ridiculously small impact of the 'bless' spell, because arguing with someone who is clueless is just a waste of time.


In closing, paladins are not meant to flee from evil, ever. To have it even be a possibility for a paladin to be forced to flee in combat, even if the possibility is extremely small, is ridiculous and destroys the very foundation of what a paladin is. If you disagree then you are wrong.


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PostPosted: Sun Apr 26, 2009 6:33 pm 
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regardless of what you say, mortals are mortals and have a range of emotions. It's what makes them what they are. I don't care how stalwart you are, how faithful you are. Everyone. Everything and ANYTHING that has a consciousness has some semblance of fear in it. Even at the very root of it's being it has some fear in it. Fearless is a complete oxymoron as it can't possibly exist.

What the fear does, is, if you read, takes the fear of death that's present in every being and amplifies it many times over to the point they lose their state of consciousness, forget any vows whatsoever, probably forget any faithfulness they have and immediately flee in terror of their life. That's how I imagine the spell to work. To have some holy knight never be hit by that because his 'vow' dictates that he never flee is simply absurd.

No character is perfect. No Paladin is perfect as playing one would be stupid, lame and boring. Character flaws are what sets us apart. It's what causes our characters to learn and grow as actual PEOPLE and not perfect demigods.

On a final note, you want to talk about never fleeing from battle. Well do this, if you get hit with a fear spell and flee, how about seeking the nearest priest / Paladin of your faith and atoning for your sin of breaking you vow? It leads to some nice RP. Again, no one is fearless, no matter how mighty they act.


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