Post
by Jmaximus » Wed May 10, 2023 3:41 am
While ideal in purpose I could see these being not useful most of the time for 1 - 2 specs. I think the ideal racial should be useful for all specs, desired in several different situations, but if used incorrectly is wasteful or dangerous thus rewarding strategic and intelligent players, while penalizing the unimaginative or unskilled. I thought a lot about the theme, culture and 'personality' of each race and how would each paladin manifest that in their work into these class racials.
Here are my proposals for Paladins Racial abilities.
Human Paladin - Pursuit of Truth - 2 min cd. 12 second duration - During this time the Human Paladin's spells, abilities and attacks can not glance or miss, be parried, dodged, blocked or resisted. They will also be pierce and be unaffected by line of sight obstructions. Heals will be unaffected by healing reduction effects.
I felt this fed into the theme of Human Paladins ensuring the light's will is brought to the light's enemies regardless if they try to hide, escape or evade. That the compassion and healing is brought to the light's allies regardless of forces trying to inhibit it from doing so. "Light's will be done".
This has more than just a dps increase if you think about it. The possibilities of being able to pierce line of sight obstructions are very much unexplored but I think very useful if used strategically. Also the reliability of being able to guarantee that certain things happen in absolutely critical do or die scenarios could be very useful.
Dwarf Paladin - Stubborn Faith - 3 min cd - 6 second duration - During this time the dwarf can not move nor be moved. They are immune to fears and stuns for the duration. Only the dwarf paladin's death can cancel this effect.
When I think of a dwarf paladin I think of a fearless living rock that if they decide to plant their feet, no force of evil could move them. Even in the darkest night or the fiercest storm.
I feel that this is not as good as the original dwarf priest stone form as they can only use it on their self, has triple the cd, a lesser duration and the opportunity to use it incorrectly with negative consequences. This can easily be messed up. If the dwarf decides to Stubborn faith in the wrong spot at the wrong time he could get himself killed or even wipe his raid as faith can be sometimes misplaced. I see dwarves as a stubborn folk that once they decide to commit to something their pride won't let go until they see it done. "Upon this rock, I shall not be moved".
High Elf - Blessing of Spell Warding - 5 min cd - 10 second duration - A targeted party member is protected from all magic attacks and effects but during that time they can not use magical spells. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Protection or Blessing of Spell Warding again again for 60 seconds.
I wanted the High Elf Paladin to have some kind of mastery over magic while also something that protects their allies. Blessing of Spell Warding is the perfect hybrid of the two. There is already a precedent for a Blood Elf Paladin using Blessing of Spell Warding. Gathios the Shatterer on the Illidari Council encounter in Black Temple in TBC.
On a mechanical note the possibilities of this spell have the potential to be very powerful but only if used creatively or strategically. Imagine all the ways you've ever seen blessing of protection to make an ally protected or relieve them from physical threats (and the ways it can be misused). Think of the ways Blessing of Freedom can be used to relieve and protect from movement inhibiting effects. Then imagine all the ways Blessing of Spell Warding could be used to protect and relieve from magical threats which often are more numerous and threatning than physical. In the same way a paladin should not use Blessing of Protection on a melee, physical or tank player, Blessing of Spell Warding should not be used on a magical caster or healer as it prevents them from doing their role. Use discretion. Personally I think this has more hidden depth and possibilities than the other two abilities combined but also the much more opportunity to waste it. "No magic formed against you shall prosper".