Skill: Vengeance
Skill flaw: clunky, unintuitive and single target
Skill change:
Now vengeance synergize well with holy auras but isn’t mandatory, you still have a solid option with single target zeal. You also can modulate your build how you want, which auras you want to focus.
The change to elemental increase also opens up a new variety of items rather than the usual boring “Most physical dps weapon”.
You could use weird items that grant high elemental damage and it’ll buff them, for example Baranar star which grants 1-200 to all elemental or gimmershred which is like 400-1200 total
King slayer could become a very interesting item for sorceress since it grants +1 vengeance
also + skill would become interesting for the skill since it raises the flat damage granted by the skill
Note: it would greatly help the skill to reduce the quantity of synergies of the skill
Skill: sacrifice & sanctuary
Skill flaw: sanctuary suffers from the same issue holy bolt did, boring inability to hit certain monster type. Sacrifice on its part is a boring single target with no special effect, it’s basically default attack and the recent changes made it more so by reducing the life cost which should instead be embraced
Skill changes:
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sanctuary now hits all monsters type with its magic damage
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Sanctuary now has a new synergy with sacrifice which improves its magic damage
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Sacrifice now has an increasingly higher life cost, from 2% at lvl1 to 10% at lvl 30
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The life you sacrifice is added back to the hit as “Add x-xx damage”(phys or magic or 50/50)
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therefor you can modulate your life cost through the skill level, but higher life cost paired with higher life pool yield higher damage
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Sacrifice now also generates additional Sanctuary pulses on hit. The life you sacrifice for God gives you strength but also protection, pushing back those who wish you arm with holy damage
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sanctuary now also acts like a conviction but but for physical and magic resistance
concentration effect on blessed hammer is now normalized to all magic damage skill in the game but in exchange makes them cost extra mana
blessed hammer damage nerfed
holy bolt now Damage all types of monsters
conversion
prayer
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gain life on hit
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regen is now %
Thorns
the damage return is no longer based on the damage taken but rather your default attack damage
100% chance to return 50% of your default attack when hit
extra level increase the damage of this attack
great buff for melee adding a retaliation mechanic that add some sort of aoe to melee
cleansing
chance to transfer your poison or curse on enemies on hit
transferring an affliction grants you a buff shrine power
lightning, cold, fire resist
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renamed Divine flame, Divine thunder and divine frost
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now also has increased damage of their elemental type
overarching change to all attack skills from all class that would also affect Paladin
attack skills now gain flat damage per skill level based on the nature of the skill
The changes to the auras I made are done mainly to try to create a competition between all of them
It’s boring that everything is a no brainer
Sacrifice, Vengeance : fanat
Foh: conviction
Hammers:concentration
These changes make it so
Sacrifice: fanat or sanctuary or prayer or cleansing
Conversion: fanat or cleansing
Vengeance: conviction or divine flame or divine thunder or divine frost or fanat
Foh, holy auras : conviction or divine flame or divine thunder or divine frost
Foh holy bolt Hammer: concentration or sanctuary