Paladin - what would you change in skills?

Hey, I dont want to wait for Blizzard to improve diablo 2 Resurrected so i decided to do it myself atleast for offline play with some modding. I am thinking about various ideas, but I would like to hear from others too so thats why i make this topic.

I would like to hear from you what is wrong with paladin. Is something too strong? Is something too weak? should some skills be changed? Maybe some skills does cost too much mana or should do more, maybe new synergies between skills to make new builds? Please share any idea how you think Paladin skills could be improved or changed and try to explain why if you can.

LIST PALADING SKILLS CHANGE: (I will be updating this)
My first change btw would be with Vengeance as I plan to lower mana cost and make it little bit stronger.

Make Pala stronger? Why? Make hammers less effective before buffing anything else.

what about mod holy bolt to enhance friendly targets (merc) weapon damage with magic damage and healing over time effect for a short time when you direct heal them. maybe even stack the effects a few times. maybe you could use it on minions from conversion too.

Skill: Vengeance

Skill flaw: clunky, unintuitive and single target

Skill change:

  • Now increases elemental damage instead of just converting physical damage into elemental

  • Hit with the skill trigger additional Pulses on holy fire/freeze/shock auras

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:

  • sanctuary now hits all monsters type with its magic damage

  • Sanctuary now has a new synergy with sacrifice which improves its magic damage

  • Sacrifice now has an increasingly higher life cost, from 2% at lvl1 to 10% at lvl 30

  • The life you sacrifice is added back to the hit as “Add x-xx damage”(phys or magic or 50/50)

  • therefor you can modulate your life cost through the skill level, but higher life cost paired with higher life pool yield higher damage

  • 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

  • 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

  • now converts on kill

  • monster converted gains monster affixes

  • conversion monster affixes work as aura

prayer

  • gain life on hit

  • 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

  • life gained on kill

chance to transfer your poison or curse on enemies on hit

transferring an affliction grants you a buff shrine power

lightning, cold, fire resist

  • renamed Divine flame, Divine thunder and divine frost

  • 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

2 Likes

Another one falls for it…

So because Hammers are OP, people that love vengeance or conversion have to endure bad skills

1 Like

Is sacrifice strong? is Vengeance? Is Blessed aim? is Defiance? is Conversion? Just example of skills almost nobody is actively using with exception of certain situations.

So to your question, Make Pala stronger? No I say make him better with more usefull and improved skills. And keep in mind this is just topic about paladin, I plan to do the same for all other characters of course. I just didnt want to spam topics.

Sure thx for opinion, I kind of planned to toned dmg down little bit.

I am really not sure with complicated changes how skill operates. I honestly dont even know how to make this change or if it can be done in D2R. But thx for ideas :slight_smile:

Thx for ideas thats great i will definitely use some stuff form there.

I will read it when i have a moment :slight_smile: thx

  • Thorns aura have open wounds effect on monsters getting hit and also give it to weapon.

  • Holy bolt, Fist of Heavens bolt, Blessed hammer having 50% dmg to demons, 100% to undead, 5% animal. Concentration aura not working with hammers.

  • Sacrifice able to Deadly strike. Its self-damage only deal dmg to himself without deadly strike modifier.

  • Vengeance AoE splash effect in like 3 yards radius or so. Apply deadly strike to elemental damage.

  • Sanctuary aura deal 33% of its bonus dmg to Undead to Demons also, also reduces 33% physical res of Demons, not having the knockback to demons.

…Defense auras tho I think have no much use once you beat the game and you farm endgame.
Edit: hmm maybe:

  • Fire, Frost, Light resist auras reduces and/or ignores resistance of that element on monster. Sounds weird, doesnt make much sense tho. Just a quick idea.

I would very much like to see some Barbarian skills change as next iteration of your project

1 Like

Well if you feel like having good ideas right now, i am going to create that topic now :slight_smile:

Thx for cool ideas btw.

1 Like

You mean like conviction does it? Lets say resist Fire would lower fire res on monster to 0?

I had something else in mind for these auras. I was thinking using elemental absorb on them too.

Btw barb topics is made.

Okay. Thorns dmg% based on overall defense value or armour, since it’s a defensive stat. Make Defiance a synergy for it.
Vengence lowers elemental res. Make only Salvation it’s synergy, but combine current bonuses so it gives 35% elemntal dmg per level to Vengence.

1 Like

Conversion gets dmg bonus from Zeal, to converted enemies. Also an increas in conversion time bonus from Cleansing.

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Yes exactly. Of course second tought after that one was Flickering flame + Infinity merc would be melting things right and left for fire builds, which I dont like.

Sounds good. But I was thinking about defensive skills in entirety. And I think if there is a “more dmg” skill alternative to use, in the end most players will use that “more dmg” alternative. So I implicate that element absorb won’t cut it to be used outside one niche use. What do you think?

1 Like

Remove Zeals synergy. Directly increase Zeals damage with it, 12% to start, then 18% level 5 and beyond. Give more freedom for party utility and more value to plus skills.

Vengeance now utilizes Zeal animation and multi target effect. Original stats and synergies remain. Gives Paladin a physical multi target attack, and a massive elemental one.

2 Likes

Sacrifice gets 1 percent per level to bleed monsters seems efficient

Thorns does the same as now but 50 percent of current thorns damage is also splash damage to others

1 Like

Or, Open Wounds! Let’s do iiiiit!

I made new topic where i will gather all my work on the mod i am creating with your help guys.

Change Conversion to revive monsters on kill. Summoner paladin :stuck_out_tongue:

Blessed Hammer less damage but a bit bigger hitbox so easier to aim.

Holy Fire/Freeze/Shock. Not sure of best way but I wish these auras were viable from skill tree not only expensive runewords. Immunes are probably the issue.

1 Like

Oh dont worry i definitely plan to give them more love :smiley:

Ok I have sort of idea and I would like to get opinions. What if, i actualy add new synergy to thorns from conversion and defiance increasing dmg of thorns significantly so its not not garbage and also give passive DMG reduction to defiance for hard points for paladin only. That would make build where you deal good dmg by letting others hit you but still resist a lot of dmg and converted mobs would give back a lot of dmg with improved thorns.

Yeah i probably remove that BS RW infinity from game :slight_smile:

I honestly dont much like auras on items.

Idk yet, i am still sorting it in my head trying to come with something cool.

Thorns adds splash damage with increasing radius as skill goes up. Very small increments