Some more Paladin ideas I have floating around in my head…
Vengeance: Remove Resist Fire/Cold/Lightning synergy, buff Salvation synergy to 15%
Vengeance is a combat skill that presently requires a massive 100 point skill investment just to gain a 240% boost to Elemental Damage. By removing the Resist Auras from the equation, Vengeance Paladins suddenly have massive skill flexibility since it now only requires 40 skill points and with a 25% boost in overall Elemental Damage(240% → 300%).
Prayer: Life Healed per 2 seconds changed to Replenish Life and stacks with Replenish Life on gear. Mana cost removed.
The passive healing on Prayer occurs every two seconds yet Replenish Life occurs every single tick of a frame. Meaning the act of Prayer is effectively 50 Frames of healing all at once as opposed to being spread out over the course of 25 frames/second. That delay in healing can be the difference in life or death so speeding up the process would have an immeasurable impact on passive healing. To put it in perspective, 25 Life every 2 Seconds(granted by level 20 Prayer) would equate to 12.5 Life/second(0.5 Life per frame/tick). That in Replenish Life terms is exactly 128.
As for removing the Mana cost, it encourages Paladins to utilize the aura early on in Ladder. I am well aware of the PvP consequences on LLD but then Paladins have always avoided Prayer’s mana cost via Cleansing/Meditation and if its level 9 dueling, the aura can always be banned like Psychic Hammer usually is.
Resist Fire/Cold/Lightning: Now grants 1% Elemental Absorption per level while active.
The Paladin’s Resist auras are quite strong as they are right now but a little extra incentive to utilize them actively would bolster their usefulness. Especially if Resist Cold/Lightning got runeword additions like Resist Fire did with Flickering Flame.
Vigor: Reduces Slow Effects by 2% per level.
It’s no secret that Slow effects from being Chilled, Holy Freeze or Decrepify majorly affect non-casters. As such I find that Vigor needs to offer more than just FRW so having it reduce Slow Effects would be greatly beneficial and add great value to the aura and Harmony runeword. Would also benefit Act 2 Mercenary if it were to be bestowed upon it as a base aura. Oh and Harmony would look good in a Sword to be blunt.
Redemption: Grants the holder increased Life/Mana Leech
Redemption aura’s current use is to clear the battlefield of corpses and converting it to Life/Mana(de facto free Rejuvenation Potion). Yet when there are no enemies to “redeem”, the aura is effectively worthless to leave up and since Phoenix grants it outright, it ought to provide something worthwhile to the aura holder when not converting corpses into Soylent Green Life/Mana. As such I find it should increase Life/Mana Leech by 0.5% per level, hence at level 20, you gain 10% Life/Mana Leech while the aura is active.
Sanctuary: Drain Effectiveness set to 100 on affected enemies.
Leeching Undead can be a real pain given that many Undead have 0 Drain Effectiveness. Even though the skill permits leeching on Physical Immune Monsters, the Monster’s Drain Effectiveness still applies and therefore Life/Mana Leech is mostly worthless on those enemies. It’s not a major change but one that fits the aura’s theme.
Salvation: Now boosts Defense. Softcaps at level 31 with 95% boost to Defense. Synergy with Defiance aura added(+10% Defense per point).
Salvation aura has always been considered the Yin to Conviction aura’s Yang. In other words, Salvation is the direct counter to Conviction but presently this only applies in the Resistance category. It does nothing to offset Conviction’s reduction in %Defense so to encourage more utilization of the aura, I find boosting Defense would be a welcomed addition to this level 30 aura. The Defense boost can be further increased by spending points into Defiance.
Conversion: Enemies killed with Conversion are reanimated to fight for you. Duration and power determined by skill level.
Conversion presently converts monsters to fight for you. That is indeed great but what if you are able to 1-hit KO? Well Conversion should then reanimate them to fight for you. This would work really well with the Paladin’s Thorns aura and any other auras that would bolster their power while simultaneously turning the Paladin into a mini-summoner.
Sacrifice: Now grants increased chance of Open Wounds.
Sacrifice needs something to give it use beyond a synergy so I find that it granting increased chance of Open Wounds would certainly make it worthwhile to use on Bosses high HP targets.
edit Fixed typo