Hey, as I am being bored with waiting for season I decided to make list of changes I would like to see for paladin skills in one of future patches.
There are various changes made to better balance skills with synergies, making certain skill viable for active usage and yes I nerfed blessed hammer :). Paladin auras are powerfull skills, thats why everyone love to use them on equip, but Paladin itself often has no reason to actualy invest skill points in many of them. I wanted to change that with adding few passive bonuses to some of them.
I also have note after every change with some reasoning why i did it.
Let me know what you think and if you have maybe some other ideas for better skill balance of paladin.
Btw i actualy modded all these changes into my offline game and I play with all these changes so if anyone would like to play with these, let me know and i can provide files to mod your offline game.
COMBAT SKILLS:
Sacrifice:
- Always hits
- Enhanced damage synergy from Fanaticism removed
- Enhanced synergy from Redemption increased from 15% to 20%
- New synergy from Sanctuary +2% Magic Damage Per Level
Note: Sacrifice is now getting signficant magic damage bonus from Sanctuary and getting also always hits to compensate for self damage on it and for skill being single target ability.
Vengeance
- Mana cost decreased to 1 for all skill levels
- Synergy from Resist auras increased to 15% from 10%
- Synergy from Salvation aura increased from 2% to 5%
- Elemental damage per level increased from 6% to 10%
Note: Vengeance is quite unused skill for several reasons so I improved elemental damage increase and synergies and also significantly lowered cost of skill because thats probably biggest turn off when you gain the skill for the first time as its way too expensive to use for skill being single target ability.
Conversion
- No change
Note: There is no change to Conversion, but thanks to changes to Thorns skill, Conversion works quite well with it as viable fun build.
Holy Bolt
- New synergy from Sanctuary +20% Magic damage per level
Note: Holy bolt got some improvements in newer versions of game but damage was significantly also nerfed because it lost one synergy. So now synergy is back just not in full power to compesate for Holy Bolt pierce buff to not make skill too op.
Blessed Hammer
- Damage synergy from Blessed Aim removed
- New damage synergy from Sanctuary
- Damage synergies increased to 15%
- Mana cost at level 1 decreased from 5 to 2
- Effective damage bonus from Concentration aura halved
Note: Blessed hammer got several changes. Mana cost is decreased for level 1 so skill can be used confortably from lower levels. Synergies were replaced because Blessed aim doesnt really make sense as synergy to Blessed hammer and BH also got nerf by decreasing strength of Concentration aura.
Fist of Heavens
- Damage synergy from Holy Shock replaced with Salvation
- Lightning damage synergy increased from 7% to 15%
- Base mana cost lowered from 25 to 10 and increasing by +0,75 mana every skill level
Note: Lightning damage was slightly increased as its only doing single target damage and only way to kill Animal type monsters for FoH build. Mana cost was significantly decreased for eary levels so skill can be more confortably used. Also Synergy was replaced with Salvation because investement in Holy shock is quite pointless for FoH build.
Smite
- Mana cost at level 1 decreased from 2 to 0,5
- Mana cost increasing per skill level by +0,125
Note: Smite is not really strong skill on lower levels so Mana cost was decreased so it can be used more often comfortably. Mana cost will slowly increase with skill level to reflect skill to be stronger later on.
Charge
- Always hits
- Mana cost decreased from 9 to 5 and increasing every level by +0,25 mana
- New synergy from Sanctuary +1% Magic Damage Per Level
Note: Charge got some improvements so it can be used more frequently and with higher chance to actualy hit the target. It also now gains additonal Magic damage synergy from Sanctuary aura.
Holy Shield
- Basic mana cost lowered from 35 to 20 and increasing by +1 mana every level
- Holy Shield + Shield damage increased by ± 1/3
Note: Initial mana cost was significantly decreased to give player chance to use skill more frequently as it doesnt last very long on low levels. Damage was also slightly increased as Smite which benefits from Holy Shield is single target skill and doesnt provide that high damage without usage of +damage items like Grief.
OFFENSIVE AURAS:
Might
- New passive bonus +3 Strength for every invested skill point
Note: Might is kind of left out aura because of lower damage increase. Concentration and Fanaticism increase damage more and on top of it they have special effects like +Attack speed for example. So to give Might something interesting to make it viable option, it now has passive bonus to strength.
Blessed Aim
- Initian active attack ratting bonus increased from 75% to 100%
- Active bonus to attack ratting increased from 15% to 25%
- Passive bonus to attack ratting increased from 5% to 15%
- New +% enhanced damage bonus +5% at level 1 and +3% every skill level
Note: Blessed aura is used for one thing only, attack ratting and mostly just in form of mercenary instead of investing point in it (unless you are hammerdin but for him is aura completely useless). There are really better auras to use activively with attack skills, so I gave some enhanced damage bonus to it and increased passive effect of aura to make it little bit more desirable skill to invest skill points for some builds.
Holy Fire
- Holy Fire no longer need skill point in Might
- Holy Fire gains +20% attack ratting at level 1 and +10% every skill level
- Holy Fire gains synergy -5% enemy fire resistance per skill point from Salvation
Note: Holy fire is amazing skill for start of game but it starts to seriously struggle at nightmare, mostly because immune and resistant monsters resulting in lower damage output and there is also issue with attack ratting for Holy Fire build as 3 skills for skill investment to increase danage of holy fire dont help with that any aby way. Thats why now holy fire provide attack ratting bonus and - enemy resistance synergyshould significantly improve viability of build on nightmare and hell. Effect of aura can break immunity.
Holy Freeze
- Holy Freeze no longer need skill point in Holy Fire
- Holy Freeze gains +20% attack ratting at level 1 and +10% every skill level
- Holy Freeze gains synergy -5% enemy cold resistance per skill point from Salvation
Note: Holy Freeze face same issues as Holy Fire so reason for changes is identical.
Holy Shock
- Holy Shock no longer need skill point in Holy Freeze
- Holy Shock gains +20% attack ratting at level 1 and +10% every skill level
- Holy Shock gains synergy -5% enemy lightning resistance per skill point from Salvation
Note: Holy Shock face same issues as Holy Fire and Holy Freeze so reason for changes is identical. Decent damage output of Holy Shock last longer than Holy fire and Holy freeze, but eventualy it faces same issues on hell so changes are same as to other holy auras.
Thorns
- Damage increased from skill levels above 23 and 29
- New +7% damage synergy from Sacrifice
- New +23% damage synergy from Conversion
Note: Thorns is quite unused as Active paladin aura. So I decided to actualy make fun interesting build out of it. Aura with two new synergies now provide very decent damage and can be used quite effectively together with skill Conversion which is also highly unused skill.
Sanctuary
- Damage synergy from Cleansing removed
- Damage synergy added from Holy Bolt and Fist of Heavens
- Damage synergies from FoH and Holy Bolt increased from 7% to 12%
Note: some changes to synergies were made to increase damage of aura and also to remove cleansing as it made no sense as synergy to Sanctuary.
DEFENSIVE AURAS:
Salvation
- Every invested point newly adds +1% passive Fire/Cold/Lightning resistance
- Description of skill changed to properly match the fact that only Fire, Cold and Lightning resistance is actualy increased by the Salvation skill.
**Note:**Salvation is mostly just one point wonder skill for paladin so I wanted it to provide something for skill investment as other resist auras also have passive effects.
Cleansing
- New passive bonus +1% Max Poison Resist per invested skill point
- New passive bonus +2% Poison Resist per invested skill point
Note: another one point wonder skill pretty much so new change will provide decent bonus for investing some skill points in it.
Meditation
- New passive bonus +5% Mana Recovery Rate per invested skill point
Note: Meditation is amazing aura but its rarely used as active oura outside of group play. So I added small passive bonus to actualy reward investing skill points in it.
EDIT:
- I am unsure if Holy fire and Holy Freeze need some balance changes in synergies for damage, maybe buff holy freeze in late game slightly and nerf holy fire on low levels?
- I am aware of Auradin using aura runewords with Holy Fire and Holy Shock getting significant buff with presented changes. My solution to that would be to change Holy auras from equip to not use - enemy res synergy from Salvation.