Alright this is probably way out of my area, but i have spent alot of time thinking about new skills for a paladin since Drakkar is "Filling" out the skills.
List of possible skill names and attributes
Divine strike - 2 swings - Ontop of weapon damage it causes 600-700 (holy) damage per strike Or adds a Damage over time on the crit that stacks up to 3 times (1st stack 75-100 damage per round, 2nd 110-150, 3rd 160-200) for 8 rounds and can be "Renewed" with a successful attack
Holy Retribution - Improved parry - increase the chance to riposte - has a chance to riposte if quirk has not yet been obtained increase AC slighty - can not use parry and holy retribution together
Blessed Aura - Open to interpretation - Adds an Aura of Good(holy) around the paladin that has the chance to damage E/e crits around him every 3 rounds, 50 health is granted to the party every 4 rounds
Judgement of the gods - 3x3 AOE - low damage 100-200 per round for 15 rounds
More coming as i think of them, who knows maybe one with pique your interests.
Eclipz
Omni, Possible new Pally skills
Omni, Possible new Pally skills
Last edited by Eclipz on Tue Oct 14, 2008 8:51 pm, edited 1 time in total.
Re: Omni, Possible new Pally skills
Paladins Sarifice - Hp/stat/alingment loss - Recovers lost xp/skill from an eat on the player ( something like stone to flesh), Possibly have it low hp cost 1-2 hp allows for a % of xp and % of skill to be gained back, takes alingment to n/n.
Call of the Righteous - Group Ultraboost - Stuns 2 rounds longer then ultraboost, Extremely Stressful, Lasts longer then ultraboost by 20 rounds.
Holy intervention - Chance to protect party member from a killing blow - Allows paladins the chance while in combat to parry off a blow that would normally kill a party member within a 3x3 hex of the paladin, paladin sarifices all defenses to save said party member.
Final judgement - 2 swings, can not be parried or blocked - Focus's all of the paladins training into a awe-inspiring blow, 1k holy damage is added on top of this damage and causes a bleed effect for 5 rounds - Extremely Stressful
Call of the Righteous - Group Ultraboost - Stuns 2 rounds longer then ultraboost, Extremely Stressful, Lasts longer then ultraboost by 20 rounds.
Holy intervention - Chance to protect party member from a killing blow - Allows paladins the chance while in combat to parry off a blow that would normally kill a party member within a 3x3 hex of the paladin, paladin sarifices all defenses to save said party member.
Final judgement - 2 swings, can not be parried or blocked - Focus's all of the paladins training into a awe-inspiring blow, 1k holy damage is added on top of this damage and causes a bleed effect for 5 rounds - Extremely Stressful
Re: Omni, Possible new Pally skills
Last Rite's (Spelling) - Frenzy type effect - Gives the paladin a possible 2 extra swings for 40 rounds.
Hammer of the Gods - WhirlWind effect (Improved MultiStrike) - Paladines with weapons that extend beyond one hex reach are granted a 3x3 hex Multistrike, Those with same hex weapons get 2 strikes instead of one per each apponent hit.
This one will catch me some lip i garuntee it....
Healing Waters of Marrs - Improved healing touch - 2.5k heal, increase ac for 5 rounds, purges poision and diease. highly stressful
Hammer of the Gods - WhirlWind effect (Improved MultiStrike) - Paladines with weapons that extend beyond one hex reach are granted a 3x3 hex Multistrike, Those with same hex weapons get 2 strikes instead of one per each apponent hit.
This one will catch me some lip i garuntee it....
Healing Waters of Marrs - Improved healing touch - 2.5k heal, increase ac for 5 rounds, purges poision and diease. highly stressful