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 Post subject: Balancing Hellions And Paladins Pt 3
PostPosted: Thu Aug 23, 2007 4:16 am 
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The third and final idea for balancing hellions against paladins is to give them flamestrike. The half fire/half divine damage of flamestrike is not out of concept for an unholy knight, since they're still calling on divinity for their power. If, for whatever reason, it's decided it is out of concept, nerfing the damage done by hellfire and giving it a range equal to that of flamestrike would also be an acceptable solution. However, I think the hellion class could use the new spell as well.


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PostPosted: Thu Aug 23, 2007 4:56 am 
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Did I miss something or don't they already have something much better than this . . .Oh yeah, Hellfire.


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 Post subject: Re: Balancing Hellions And Paladins Pt 3
PostPosted: Thu Aug 23, 2007 5:28 am 
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ObjectivistActivist wrote:
...and giving it a range equal to that of flamestrike would also be an acceptable solution.
Did you not see that Muktar? Range would probably be the only reason for that but I really think Pallys and Hellions are evenly matched at times it just depends on who plays them.


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PostPosted: Thu Aug 23, 2007 6:33 am 
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Paladins and hellions are just fine, I'm just going to reply in this one thread as a response to all of them...


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PostPosted: Thu Aug 23, 2007 8:46 am 
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Hellions get something which gives them a huge advantage, DOMINATE. Rift is also very useful, have you ever thought, why are you really even posting. You -must- play a hellion. From my experience people usually want classes changed 95% of the time because they play them currently and aren't happy with themselves, not the class.


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PostPosted: Thu Aug 23, 2007 8:48 am 
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The problem with this series is the assumption that they're supposed to be exact mirror images of eachother.

The classes are pretty well balanced right now as it is.

A paladin can keep an opponent in place with a nimbus, a hellion with his dominate.

A paladin can heal himself better, a hellion is more focused on damage output and going undetected.

etc., etc. Some aspects, like transport, are skewed toward one or the other, but overall they feel pretty balanced to me.


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PostPosted: Thu Aug 23, 2007 8:59 am 
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The main advantage pallies have over Hellions is Call Armor. If anything, I feel that Hellions should get the spell, and that's all that really would need changing.

Hellions get Hellfire in response to Bolt of Glory. Negative energy will demolish just about any lightie, even more so if they're an elf and the Fire half of it will kill Centaurs just as easily.

Correction, I have one more balancing feature. I feel that Cleave should be able to be used at ANY TIME during the battle, not just as an opening strike. Keep it on the same timer, but make it available. As it stands right now, if a Hellion doesn't get the first strike, they miss out on their most valuable attack skill. If you go up against a pally with Sanc, they better be able to get past your intimidation and attack you. If you're attacked first by a paladin, chances are you will lose due to them being able to heal and BoG.

All in all, Paladins do have quite an advantage over hellions, but it's mostly with Holy word and Call armor imo. Btw, I played a hellion up to mentor status and had access to all parts of the Hellion list. Those, in my opinion, are the only real flaws to it.

Edit: For those who say Dominate can be used as a Nimbus to keep an opponent in place. It's really iffy. Hellions can only dominate targets substantially weaker than themselves. If you're GM and you go up against a Master 5 level Paladin. Can't dominate them. I think they have to con something like "Could probably kill naked." I may be wrong and it may work up to easy kill..But if the Paladin is anywhere near your level, Dominate is out of the question.


Last edited by Kin on Thu Aug 23, 2007 9:02 am, edited 1 time in total.

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PostPosted: Thu Aug 23, 2007 9:01 am 
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Mr.Treefinger wrote:
Hellions get something which gives them a huge advantage, DOMINATE. Rift is also very useful, have you ever thought, why are you really even posting. You -must- play a hellion. From my experience people usually want classes changed 95% of the time because they play them currently and aren't happy with themselves, not the class.


Feel free to get imm confirmation that I do -not- play a hellion.

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A paladin can keep an opponent in place with a nimbus, a hellion with his dominate.


If I'm not greatly mistaken, like with charm, attacking your Dominated opponent breaks the effect.


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PostPosted: Thu Aug 23, 2007 9:16 am 
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Dominate was better back in the day before the hps nerf.

And even now, any dominate I routinely used was invariably nerfed.

Why? Ask Dulrik and the immstaff why they continually try to ensure evil's subservient place with nerf after nerf after nerf of primarily evil-based abilities/cabals/classes/areas/equipment/etc.


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PostPosted: Thu Aug 23, 2007 10:30 am 
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Mr.Treefinger wrote:
Hellions get something which gives them a huge advantage, DOMINATE. Rift is also very useful, have you ever thought, why are you really even posting. You -must- play a hellion. From my experience people usually want classes changed 95% of the time because they play them currently and aren't happy with themselves, not the class.



You do realize that to be able to cast any spell with a dominate you have to have max int. And im not talking max human or helf, im talking max delf int. When I go to dominate and battle I had better have all my other spells up first. Ex: Fighting a paladin in a duel; Protection, Shield. Both are higher concentration spells, now add domination to that. After lets say a Holy word, your dominate is gone, no two questions, and now you face your pissed off charm. Lets say Holy word isn't used. Ok now we have any real amount of damage like Bolt or Spear which could possibly make you drop dominate. Lets say you manage to hold the dominate. You cannot concentrate (exception being a delf with a high int) enough to maledict or cast much more than cause light and possibly chill touch.

As for what you can Dom? I think the magic number is ten levels. At least ten levels below you. The casting time for battle you might as well code a suicide button.


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