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New to the game

Re: New to the game

Postby eletee » Fri Apr 20, 2012 3:45 pm

aivoges wrote:question:

Why is healing teammates in pvp looked at as bad in allods :?:

People always mention it... Why is it so terrible@@? They killed more and won the match perhaps because of the healing. Seems like a good thing.


Well that is what I meant. The healers won that game making it easy to do that much damage. Not that it is a bad thing.

~

Pyrlus you seem to completely miss my point. Compass was pretty much on the mark. Also equal damage does not equal fair fight, my point is you obviously had some pro heals to get away with what you did vs that team.

It's also good to know your personal attacks are always very far off the mark so they do nothing for you. Yet what I say about you is all about how you talk yourself up on the forums. No guess work.
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Re: New to the game

Postby aivoges » Fri Apr 20, 2012 5:03 pm

Last time i checked both factions can create a healing class. Several varieties in fact.

This shouldn't be considered as a factor at all unless we are specifically talking about 1v1 duels.

Couldn't the situational also be framed in the way of, "The only reason he did well was because your team sucked at killing healers" ? Or rather "The only reason he did well was because your team's healers sucked at matching the ability of theirs"

I know it seems quite obvious, but from my experience people in allods tend to ignore key targets and just aim for spamming dots to get damage count up. People will all target the one warrior being healed by 2 people from behind and perhaps 2 minutes later oom the healers and finally kill him all the while being useless to the team.

Overall I feel healers are something that are always around...if not...get one! Then it's even playing field. Otherwise do the cool guy thing and challenge someone to a 1v1 duel to settle it lol
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Re: New to the game

Postby wakisaka » Sat Apr 21, 2012 6:21 pm

Of course, we all like healing and healing is good and the team with the best healing often wins matches. The issue pointed out is that, the paladin class is horribly designed for PvP. All the charts/pictures people show are meaningless. I know the game isn't designed around 1v1 but come on...

If I was a warrior, I would be much more dangerous (more damage, more cc, more mitigation) and even more so with healing support. In a 1v1 setting with an equally geared/skilled opponent of another class, you will die and die often.

-- Chag
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Re: New to the game

Postby aivoges » Sat Apr 21, 2012 7:43 pm

healing discussion aside...

I'm honestly confused how people keep coming to the conclusion paladin pvp is terrible.

Have you ever considered you are taking the wrong approach? Don't take this as "omg u noob lolol" I just am curious why you hold this opinion so strongly.
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Re: New to the game

Postby wakisaka » Sun Apr 22, 2012 12:46 pm

Paladin PvP was never stellar to begin with but they got away with this because we had good healing and defenses. The class lacks the spam happy or large array of cc spells that every other class seems to have. With the giant nerfbat taken to the class in terms of survivability, it has only made it much more present and felt and consequentially the class population on servers has plummeted.

The list of pally ccs:
Charge (KD, if Immobilized only)
Immobilize (Snare long duration, 20 yards, Canon of Light)
Shining Sword (Blind short duration, melee, Canon of Light)
Shield Slam (KD but unpredictable and horrid, Canon of Light, ruby grid)
Taunt (Canon of Light, 15 yards, ruby grid)
Seal of Silence (Silence on Immobilize with Cooldown, ruby grid)

While the pally does seem to have a couple of spells for crowd control, they pale in comparison as they are dependent on limited resources (Canon of Light and short range 20yds). Coupled with below average damage (note similar gearing i.e. your peers) compared to similar melee classes and its performance is very meh.

Again this is just my opinion, feel free to provide your own conjecture. Also note that I still play a pally and I still have fun regardless of the state of this class.

-- Chag
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Re: New to the game

Postby aivoges » Sun Apr 22, 2012 7:47 pm

Paladins have a variety of skills that have similar or exact effects as other classes but come in different flavors. Often times the paladin variety benefits in a way that is over looked. The drawback is reliance on cannons.

Take immobilize as an example. Long duration snare with silence rubied in that results in a knock down with one more skill. It also is ranged and does damage with no cooldown (minus 30sec silence cd).

All of that packed into one single spell. We can find other spells in other classes with same of similar effects. Hack for war...but is physical melee range. Choke for psi 8second snare ending with silence..if enemy moves out of range it's interrupted and no silence. Etc etc etc...not gonna list everything.

Shining sword is a 30 second cd 5-10 sec blind that also does damage. it is physical so it can miss though. Only other blind skill is priest which also 50% snare for about same amount of time but does no damage and much longer cooldown.

This is only just cc's. Looking at damaging skills we have a similar trend.


It's not difficult to see the similarities to retribution and agonizing strike and vicious spin and chastising strike. Ones a strong single target hit other is a strong aoe hit. Warriors require combat advantage paladins require cannons. A warrior must charge fb rs(and not miss anything) to do one agonizing strike(assuming he has the energy available). A paladin just presses retribution for a no energy cost strong single target hit.

VS requires 65 combat advantage so the shortest route would be charge>arc>rs>vs again assuming nothing was dodged and you have all available energy. Chastising strike requires 2 cannons a bit of energy and one button press.

We could then begin to compare the rubies involving damage of these abilities aswell.

30% increase for ret and chastising 5% increase agonizing 15% increase VS. Agonizing however does do 50% more dmg on kd or bleeding target. This either requires lucky first fb or more time/energy/ca investment on the one target before using agonizing. VS also does bleeds on all and after doing 5 times(less if you cleave) you will have a 25% dmg buff/debuff. All involving more time/energy/ca ivnestment to achieve.


I'm sure you see where i'm going with this. The developers look at things with balance in mind. The idea of a powerful instant aoe, powerful instant no energy single target hit, multipurpose ranged magic damaging cc's of long duration... is quite OP when put in perspective. Then having a total other side to the class involving instant cast ranged magical spells of single target and aoe forms. Then remembering that paladin is an energy using class you have no oom.

Rather then balancing it out these abilities by having reduced damage, duration, or 15 year cooldown they put a universal limiter in the form of cannons. Theres a few more finer points to paladin pvp and dps in relation to rubies, rotations, weapon choice, etc...but I would fill a book with garbage on that.


On top of all that here's a simple observation i've made that i feel is probably intentional by the developers and may help people cope with the situation.


Warriors can get all major dps rubies without stupid amount of rubies, but to tank they need damn near every single one.

Paladins can get all major tanking rubies without stupid amount of rubies, but to dps they need damn near every single one.
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Re: New to the game

Postby wakisaka » Sun Apr 22, 2012 11:34 pm

Where to begin, not sure why I bother but here I go.....
Paladins have a variety of skills that have similar or exact effects as other classes but come in different flavors. Often times the paladin variety benefits in a way that is over looked. The drawback is reliance on cannons.

Take immobilize as an example. Long duration snare with silence rubied in that results in a knock down with one more skill. It also is ranged and does damage with no cooldown (minus 30sec silence cd).

All of that packed into one single spell. We can find other spells in other classes with same of similar effects. Hack for war...but is physical melee range. Choke for psi 8second snare ending with silence..if enemy moves out of range it's interrupted and no silence. Etc etc etc...not gonna list everything.

Shining sword is a 30 second cd 5-10 sec blind that also does damage. it is physical so it can miss though. Only other blind skill is priest which also 50% snare for about same amount of time but does no damage and much longer cooldown.

This is only just cc's. Looking at damaging skills we have a similar trend.

And you have 3, just 3 canons. Once you run out you are as good as chicken feed. Oh, and you need those canons for defense as well......


It's not difficult to see the similarities to retribution and agonizing strike and vicious spin and chastising strike. Ones a strong single target hit other is a strong aoe hit. Warriors require combat advantage paladins require cannons. A warrior must charge fb rs(and not miss anything) to do one agonizing strike(assuming he has the energy available). A paladin just presses retribution for a no energy cost strong single target hit.

VS requires 65 combat advantage so the shortest route would be charge>arc>rs>vs again assuming nothing was dodged and you have all available energy. Chastising strike requires 2 cannons a bit of energy and one button press.

We could then begin to compare the rubies involving damage of these abilities as well.

30% increase for ret and chastising 5% increase agonizing 15% increase VS. Agonizing however does do 50% more dmg on kd or bleeding target. This either requires lucky first fb or more time/energy/ca investment on the one target before using agonizing. VS also does bleeds on all and after doing 5 times(less if you cleave) you will have a 25% dmg buff/debuff. All involving more time/energy/ca ivnestment to achieve.

And warriors hit a ton harder on all skills, and that bleed is the strongest dot in the game which makes condemnation look like a bad joke. Hack maybe melee but it has only energy requirements. Retribution is weak unless you have a stack of at least 6 marks on the target

I'm sure you see where i'm going with this.

Nope, not really.

The developers look at things with balance in mind. The idea of a powerful instant aoe, powerful instant no energy single target hit, multipurpose ranged magic damaging cc's of long duration... is quite OP when put in perspective. Then having a total other side to the class involving instant cast ranged magical spells of single target and aoe forms. Then remembering that paladin is an energy using class you have no oom.

I have no idea what the developers had in mind, and I seriously question if they knew either.

On top of all that here's a simple observation i've made that i feel is probably intentional by the developers and may help people cope with the situation.

The answer is to just re-roll but I am too stubborn.

Warriors can get all major dps rubies without stupid amount of rubies, but to tank they need [I Have a Potty Mouth] near every single one.

Bull. As a warrior, all I need is the one ruby in cruelty (minimum requirement). Maybe not good enough to be MT in a raid, but more than enough for astral.

Paladins can get all major tanking rubies without stupid amount of rubies, but to dps they need [I Have a Potty Mouth] near every single one.[/quote]

Bull. Extra barriers not free, additional threat is not free (lots of rubies), tons of mitigation rubies needed in the last tree.
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Re: New to the game

Postby aivoges » Mon Apr 23, 2012 12:21 am

Hmm...you seem very intent on maintaining the idea paladin is useless. I feel i cannot convince you otherwise because you've already made your decision.


Chagagagagagataitaitai wrote:Bull. As a warrior, all I need is the one ruby in cruelty (minimum requirement). Maybe not good enough to be MT in a raid, but more than enough for astral.


I have seen countless endless billions of warriors assume the same thing...die in 3 seconds and then proceed to blame the healer. Aggro is only one part of tanking.

TARCHAGU OF TAIGAACH CLAN wrote:Bull. Extra barriers not free, additional threat is not free (lots of rubies), tons of mitigation rubies needed in the last tree.


I said does not require stupid amount of rubies. A level 51 player doing only a few wm's could acquire all the necessary paladin rubies and begin L4 in cradle gear. A level 51 warrior would fall short as a tank under the same scenario. A paladin dps in cradle would fail quite a bit where a warrior dps would not struggle as much.


I'm certain we both grow tired of writing and reading long blocks of text...So i will leave you to assume what you wish.
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Re: New to the game

Postby ministermuz » Mon Apr 23, 2012 3:19 am

Summary:
Warrior in basically all regards is "easy mode" when compared to pally, i.e. can perform the same tasks with less skill/effort being applied.

Paladin is inferior in pvp, as a pvp-focused build is the only build which provides all ccs people seem to feel are necessary for us to compete. Even pvp builds will suffer from lack of resources (canons), and because of this will be very limited as to which skills they can use, when they can be used, and the frequency of use. Such a build is also ineffective as either dps or tank.

Having said this how effective you are as pally can come down to you. Most 1 vs 1 pvp I know I'm at a disadvantage, however I can still quite often win, assuming the opponent doesn't radically outgear/rune me. I much prefer mass pvp where I can play the role of tank effectively while still dishing out some damage.

Keep seeing the same arguments being rehashed here, getting pretty boring.
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Re: New to the game

Postby aivoges » Mon Apr 23, 2012 3:29 am

ministermuz wrote:Summary:same arguments being rehashed

pretty boring.



yes
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