The Paladin 3.1 spell chart is now online. It is not intended to list everything about every spell, but is just a handy "quick-reference" guide.
https://elanthipedia.play.net/mediawiki/index.php/Category:Paladin_Spells
Signature spells are in bold. I do not have a list of all signature spells, so the status of most spells is unknown. If a GM could provide a list of which spells are currently signature, that would be great.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
ISHARON
ISHARON
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 03:55 AM CDT
The Paladin signature spell status is now accurate. The Elanthipedia chart is complete.
Feel free to check for errors, but we could certainly use help updating the individual spell pages.
https://elanthipedia.play.net/mediawiki/index.php/Category:Paladin_Spells
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
Feel free to check for errors, but we could certainly use help updating the individual spell pages.
https://elanthipedia.play.net/mediawiki/index.php/Category:Paladin_Spells
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
ASHAMAN1
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:05 AM CDT
Hot stuff - Thanks
Samsaren
Samsaren
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 09:09 AM CDT
This is wonderful. Thank you.
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 09:24 AM CDT
I wanted to make a few updates, but it looks like my Elanthipedia account never copied over. Is there someone I can talk to about creating a new account?
CARAAMON
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 09:33 AM CDT
>I wanted to make a few updates, but it looks like my Elanthipedia account never copied over. Is there someone I can talk to about creating a new account?
You use your play.net account.
Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
You use your play.net account.
Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
ISHARON
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:02 PM CDT
>>2dumbarse: wanted to make a few updates
Where did you see that Crusader's Challenge is charm vs. will? Spell contests are usually stated in discern, but I'm not seeing that.
>discern crc
As defenders of the realm, courageous paladins are expected to put their lives on the line to protect others. The Crusader's Challenge spell will help the caster deal with these situations by improving their tactical awareness in combat. With this added prowess, a Paladin will even be able to entice an enemy to face her by delivering a well timed taunt, thereby keeping her friends safe and enemy occupied.
This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 20th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell has no prerequisites. It will also cost two spell slots.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
Where did you see that Crusader's Challenge is charm vs. will? Spell contests are usually stated in discern, but I'm not seeing that.
>discern crc
As defenders of the realm, courageous paladins are expected to put their lives on the line to protect others. The Crusader's Challenge spell will help the caster deal with these situations by improving their tactical awareness in combat. With this added prowess, a Paladin will even be able to entice an enemy to face her by delivering a well timed taunt, thereby keeping her friends safe and enemy occupied.
This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 20th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell has no prerequisites. It will also cost two spell slots.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
GORTEOUS
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:04 PM CDT
I'm not really sure what Raesh means when he says 'encourage Paladins to not mix armor'.
Aside from TDP gain while training(qualifier), there is no reason for a Paladin to not wear the most protective plate available. The hindrance difference is tiny, and I've yet to meet a Paladin in 3.x that knows what they are doing running around in anything other than the most protective plate. Pallies doing anything else are doing so at their own expense.
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
Aside from TDP gain while training(qualifier), there is no reason for a Paladin to not wear the most protective plate available. The hindrance difference is tiny, and I've yet to meet a Paladin in 3.x that knows what they are doing running around in anything other than the most protective plate. Pallies doing anything else are doing so at their own expense.
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:07 PM CDT
>Where did you see that Crusader's Challenge is charm vs. will? Spell contests are usually stated in discern, but I'm not seeing that.
Ricinus stated it in the test instance when I stated I was having a hard time landing it on anyone. The taunt portion is supposed to be charm v. will. IIRC at least part of the reason was to make charisma more valuable.
Samsaren might be able to confirm.
Ricinus stated it in the test instance when I stated I was having a hard time landing it on anyone. The taunt portion is supposed to be charm v. will. IIRC at least part of the reason was to make charisma more valuable.
Samsaren might be able to confirm.
KROONERMANREVENGE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:19 PM CDT
>Aside from TDP gain while training(qualifier)
That was the point though, most Paladins who 'know what they are doing' are running around in full mixed armor sets for the TDPs. They may (and hopefully do) swap into full HP for non-training-related combat (like sparing, quests, etc.) but if you're not using mixed armor as a Paladin you're really wasting your skillset, like a barb who only trains 2 weapons.
I'm a badger, I be badgerin'
That was the point though, most Paladins who 'know what they are doing' are running around in full mixed armor sets for the TDPs. They may (and hopefully do) swap into full HP for non-training-related combat (like sparing, quests, etc.) but if you're not using mixed armor as a Paladin you're really wasting your skillset, like a barb who only trains 2 weapons.
I'm a badger, I be badgerin'
ISHARON
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 05:19 PM CDT
>>2dumbarse: Ricinus stated it in the test instance when I stated I was having a hard time landing it on anyone. The taunt portion is supposed to be charm v. will. IIRC at least part of the reason was to make charisma more valuable.
If so, DISCERN needs to be updated.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
If so, DISCERN needs to be updated.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
DR-RAESH
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/13/2014 06:16 PM CDT
Correct, it's a TDP gain issue.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 09:26 AM CDT
This is a great thread. Thanks for responding here, Raesh. Made me feel good to read your posts about the guild.
I like being armor primary, and I really liked it in 3.0, but there are a couple of things that really bug me now more than ever. My biggest damage redux advantage, the best plate in the game, can be rendered worse than botched cloth armor with a single spell. My best defense by far, shield, can be completely bypassed with multiple spells; most guilds possess at least one. With the addition of eliminate and, hey, even shatter in 3.0, I was starting to think maybe some thought the armor skill set became far too powerful, but I really don't feel that powerful in 3.1. In 3.0, I honestly felt a little overpowered with an OF buff, buffs to all 3 defenses, combat changes, great support spells and shatter. In 3.1, I feel like my skill set placement is actually a liability at times, and damage is way down.
Don't get me wrong, paladin is and will remain my favorite guild. I'm fine with having less overall damage potential, by virtue of skill set placement and ability suite, than every guild not named trader or empath, but man, I want to feel like defense is that much better to compensate. Maybe part of the reason I don't right now that there are a few spells that were inadvertently overbuffed, and they seem to be all I'm facing these days, but it worries me for the guild every time I see DFA buffed or new abilities that bypass armor/shield. All we have is armor and shield. We can't augment parry to offset some of the weakness or evasion to help with DFA (or anything that bypasses parry as well as shield). Moreover, our missile damage is far worse and shatter is even more situationally useful now, so fights where someone wants to stay at range and/or in hiding are even more dull.
I reserved my opinions until 3.1 release, until I got a chance to spar with a couple of evenly matched folks in a setting where everyone's putting his/her best foot forward. I haven't had a chance to spar with every guild, but I've seen several in action already. To be clear, PvE, fighting relatively dumb creatures, feels great and overall melee damage feels where it should be in both settings. As a whole, we're probably having less trouble finding suitable creatures than any other guild. PvP doesn't feel great, however.
I won't touch on the TDP issue because I can deal with that. I feel like we have enough stat buffs to compensate for being weak in that area.
I like being armor primary, and I really liked it in 3.0, but there are a couple of things that really bug me now more than ever. My biggest damage redux advantage, the best plate in the game, can be rendered worse than botched cloth armor with a single spell. My best defense by far, shield, can be completely bypassed with multiple spells; most guilds possess at least one. With the addition of eliminate and, hey, even shatter in 3.0, I was starting to think maybe some thought the armor skill set became far too powerful, but I really don't feel that powerful in 3.1. In 3.0, I honestly felt a little overpowered with an OF buff, buffs to all 3 defenses, combat changes, great support spells and shatter. In 3.1, I feel like my skill set placement is actually a liability at times, and damage is way down.
Don't get me wrong, paladin is and will remain my favorite guild. I'm fine with having less overall damage potential, by virtue of skill set placement and ability suite, than every guild not named trader or empath, but man, I want to feel like defense is that much better to compensate. Maybe part of the reason I don't right now that there are a few spells that were inadvertently overbuffed, and they seem to be all I'm facing these days, but it worries me for the guild every time I see DFA buffed or new abilities that bypass armor/shield. All we have is armor and shield. We can't augment parry to offset some of the weakness or evasion to help with DFA (or anything that bypasses parry as well as shield). Moreover, our missile damage is far worse and shatter is even more situationally useful now, so fights where someone wants to stay at range and/or in hiding are even more dull.
I reserved my opinions until 3.1 release, until I got a chance to spar with a couple of evenly matched folks in a setting where everyone's putting his/her best foot forward. I haven't had a chance to spar with every guild, but I've seen several in action already. To be clear, PvE, fighting relatively dumb creatures, feels great and overall melee damage feels where it should be in both settings. As a whole, we're probably having less trouble finding suitable creatures than any other guild. PvP doesn't feel great, however.
I won't touch on the TDP issue because I can deal with that. I feel like we have enough stat buffs to compensate for being weak in that area.
KROONERMANREVENGE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 09:28 AM CDT
Maybe detailing what abilities reduce armor/shield would help? I think you're talking about CoZ but not sure.
I'm a badger, I be badgerin'
I'm a badger, I be badgerin'
ASHAMAN1
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 10:41 AM CDT
Just to chime in on Warb's post - pvp in 3.1 feels like its all about taking advantage of a primary offense tied with Debils. Paladins feel weaker because we lack a primary offense. Sparring you, Warb, was rather telling in that regard. Going up against a non-defensive prime (non-barb/paladin) in a melee setting we're still doing well, but we're pitting secondary/tert vs secondary tert.
Samsaren
Samsaren
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 01:48 PM CDT
>Maybe detailing what abilities reduce armor/shield would help? I think you're talking about CoZ but not sure.
CoZ is the only spell I'm aware of that directly debilitates armor for some duration, but I didn't want to single out CoZ because it seems like a general design direction with newer abilities like khri eliminate and attack maneuvers. I hate throwing maneuvers in that category because they're far from overpowered in their current incarnation, but it's still an example, I suppose. I haven't faced eliminate since test but precedent is important, and I don't think any changes have been made to it since I last tested.
>Just to chime in on Warb's post - pvp in 3.1 feels like its all about taking advantage of a primary offense tied with Debils. Paladins feel weaker because we lack a primary offense. Sparring you, Warb, was rather telling in that regard. Going up against a non-defensive prime (non-barb/paladin) in a melee setting we're still doing well, but we're pitting secondary/tert vs secondary tert.
You know, I wasn't even thinking about our spar, Sam. That actually went exactly like I expected. If I'm trying to hit a similarly matched juggernaut in the current iteration of DR, I expect to fall asleep during the fight. I hate to sound like a broken record, but I really don't mind having limited offense in favor of defense I can feel, and I could really feel that defense when we fought. It may not be a fun fight, which anyone might expect, but that could easily change as the guild evolves.
I was thinking more of ranged fighters and casters. Against some ranged tactics, I feel like the only option is to throw the fight right now, and that's awful because I enjoy player combat and I prefer strategic movement to straight melee (unless it's a paladin for RP reasons), but I'll use what I've got and right now that's melee.
There's also DFA and and eliminate. I could understand needing to give someone a chance at hitting someone with defenses set up like a paladin in 2.0 days when one could stand on one defense, but why now when we need all three (or roughly double evasion in DFA's case)? And what's the point of having a strength if you can't use it? The debilitation suite, buffs and primary skills most guilds have access to is already far more than enough to assist in getting passed my shield at range in an even match and hit pretty damn hard with limited retaliation options for us, given stun hiders, EM, instant retreat, halo, SB, WD, shove, etc.
Idunno... Maybe I'm just becoming curmudgeonly as my paladin ages.
CoZ is the only spell I'm aware of that directly debilitates armor for some duration, but I didn't want to single out CoZ because it seems like a general design direction with newer abilities like khri eliminate and attack maneuvers. I hate throwing maneuvers in that category because they're far from overpowered in their current incarnation, but it's still an example, I suppose. I haven't faced eliminate since test but precedent is important, and I don't think any changes have been made to it since I last tested.
>Just to chime in on Warb's post - pvp in 3.1 feels like its all about taking advantage of a primary offense tied with Debils. Paladins feel weaker because we lack a primary offense. Sparring you, Warb, was rather telling in that regard. Going up against a non-defensive prime (non-barb/paladin) in a melee setting we're still doing well, but we're pitting secondary/tert vs secondary tert.
You know, I wasn't even thinking about our spar, Sam. That actually went exactly like I expected. If I'm trying to hit a similarly matched juggernaut in the current iteration of DR, I expect to fall asleep during the fight. I hate to sound like a broken record, but I really don't mind having limited offense in favor of defense I can feel, and I could really feel that defense when we fought. It may not be a fun fight, which anyone might expect, but that could easily change as the guild evolves.
I was thinking more of ranged fighters and casters. Against some ranged tactics, I feel like the only option is to throw the fight right now, and that's awful because I enjoy player combat and I prefer strategic movement to straight melee (unless it's a paladin for RP reasons), but I'll use what I've got and right now that's melee.
There's also DFA and and eliminate. I could understand needing to give someone a chance at hitting someone with defenses set up like a paladin in 2.0 days when one could stand on one defense, but why now when we need all three (or roughly double evasion in DFA's case)? And what's the point of having a strength if you can't use it? The debilitation suite, buffs and primary skills most guilds have access to is already far more than enough to assist in getting passed my shield at range in an even match and hit pretty damn hard with limited retaliation options for us, given stun hiders, EM, instant retreat, halo, SB, WD, shove, etc.
Idunno... Maybe I'm just becoming curmudgeonly as my paladin ages.
DR-ARMIFER
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 01:57 PM CDT
I've been OK with Paladins getting a DFA-nullifier for quite awhile, people just seem to disappear when they start thinking about working on it. I might take it up myself, but I have some projects at the front of my plate I need to deal with first.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
NRAY
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 01:59 PM CDT
Even with my admittedly limited experience, I agree with what Warbie says. I think the armor skill sets needs abilities- active abilities- and I've tried to post a few ideas on that to help move things along. The paladin guild needs more umph- heck, just look at the uber awesomeness of clerics to compare. I realize that with this many huge game changes that balance is going to be an issue that takes time to tweak- I just hope that paladins are not forgotten during the tweaking.
DR-RAESH
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/14/2014 08:34 PM CDT
>>I think the armor skill sets needs abilities- active abilities-
Yes.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
Yes.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/15/2014 10:08 AM CDT
>I've been OK with Paladins getting a DFA-nullifier for quite awhile, people just seem to disappear when they start thinking about working on it. I might take it up myself, but I have some projects at the front of my plate I need to deal with first.
I appreciate that. Thank you, Armifer.
I appreciate that. Thank you, Armifer.
ABSOLON
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/16/2014 10:14 AM CDT
Bringing this back on topic, I have finished creating a graphical 3.1 Paladin spell tree. Because we cannot upload files to elanthipedia, it is just a link instead of an imbedded image at this time.
https://elanthipedia.play.net/mediawiki/index.php/Category:Paladin_Spells
https://elanthipedia.play.net/mediawiki/index.php/Category:Paladin_Spells
2DUMBARSE
Re: Paladin 3.1 Spell Chart on Elanthipedia
05/16/2014 11:40 AM CDT
Very easy to read. Thanks.