Monday, September 19, 2016

The Orderless Paladin – Part 2: More stuff about the classes

Something I ended up skipping on was to do a more in-depth take on the classes I recommended for this roleplay. It was a combination of work, exercise and eating away at the hours I had to sleep in before work again that made me take the shortcut. So let’s do a look at some features of interest for the classes I recommended, in random order.

Barbarian – The Barbarian’s automatic ability, Carnage, gives you an AoE on your normal attacks, which further emphasizes its role as a damage dealer.

Frenzy – Activated self-buff well suited for damage dealing, though with risks as it hides your health and endurance for the duration. I recommend picking up this ability because of the simple reason alone that it is a version of this that is the cross-class Talent and thus a Paladin could have learned it.

Savage Defiance – Self-heal. Could be taken as a redirected form of Lay on Hands.

Bloodlust – A passive ability that gives you increased speed (attack and movement) after downing two enemies. Works as a variant of abilities like Inspiring Triumph and The Black Path.

Thick Skinned – More defenses. Works as a variant of Faith and Conviction.

Threatening Presence – AoE Sickened status effect on enemies when stationary. Could be taken as a variant on Bleak Walker ability The Black Path, which inflicts AoE Terrify on kill.

Barbaric Shout – AoE Terrify ability. See above.

Dragon Leap – Dragon Leap is most interesting due to its description, which mentions the Barbarian drawing upon “spiritual energy” to perform the attack.

Rogue – The Rogue’s automatic ability is Sneak Attack, which allows for bonus damage against unaware enemies and against enemies suffering from a negative status effect. The Rogue cross-class talent is a version of the Sneak Attack.

Shadow Step – Most Rogue abilities are centered around inflicting status effects to trigger Sneak Attack and do not lend themselves to comparison for Paladin abilities easily. Neither does Shadow Step, as it is a form of teleportation, but it does work as a form of magic.

Ranger – The cross-class talent for Rangers is the Wounding Shot, so this is worth considering picking up for the sake of RPing.

Marked Prey – Works similarly to Sworn Enemy, increasing damage against a target, though Marked Prey has a time limit.

Heal Companion – Works as a variant of Lay on Hands.

Revive Companion – Works as a variant of Reviving Exhortation.

Fighter – In a sense, one could almost consider the Fighter a “selfish Paladin”. Instead of group support, they have a variety of self support abilities. The cross-class Talent for the Fighter is a version of their Constant Recovery, which is a continuous self-heal that lasts for 45 (plus or minus the Intelligence duration modifier) seconds from combat start. Constant recovery works both because it is cross-class and that it can be taken as a variant of Lay on Hands.

Disciplined Barrage – Increases one’s own accuracy for a while. Could be taken as a variant on Sworn Enemy that works on a time limit, but not only against one enemy.

Confident Aim – Converts some Grazes into Hits, at a slightly higher rate than Zealous Focus does, but only for the Fighter himself. Nice when coupled with Gallant’s Focus.

Guardian – Works as a variant on Zealous Endurance, increasing ally Deflection rather than Damage Reduction.

Vigorous Defense – Boosts the Fighters defenses for a short period of time. Can work as a variant of Faith and Conviction.

Unbending – Converts some damage taken to Endurance. Works as a variant of Lay on Hands.

Critical Defense – Converts some Critical Hits to Hits and Hits to Grazes, similar to what Zealous Endurance does.

Unbroken – A self-revive that I think puts the case quite well for the Fighter having some magic in their repertoire. Works as a variant of Reviving Exhortation.



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