i had these ideas going, hopefully turning the current Paladin patches around. I'll take any advice to balance the skill %s and stuff

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Elemental Charge
Description: [Specialized Skill] When using different elemental skills, become charged with elemental power, enhancing your strength.
Maximum Level: 1

Gain 1 Elemental Charge when switching elements, up to a maximum of 5, For each charge - Damage: +8% and 10% weapon defense per charge

Weapon Mastery
Description: Increases the weapon mastery and accuracy of swords and blunt weapons.
Maximum Level: 10
10 : Sword and Blunt Weapon Mastery: +50%
For using a Sword receive +10% minimum critical damage
For using a Blunt Weapon Receive + 10% maximum critical damage

Final Attack
Description: Grants a chance to deal additional damage after an attack. Must have a sword or blunt weapon equipped.
Activation Rate: 40%, Damage: 150%

Knightly Training
Description: You train diligently as a knight to strengthen your body
Maximum level: 5
5: STR +30, HP+20%

Weapon Booster
Description: Increases the attack speed of your weapon. Must have a sword or blunt weapon equipped
MP Cost: 11, Duration: 200 sec


Flame Charge
Description: Imbue your weapon with flames, dealing fire damage to enemies, burning them. Deals more damage to enemies with Divine Charm on them(there are sword/Blunt weapon animations for this skill)

Level 20: MP Cost: 30, Damage: 140%, Number of Hits: 3, Max Enemies Hit: 5, 90% chance of Damage Over Time: 75% damage every 1 sec for 6 seconds +15% damage to enemies with divine charm(+115%)

Blizzard Charge
Description: Imbue your weapon with frost, dealing ice damage to enemies, chilling them. Deals more damage to enemies hit by Flame Charge(there are sword/Blunt weapon animations for this skill)
Level 20: MP Cost: 30, Damage: 140%, Number of Hits: 3, Max Enemies Hit: 5, 90% chance to Slow enemies by -20# for 6 sec, Damage (vs Burned): +15% (Total: 115%)
Page Order
Description: Summon sacred hammers on both sides of you, pulling enemies inwards dealing damage to them.
Level: 10 MP Cost: 20, Damage: 125%, Number of Hits: 3, Max Enemies Hit: 6, Stun Rate: 40%, Stun Duration: 3 sec

White Knight:

Lightning Charge
Description: Imbue your weapon with electricity, dealing lightning damage to enemies, stunning them. Deals more damage to enemies hit by Blizzard Charge. (There are sword/Blunt weapon animations for this skill)
Level: 20 MP Cost: 35, Damage: 250%, Number of Hits: 3, Max Enemies Hit: 5, Stun Rate: 90%, Stun Duration: 6, When not stunned - Damage Over Time: 115% damage every 1 sec for 6 seconds, Damage (vs Chilled): +15% (Total: 115%) (there are sword/Blunt weapon animations for this skill)

Combat Orders
Description: Permanently increases Flame Charge and Blizzard Charge's damage. Temporarily grants bonus skill level to the skills of all party members, including yourself. Skills for the final class level that have already reached the master level can surpass the master level. Exceptions: Beginner skills and Combat Orders cannot be increased.
Level 20: MP Cost: 36, Duration: 180 sec, All Skill Levels: +2, Passive Effect - Flame Charge and Blizzard Charge Damage: +55%
HP Recovery
Description: Instantly restores some of your HP and your party members. HP recovered increases with skill level. Consecutive usage results in less HP recovered.
10 MP Cost: 40, HP Recovered: 50%, for each use within 15 sec, HP Recovered: -5%

Threaten
Description: Threatens and intimidates enemies, decreasing their Attack, Defense, and Accuracy.

Level 10: MP Cost: 24, Enemy Attack and Defense: -30%, Duration: 80 sec, Accuracy: -30%, Duration (accuracy debuff): 8 sec


Rush
Description: Charge forward, pushing enemies in front of you together.
10 MP Cost: 29, Damage: 305%, Number of Hits: 1, Max Enemies Hit: 12

Shield Mastery
Description: Increases Status Effect and Elemental Resistance, Weapon Defense, Magic Defense, and, and provides a chance to guard enemy attacks, negating all damage. If not wearing a shield +20 attack and +1 attack speed
Level 10: Status Effect and Elemental Resistance: +20%, Weapon Defense and Magic Defense: +50%, Guard Rate: +40%

if not wearing shield Level 10: Status effect and Resistance +20% +30 attack + 1 attack speed + 30% Guard rate

Achilles: Permanently increases your defensive abilities so you take less damage from enemies.

Level 10: Damage Taken: -20%

Blessing Armor
Description: When being attacked, have a chance to block it completely. Up to 10 attacks can be blocked every 90 seconds, increasing your weapon attack in this time. Cannot be dispelled.
Level:10 Activation Rate: 50% when hit, Duration: 90 sec, Weapon ATT: +20, Number of Hits Absorbed: 10 – Cooldown Time: 30 sec



Power Guard: Decreases Damage taken, also reduces effectiveness of hp based attack towards user
Level 10: +50% Damage Reduction/50% of hp based damage will be ignored

Parashock Guard
Description: Temporarily provide your allies with some of your own defense, as well as increase your weapon attack.
10 MP Cost: 32, Self Defense: -50%, Self Guard Rate: -20%, Self Weapon Attack: +20, Ally Defense: +50%, Ally Guard Rate: +20%

Paladin

Elemental Charge
Description: [Specialized Skill] When using different elemental skills, become charged with elemental power, enhancing your strength.
Maximum Level: 2

Gain 1 Elemental Charge when switching elements, up to a maximum of 5, For each charge - Damage: +10% and 10% weapon defense per charge

Divine Charge
Description: Imbue your weapon with light, dealing holy damage to enemies, silencing them. Deals more damage to enemies hit by Lightning Charge. If enemy cannot be sealed, applies Divine Charm last for 8 seconds -10% attack for enemies with charm applied. (there are sword/Blunt weapon animations for this skill)
Level 32: MP Cost: 45, Damage: 411%, Number of Hits: 3, Max Enemies Hit: 5, Seal Rate: 106%, Seal Duration: 10, Damage (vs Stunned): +21% (Total: 121%)

Blast
Description: Strike each enemy with a powerful blow (there are sword/Blunt weapon animations for this skill)
Level 32 MP Cost: 25, Damage: 310%, Number of Hits: 6, Max Enemies Hit 1
Skill delay is back to current blast delay
If sword is used: 20% damage modifier is applied
If Blunt Weapon is used: Number of hits+1

Guardian Spirit
Description: Revive the closest ally to you, causing both them and you to become invulnerable for a short period of time.

MP Cost: 50, Invulnerability Duration: 20 sec – Cooldown Time: 560 sec


Magic Crash
Description: Has a chance to cancel all enemy buffs and prevent them for casting new buffs.

Level 10 MP Cost: 15, Success Rate: 100%,Cancels ALL current buffs and prevents new Buffs Duration: 12 sec – Cooldown Time: 60 sec

Void Elemental
Description: Imbue your weapon with every element, ignoring the enemy’s resistances, while improving the damage of every charge except Divine Charge.
Level 30 MP Cost: 30, Duration: 180 sec, Resistance Ignored: 100%, Passive Effect – Flame Charge+1 hit +60% damage, Blizzard Charge+1 hit+60% damage, Lightning Charge Damage +60% damage

Advanced Charge Blow
Description: A skill that encompasses all the elements, increasing max targets hit, number of hits, and buff duration. When using a Charge skill, there is a chance to cause instant death.

Level 12 Elemental Charge Buff Duration: +12 sec, Number of Hits: +2, Max Enemies Hit: +3, Instant Death: 12%

Paladin Expert
Description: Improve your mastery over Paladin abilities, improving your mastery, minimum critical damage, and critical damage depending on your weapon. Also increases status and elemental protection
Level 32 Mastery: +71%, +50% Weapon Defense, Minimum Critical Damage: +16%,
+ 20% Status and elemental protection
If sword is used: +15% minimum critical damage
If Blunt weapon is used: +15% Maximum Critical Damage
Stance
Description: Permanently increase your resistance to being knocked back.

Level 20 Stance Rate: +60%

Heaven's Hammer
Description: A hammer from the heaven’s smashes into the ground with righteous fury, empowering you to smite all evil.
Level 22 MP Cost: 52, Damage to Boss: 1200%, Number of Hits: 4, Max Enemies Hit: 15, Cooldown Time: 300 sec
Provides a Buff that adds +15% Attack for 120 seconds

Heaven And Earth
Description: Use up your current charges for a buff
Level 12: Elemental Charge Buffs - 1~2 - Critical Hit Rate: +43%, 3~4 - Defense Ignored: +32%, 5 - Damage: +43% Duration: 36 seconds

Noble Knight
Description: You use your holy powers to protect party members from danger by creating the ultimate protection you can bestow upon someone
Level 12: Consumes 5 Elemental Charges, 50% of max HP, 50% weapon defense
Provides A DIVINE Shield to all party members(regardless of placement in map). Divine shield will Block the next 20 attacks for you and your party members, INCLUDING % hp based attack
Duration: 180 seconds Cooldown: 480 seconds.
Maple Warrior
Description: Increases the stats of all party members.

32 MP Cost: 70, Duration: 960 sec, All Stats: +16%

Hero's Will
Description: Cures you from being Seduced. The cooldown decreases as the skill level increases.
7 MP Cost: 30, Cooldown: 240 sec



With the changes to the charges +% damage from skills and the +lines to fire/ice charges, you should now cycle between between all 4 charges to keep up the passive damage boosts to maximize dps.

Blasts was changed back to a 1 on 1, given back old delays, made slightly stronger, and the buff duration it use to give is now its own proper skill.

Noble Knight is a skill for all the paladins that wanted to help their party even more, being a real support attacker now. It allows paladin to mitigate damage done to party members, at the cost of some of their defense and attack.

The reason for bringing back Power guard, was to give paladins a way to tackle a way to the new bosses hp based attacks.

I changed Heaven Hammer, because as of now, it really stands for no utility other than, oh hey, i can map attack every 30 seconds if you remember. Now it actually has a way to provide a real Boost to our damage, instead of just being casted every now and then.

I gave some consideration to the 2hand users, giving them 100% defense and 30% guard if they don't use Para Shock Guard( this gets reduced to 50% defense and 10% guard), while at the same time giving them a Good +30 attack boost and a really need +1 attack speed to get them to be a viable option for other paladins now.