2008-09-24, 03:18 PM
Lynel Wrote:The more I think about it, the more I think that a Paladin's charges should be a party skill.
They should remove Sanctuary from our skill set, and replace it with a skill similar to Sharp Eyes. Call it Element Mastery or something like that, and have it be a passive skill. Perhaps it could increase damage of all charges for Paladins by 10% (so 115% Ice, 130% Fire, 135% Lightning, and they could probably reduce Holy so that it'd still be 140% Holy to avoid overpowering Paladins). Secondary effects could include the ability to buff your party with the charges, and at maxed level they'd receive the full % increase (105% Ice, 120% Fire, 125% Lightning, and 130% for the "adjusted" Holy).
Hell, they could nerf ACB and Blast and make us a terrible solo class if they did that, considering everyone and their mother would want to party Paladins if they got a 130% damage increase at Skeles. Decrease ACB to 320% and Blast to 500%, it'd more than balance out.
Of course, Pallys would be even worse at soloing and as a damage outputting class, but with the ability to be a huge supportive class it wouldn't matter.
I say "no" because there's not enough benefits for being a support class this late in the game. Bishops make fine support classes (excluding Genesis LOL) because of Holy Symbol.
I'd say a Paladin (and AMs) has more purpose once Nexon decides to implement monsters that are weak to elements but strong vs. neutral and stuff like that. I think the Q&A mentioned that it's in discussion.

