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What do you think chivalry needs right now?

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godin7

Guest
I have been playing a pally non stop since AOS came out.

CW and DF are a waste of time and mana. CW doesnt last long enough and DF while giving you some bonuses is really only good for giving your stamina back. It would be nice if DF added to strength but took from intelligence for the duration as well.

CBF/CW/NS are great spells and the only thing i would love to see but will never happen, is the ability to move and cast these at the same time haha.

EOO is great for monster combat but when killing deamons with a sword and an imp comes up and you die from him alone thats lame! The one thing I would love to see done to this spell is of couse add it to PVP. It would not be overpowered becuase you would only be strong to the one guy and weak to the rest of his gank squad.

DE is just great I would make sure that it does dispel all things like summoned creatures, revenants, and pets! If I am going to spend 115 points to make this spell work then it better dispel what i need it to. This works better then peacemaking right now and I use it all the time.

HL is a great spell and the only thing I think it needs is when its cast it causes the paladin to glow with a light aura a few tiles around. I hate night sight and the way everything is just plain bright. The lighting is half the fun and if you cant see it whats the point. This would allow the paladin to cast light for others and everyone would have to gather around him or be in darkness! Also I would love HL to be able to reveal while damaging reds and greys.

RC is ok but I wish it would also take of para on yourself for the amount of mana it costs that would be nice. It does remove just about everything including para on others but I hate getting para on me and just standing there going RC me please.

SJ is great on normal shards and I used it alot there. Now that I am on siege its just a waste of space. I would love to see some kind of gate or portal spell for the paladin.

New spells:

Noble Steed: In dungeon and Dragons the paladin had the ability to summon his noble steed. Would love to see something like that. Give it some kind of durability or disappears when unmounted.

Holy Blade: A holy sword of light/energy which checks the paladin skill for weapon the weapon skill. Make it last like everything else does, so it has to be recast all the time. Another idea from dungeon adn dragons.

Call Lightning: This spell should be something you can target and would give the ability to call down lightning to smote your enemies from afar. Make its damage based on the chiv skill and karma like everything else. Since it has the potential of doing so much damage make is cost alot of mana and tithe

Holy Shield: This spell should be more then a shield in your hand even though it should appear thus. It should act like the parry skill when cast but checks chiv skill instead. It also should have a chance to shield from spells. This should be very spendy in mana and tithe and last like everything else does based on chiv and karma.

Summon Guardian: The ultimate spell for the paladin should be very hard and expensive to cast. Summons forth a being of light which heals/cures and holy lights every valid target. It should appear above the paladin and when done casting those spells should leave.

This was my two cents worth and I know you will think this is going to unbalance the already overpowered paladins. But it wont and this is why. We have ten spells you have 64 so get off our backs! We dont want all your spells, just some of our own, so give us a break.
 

Basara

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I don't know why you think Consecrate Weapon is a waste - sure it's low duration, and should be longer, but it lasts long enough for me to drop a daemon in one casting (3-4 hits). The duration is a factor of karma - how high is your karma?

Other than that, good ideas...
 
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godin7

Guest
noble lord
its just a duration factor for me nothing else. Easier to spend the time getting myself a deamon slayer with EOO then cast CW and waste the time and mana. Duration would fix that becuase you are right you can kill something fast but it always seems to run out right before the killing blow. You look at your mana its gone and you wonder what to do next haha.

Sentinel Tegid
 

Basara

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Of course, given I tend to run a bit more mana than a lot of people (65 int), mana doesn't run out for me as often as others. I have my Dex currently at 74 (a break point for swing time for katanas, as well as my Undead slayer Broadsword) until I can scroll my stats, and STR at 100. Having 1 piece of jewelry that adds a total of 9 stat points has helped considerably.
 
E

Edge

Guest
Ranged attack.
Blast of Light - 20 damage to 70 fire resist(light gives out heat....) at highest karma level.
Damage is based on karma. cost 15mana cast time 2 seconds without fc.
 
C

Chandalir

Guest
Do you realize that a 100 evaluate (takes 191 combined skillpoints to do flawlessly) energy bolt, costing 20 mana takes 2.25 seconds to cast and is 1-2 more damage worth?

Making a ranged attack spell, based on karma, cheaper and more powerful than mages is just plain insane!
 

Sir Ophid of Yew

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Cleanse by Fire should cast faster based on karma. Right now, its pretty worthless, because I keep getting interrupted by the darn poisoning itself. I have to chug, and I cant afford to lower my resists by getting FC/FCR jewels for one spell. Plus I am 105 Chivalry, that should mean something.

Or just make it so highest Karma level do not get interrupted by the poison decreases when casting, but can be interrupted by other means

I prefer the first, but will take either.
 
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Chandalir

Guest
So, mage cures shouldn't be interupted based on . . . what? Evaluate?

That's just silly. Cleanse by Fire is by far the best curing spell in the game, and its super easy to get super fast. My paladin runs around with FC4, and it casts in half a second. If I were to cast it faster, Id always do that rather than drink potions.

Seriously, get faster casting on your paladin, especially seeing as you have 105. Its a waste of skillpoints if you won't take advantage of it. Casting close wounds much faster greatly makes up for loss of resists.
 

Basara

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With me, it seems the more dangerous the poison, the less chance of interrupt, due to onset time.

The minor poisons have gotten me killed several times from being unable to CbF it, even with FC2. Yet, the really nasty stuff from the level 3 chests, that does about 20 or so per tic of the poison timer, I often can get off the spell before taking ANY damage at all!

IT's to the point where I'm more afraid of a drake or dragon poisoning me via spell than a chest or a wyvern, even though the latter have much more deadly poison.
 
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Chandalir

Guest
Yeah /php-bin/shared/images/icons/wink.gif

And, as a bonus, you've just discovered why poisoning on a mage is trash without a weapon skill to back it up /php-bin/shared/images/icons/tongue.gif Higher level poisons are hugely overrated cause lesser poison is by far the best interupter in the game.

That being said, however, try FC. You'll like the results it has for CbF, trust me. I was hunting dread spiders for an hour yesterday on my paladin (and he really doesn't have that good armor; mostly gm crafted leather), and only once did he get a CbF interupted by a poison, and that was only cause I got careless and didn't watch the time it hit me; which brings me to another point. If you have trouble timing CbF, just wait till you see the little number from poison pop over your head. When it does, you have exactly 2 seconds to pull off a curing method before it hits again. With Cleanse by Fire you could, theoretically, do this at FC-3 /php-bin/shared/images/icons/wink.gif
 
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Guest

Guest
*beats head on desk*
Come on dont you guys know what the spell Protection does?
Makes spells Uniteruptible at the cost of your resists so if you want to not be interupted take a chanced at having a not all 70s suit
you can half there base damage anyways
 
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Chandalir

Guest
It rather shows you're a necromancer doesn't it?

Protection's drawbacks aren't as huge on a necromancer, cause they're unaffacted by the FC-2 it gives.

On a mage or a paladin, protection IS useless. 100% useless.

You'll be casting so slow that you'll be dead cause of it.
 
D

Darkhawk

Guest
Less mana for remoce curse would be nice. Probly not gonna happen but would be nice...So would alot of things, like a summon, or maybe even a gate spell, as you can not make an effective pally/tamer as there is gate. Or maybe even some kinda of mark spell. But all that aside what would be nice is if pallys did more damage to lower karma creatures, that would make sence, cause a Pally is supposed to be about removeing evil from the world and their whole point is to wipe out darkness from the land and help the innocent. SO I think that Pallys should do more damage to lower karma creatures or at least do more damage to Undead as they are generally known as the Pallys total opposite. Maybe you agree maybe you dont, but I think its a good idea.
 
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Dra'nath

Guest
How about a Divine Guidance spell? Targetting any creature on screen with it causes the Holy Lord above to shine down his light on the creature, temporarily enabling it to see the error of its ways and determined to fight for all that is good and proper. This results in the creature coming under the paladins control for a period of time. The tougher the creature the harder it is to 'guide'. Failure of the spell results in an enraged beast that can do double damage to your pally.
 
A

Alyjax

Guest
Now, as for Chiv, I think it works pretty well so far. My paladin is still in training on that skill, and I have yet to successfully cast Holy Light or Noble Sacrifice, but if they work as well as the rest do, I am sure I will be happy with it. I am like some others here who have stated they just hate magery. I always have as well, but felt like it was just a necessary evil prior to AoS. The Chivalry skill allows me to be a warrior who can cast spells that, for the most part, just make me a better warrior and allow me to survive. I started to suggest another damage spell of some sort, but I believe that would really be unnecessary at this point. I like the skills the way they are now.

I guess if I could ask for one thing, it would be the ability to mark runes. I don't care about gate myself. I am a paladin, not a tamer, and if I need to do an escort, I will just walk. But it would be nice to not have to beg someone to mark a rune for me. I have a couple of places I would like to check out, or have been, that I still have no rune for at this point.

So that's it. A big thumbs-up to OSI on the whole Paladin skill set. You have come up with something that really makes this game enjoyable for non-mages/tamers.
 
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Guest

Guest
I think that chivalry needs the following: A message sent to players healed with close wounds that states who has healed them. For example "Bob has healed you for 35 points", instead of "you have had 35 points healed". I like to know who is doing what at the gauntlet. Also, since I have no healing, I like players to know that I was the one keeping them alive.... maybe they will return the favor more readily if they knew how fast and how many heals I gave 'em.
 
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lestat092278

Guest
Chivalry is the most balanced skill in this game. Every spell I have used is awsome. I cant do Noble sac or holy light yet but the rest are all awsome. I dont think paladins need anything at all.
 
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Chandalir

Guest
I'd like to see that (back in the game) as well.

Unfortunally, it got cut out due to localization /php-bin/shared/images/icons/frown.gif

Just a simple;

"Chandalir has healed you for 30 hit points." would suffice.

I wouldn't mind if they expanded on it though, and told us how they were healed; but then, I wouldn't mind an option to put the damage numbers/sources into my journal either /php-bin/shared/images/icons/tongue.gif
 
C

Chestahusamowich

Guest
I'm not sure if anyone mentioned this, but with Chivalry, you can cast abilities and have weapon and shield in hand. That leaves a point with direct damage paladin spells, because if they can cast with weapons and shields, who needs artifacts, they can have faster casting 4 easily (weapon, shield, bracelet, ring). So this would be a new trend of an overpowered template of focus/ meditation paladins in leather "smiting" anything with little skill involved.
Just a thought
 
G

Guest

Guest
How about actually tying the Virtue system into Chiv...

Think about this, instead of Sacrifice fame on a liche, use it on a nightmare to get a Holy Steed. Stuff like that.

Make the virtues mean something to the Paladin order. It certainly would tie in alot of cool ideas.

I will come up with more.
 
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gunnerofpac

Guest
I have a paladin archer (elder archer/gm warrior)and he rocks. there is your distance skill
 

Basara

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A few more things that Chivalry needs.

As much as it hurts the few Anti-Paladin minded role-playing people out there, the non-RP gankers abusing chiv really have ruined things.

The skill is meant to do characters that are the holiest, not assist in ganks. it should reflect that. Some changes that would make Chivalry more appropriate would be the following:

Use of Sacred Journey with Negative Karma resulting in a random jump a percentage based on negative karma level

In addition to fixing Holy Light to cause no damage to Blue NPCs, a Murderer trying to cast it does no damage to others, only to themself.

Cleanse by fire & close wounds doing opposite effect if self-targeted by a Murderer.

Lastly, casting ANY Chivalry spell by a Murderer or negative Karma character should inflict damage to the person if they are wielding a poisoned weapon, and/or disarm them.
 
M

Miller_GL

Guest
Noting that remove curse does remove strangle (which costs 23 mana) and they're thinking about letting mages remove curse with dispel, which also costs 20 mana.....

Paladins don't have stat templates that allow for 100+ mana. If a mage has 100 mana and dispel costs 20, then a Paladin with 50 mana should be able to remove curse at a cost of 10. We're not asking for it to be that low though. The way it is, that necro casting strangle would be able to cast it five times on a Paladin whereas the Paladin would only have enough mana to remove it twice, and maybe three times.
 
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Lycan

Guest
Have you seen the kinds of bonuses you get with summon familiars? I would like a new spell for pally’s name it summon guardian or something and make them equivalent to the necro guys... like maybe you get a npc guy rather then a horde minion... a good wisp.... a light wolf... etc... Also this spell for pally and necro should also have the grand summon as a horse... it would take 2 control slots to balance it out a lil bit... shadow steed vs. white steed
 
F

Flare

Guest
consecrate weapon should be changed. hitting enemies worst resistance is too powerful. besides, there is no fun buying a weapon without looking at its elemental damage. why shall i look? im already hitting my enemies worst resistance. paladins should switch weapons according to their enemy like all other classes. im no more reading stratics hunter's guide pages to hit my opponent on its worst resistance. consecrate weapon does all for me. no fun.
 

Basara

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I switch weapons all the time, even with Consecrate weapon.

I switch from slayer to slayer as needed, or to a weapon with Stam & mana leech if the creature isn't affected by a slayer type. Plus, it allows me to have SOME luck with a weapon via gold manufacture or enhancement, that wouldn't be an option if I had to enhance for best damage vs. resist.

Having to decide what to enhance a weapon with, then breaking it - THAT's no fun. Nor is having a weapon enhanced with one type, but facing one of the rare types of monster within the category that has different vulnerabilities. Give me Consecrate Weapon any day.
 
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gunnerofpac

Guest
I have a palli/archer the distance attack rocks at 110 archery. Palidins need a gate and a teleportation spell/spells. Paladins can't help prisoners or others gate places you can't walk to and they can't get on top of buildings. As for the spells I think they are just fine.
 
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Guest

Guest
The changes I would like to see have to do with Insurance Monday!!!!

Paladins are fine but switching weapoins and keeping them insured as well as your primary armor and jewlery gets expensice..

Kill 10 bloods = 1 death to a pally and your bank is gone!! What the heck...

Osi drops the gold amount creatures give to keep us poor... and now they are taxing us too...!

Pre Aos Mosters actually rewarded the player for the effort...

A balron ... on of the top monsters in the game. Drops 700 gp.. that is flat out rediculus.. and they do 60 to 120 damage depending on your armor Per hit... where is the thrill in that... kill 10 balrons = 1 insurance round...

plus insurance gets abused by Fel folks too.
a person offers to res you... and kills you agian just to get your insurance.
What a crock..


INSURANCE SUX...

Plus as soon as you insure something the money get's pulled from your bank
is that how insurance is supposed to work.
and if you die and your stuff is insured ... but you lack the fund to re-insure ... you loose the item anyway ... NOW THAT IS BOLOGNE...

FOR PEETS SAKE GET INSURANCE FIXED>
 
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Lycan

Guest
a simple fix for consecrate wep would be to make YOU decide what elemental you want to attack and make it do that chiv/karma decide what percent gets changed
also i think it would be cool if they made it last longer then because it only works for like one to two monsters so should you be willing to accept casting penaltys you should be able to keep it up indefinetly
like -10 mana untill you remove the thing by casting it again and selecting cancle from the gump rather then a dif elemental typ
 
E

EndoftheWorld

Guest
Second I think some sort of summon mount that paly's can use would be nice. Perhaps a white Mount, something that would hurt your eyes like those ice white robes hehe. Yeah that would be great. I’d got on my ice white mount wearing an ice white robe ice white cape ice white boots and nice big ice white hat. Now that would rock yeah!!

Third is less mana for some of our skills. Lets face it 20 for remove curse is a bit much.

Perhaps for pvp we could have enemy of 1 work on players we target. This may be something that would overpower us, but wouldn’t it be fun to walk up to a mage and hit him with double strike and do 80 points of damage from that alone.

I basically would like to see a skill that makes chivalry worth taking up to 120. Yes i do know it's a back up skill, but if the spell would be nice enough I think a lot of people would take it that far. I think the raise spell resist spell idea would be great since if we had that we could perhaps lower that for more chiv. But that alone wouldn’t make it worth taking to 120.

Also i remember rumors pre aos that fame was supposed to tie into how long chivalry spells would last. I believe it is also mentioned into the strategy guide that came out that most people wouldn’t waste their time on. Anyone know if there is any kind of truth to that or if there are any plans to make it work like that?
 
D

DeathByMe

Guest
i think that the idea for a shield buffer is a ok idea but what about people that dont use one handed items, i think there should be a move that increases your block percentage so its fair for everyone.

Are you friggin kidding me? Fair for everyone?! Anyone that uses a 1 handed weapon is getting half the damage than someone using a 2 handed wep, so quit whining about that.
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i think that the spell clense evil should undo the paralyze spell from mages because in pvp all a mage has to do to kill a pally is paralyze him then throw some spells and maybe a summon, wich i find very unbalanced

Ok 1, there is no "clense evil". 2, that would be the cheapest double whopper with cheese if they did that. why should i have worked my a$$ off to train my resist to legendary for OSI to grant your lazy a$$ a wish and let u undo paralysis?? wtf go train ur crappy template up instead of whining for spell changes
 
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Vincent Monez

Guest
Traditionally Paladins play a large support rule. I see paladins in UO more so that of a stand alone mele fighter with very little support skills. Think back to true RP. A paladins prime purpose is to Heal other players in a party, and Resurect the dead, A paladin also is the balance between good and evil. I dont see any of this in the Paladins Template. I would like to see added bonuses based on fame and karma to any and all undead that includes Necromancers. I used patch wounds on my brother in vamperic form yesterday, and to my surprise it didnt even damage him it healed him first off. Second I dont see any real bonuses to undead or Daemonic Creatures. I would like to see a spell like holy light that will heal normal people for large quantities of HP including friendly pets like dragons but will damage and daemon possessed Creature, AKA Daemons Fire Steed, Lich Lords, Skeleton warriors, Rotting corpses ect. There should also be a massive damage reduction to the paladin from any and all undead creatures that attack meaning that if it is supposed to hit for 100 damage it should only hit for 50 damage because a paladin is somewhat immune to undead in traditional RP. So basically add 5-6 spells which include Group assists healing at ranges Additional STR whatever and add a few spells that work against undead and Daemonic creatures.
 
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littlenero

Guest
Chivalry desperately needs a reason to go past 105 or so. Really, why bother right now? I'm on my way to 120 (just used the powerscroll) but I wish there were some benefit beyond the legendary title for devoting points that were doing some good elsewhere.
 
E

epy

Guest
higher chiv skill should give you more stats after doing noble sacrifice, and damage from holy light should be dependent on skill
 
E

epy

Guest
im sure we've all seen a paladin do noble sacrifice to res someone at a moongate in fel, then get killed since they have 1 hp, so seriously, higher chiv skill should give you more stats (mana, stamina, hit points) after doing noble sacrifice
 
D

Dra'nath

Guest
I'd like to see an 'Aura Of The Cross' spell. When the pally casts it a glowing cross (or maybe ankh?) appears in front of him, rooted to the spot. It gives off an aura. All players partied or in the same guild as the paladin, and within range of the crosses aura (say four tiles) gets a damage, swing rate and hit chance bonus, but the casting paladin gets their damage, swing rate and hit chance halved. In addition the cross acts to channel some spell effects to all players within it's aura. So if the paladin casts a heal spell on the cross, all players within it's range get healed, but maybe for a lesser amount than a direct heal. Time the cross lasts for dependant on chivalry skill.

Also would like to see Noble Sacrifice work for ressurecting pets. Likewise for magery ressurect spell. Or maybe pet res deeds, or stablemaster can res them. Just something, anything, PLEASE!!!

How about a Holy Blade spell? A glowing white blade appears in your hand when cast. It's usable by fencers, archers, swordos and macers at whatever their skill level is. It does sod all damage against anything but undead, for which it acts like an undead slayer weapon. Lasts for a period of time dependant on Chiv skill.

An Enchant Mount spell might be useful. Allows the Paladin to summon the power of their deity to enchant a horse, ostard or llama. In effect it's just like taming. Or, as someone else suggested, the ability to summon a white steed would be nice. When you dismount it disappears and the spell needs to be recast to get it back.

Also, increase time consecrate weapon lasts, reduce EoO damage bonus, and give us a mark spell of some sort.

How about a Fury of the Gods spell? It is cast upon an enemy player and causes them to break out in painful boils, be attacked by a plague of locusts or one of ten other wonderful biblical inflictions. Net result: lower hit chance. Dispel-able.

How about a Summon Healer spell? Upon casting a wandering healer comes forth, wanders around for a few minutes, then disappears again. During its time there it dishes out ressurects as per normal wandering healer but also random heals to blue, good karma players, but not to the player who summoned it.

How about a create bandages spell? Creates 25 bandages with extra magic healing power. They last for five minutes in the backpack before disappearing.

How about a Holy Hand Grenade spell? Upon casting a glowing blue orb appears in the casters hand. It is thrown (targettable) and upon impact explodes. The explosion does damage to all greys in range, but also heals fifteen hitpoints and cures of poison all blues, guild mates, party members etc in range. Uses all of the pallys mana. Needs at least twenty mana to cast and costs 100 tithing points.

How about I shut up?

How about a Holy Shield spell? Upon casting the pallys shield is given a DCI 10% bonus and 2% added to each resist. Moderately decreases chances of being successfully magically poisoned or para'd.
 
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LadyJasmin

Guest
Here are many, many great ideas and i hope the devs would take just some of them and implement them /php-bin/shared/images/icons/smile.gif qould be great.
Personally, I'd like to see something like a 'permanent buff' for all the players in the paladins party who stay close enough to him (something like a slightly higher damage or swingspeed or improved health or something) so that the paladin would be more of a helping character /php-bin/shared/images/icons/smile.gif
I have to admit, i played Diablo2 for some time (well, was a quick fun for some weeks but not nearly as Ulitma Online still is for me) but there are a lot of nice things for the paladin like holy shield and so on.. some of them are really good.
Ah and well, the paladin's mount is a great idea, too /php-bin/shared/images/icons/smile.gif
 
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Guest

Guest
ABILITY TO MARK RUNES !!! Ethy Mount for pally's? Coolies /php-bin/shared/images/icons/smile.gif
 
S

shadowpanther

Guest
Well the one thing that is really p***ing me off recently is that say, for example, I want to SJ to a place and the location is blocked - I use both Tithing Points AND mana!! Well, my all my chars who use Recall, whether by skill or by scroll use neither if the location is blocked.

I just don't think this is fair, especially as I can't just run around picking up tithing if I run out! Also, being a warrior I don't regen mana so quickly either. I think it is bad enough that I was still fizzling on SJ more often than I was succeeding when I was well over 40 (I still fizzle more often than I think I should at 65) - but when a location is blacked also and I end up losing mana left right and centre then tithing cost on top I get really angry! Feel like trading it all in for magery.

But other than this gripe, I like the Paladin skills, I love Enemy of One ond Consecrate Weapon, and Whirlwind is fantastic when I have taken a few nasty hits and lost my dex; being able to cure poison while still meleeing and, although I am a healer, being able to cast heal while in melee are all terrific skills and I love it. Just wish they would fix SJ /php-bin/shared/images/icons/frown.gif
 
S

Salvation of LS

Guest
Chivalry needs something to compensate for the Paladins non existant ability to bless themselves. A ability perhaps that adds to strength and mana for short time? Since the paladins ability to remove curse doesnt add any strength back and it takes longer to cast than a magery spell, shouldnt it at least heal some of the damage? Paladin abilities are just that, not spells. Healing is an ability, not a spell. How many times does a paladin fizzle because he is getting hit? How many times does a healer fizzle completely because he is hit? A healer simply heals less because he is being hit, and a Paladin should do the same. Hitting a Paladin while he is using Obsu Vulni shouldnt fizzle him, it should simply lessen the amount he heals. Does tapping a Paladin on the shoulder while he is fighting lessen the powers of his faith? No, it shouldnt.

Added damage effects over the top for over 100 skill levels. What other use is there for 120 chivalry? add 15% damage for legend or whatever seems viable to balance out the slow casting times we have to deal with
 
M

Miphisto

Guest
Honestly the main thing pallies need is a change to thier abilities that help others!

Divine fury should have a range to help blues

Close wounds should have the same range as magery healing, not the crappy two tiles

Divine sacrifice should be based upon the level of your chiv, the more chiv you have the less hp,mana,stam you lose, to say 30 of each at gm and less at above

Pallies desperately need some kind of bless/aura spell, something that say, increases each stat of each person within holy light range by 1 point per 10 points of chiv

Holy light needs a minimum damamge of 10, I mean you fight someone with 70 resist and you do like 6-7 damamge, its pitiful (considering it costs 10 mana), a spell like lightning on the other hand will do about 11-14 with 110 eval to someone with 70 resist. It would also be good it it healed allies, say aswell, by 1 point per 10 points of chiv

Paladins are supposed to support the group, atm they can't do that very well. Also considering cure costs like 5 mana and cleanse costs 10 I think it should always cure. Also close wounds costs 10 mana, greater heal costs 11, but GH is a darn sight better with range and the points it heals back (my main gripe is the range of close wounds)
 

Basara

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I'd settle for Holy Light only working on red & gray (and orange, with EoO) targets. Something that is "Holy" shouldn't be killing "Good" NPCs - or blue PCs. Theives & murderers should be fair game - it shouldn't be a tool FOR them.
 
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Lich Lord

Guest
maybe a spell that takes all your mana away, but requires there to be a minimum of 20 mana used, and it gives you a bonus 30 hit point bonus for duration depending on your karama
 
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Otho Stone

Guest
I think you are wrong in this desire.. Paladins are holy warriors. Not mages

If you want a gating paladin, then you need to get magery.

Paladins don't 'command legions of animals' nor do they 'summon great magicks'

They have "DEITY" given rights, and that's it.

Consecrate weapon for example : All the better to Smite the evildoers

If you want to tote a dragon around with you, while as a paladin, then 1.. It's uncharacteristic, but two.. JUST WAIT THE DAMN WEEK for it to bond.

You don't need to gate people as a PALADIN.. Have a MAGE do it.

Ever played D&D? How does a paladin get from one point to another? : On horseback, or on foot.

It's the mage's job to cast fireball, stinking cloud, or resurrection.

The fact that a paladin can resurrect (noble sacrifice) is laughable, but.. I can accept it since it almost kills him in the process.

I think, paladins don't need a gate spell.

You basically want a tamer/paladin/mage without having to have magery.

However you look at it, gate spell is NOT a must. Just hire a mage to gate you where your party of paladins needs to go.

Or, better yet.. form a raiding party, and INCLUDE a mage or two (hell.. include a tamer or bard while you're at it!)
 
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Chandalir

Guest
<blockquote><hr>

Ever played D&amp;D? How does a paladin get from one point to another? : On horseback, or on foot.

<hr></blockquote>
By adding a level of sorcerer/wizard prior to becoming a paladin (every D&amp;D paladin should consider a few levels of fighter first anyway for the extra feats) and then using a teleport scroll? /php-bin/shared/images/icons/tongue.gif
 
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Otho Stone

Guest
Yes, but that would be a hybrid.. Not a pure paladin. He's saying he wants a tamer paladin hybrid.. not a tamer mage paladin hybrid..

I love it when a MOD proves my point!..

He doesn't want to take on magery, AT ALL.

Your example is, in UO terms, someone who has some magery skill (just not necessarily GM)
 
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Credis

Guest
Posting way late in the game here, but... I think chivalry needs new abilities, enough to merit scrolls. Some suggestions (my Latin's a little rusty, so some of the translations might be a little off):
1) Divine Intervention (Divinus Interventus): Temporarily increases defense chance. Karma affects length of effect and intensity (highest karma offers the 40% defense chance cap).
2) Spirit Travel (Phasmatis Eo): Works just like teleport; number of tiles away from current location you can travel is based on karma.
3) Summon Faith (Voco Fides): Allows you to call forth an ally. At 50 chivalry, you can call forth Devout Followers (mediocre melee). At 75, you can call forth Angelic Knights (fairly strong melee) or Angelic Spirits (fairly strong magery). At 100, you can call forth Lightbringers. Calling forth a lightbringer would automatically cast a maximum power holy light. The lightbringer has extremely powerful melee/magery, and undead/daemon slayer when it hits. Karma affects length of time the faiths are around, and how high their skill levels are when they are summoned.
4) Angelic Vision (Angelus Visum): This allows you to temporarily have automatic detect hidden all around you (basically like infravision... mmm, old school). Karma affects how high a level the detect hidden is (to detect higher level hiders) and how long the effect lasts.
5) Turn Enemy (Convoco Hostilis): This is like peacemaking. Karma affects how high a level an enemy you can make peace with.
6) Hand of Fate (Manus Fortuna): This is a temporary hit chance increaser. It can increase your hit chance by up to 60%, but can increase your enemy's by up to 40%. Karma affects the amount of increase (higher karma makes less increase for the enemy and more increase for you, of course) and the duration of the effect.
7) Blade of Holy Wraith (Sanctus Ultionis Vesica): This temporarily adds various slayer attributes to your sword, within the limits of undead slayer, daemon slayer, and elemental slayer. Karma affects how many slayer attributes are added (and increases the chance of getting a super slayer) and the duration of the effect.
8) Spirit Tap (Phasmatis Rapio): This is basically a mana vampire. Karma affects how much mana is drained.
 
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CeltRaider

Guest
For one skill that can make any weapon user devestating to monsters and the ability to attack lowest resist of a player and heal/cure I think Chivalry needs nothing. Maybe make skills more of a challenge to use ... the actual apllication of an ability/move. As it is, run in with auto follow/always run/disarm/bleed/hold down holy light/loot victim. FUN? Its to easy ...
Maybe some coding that picks up foul words/actions and gives a penalty to the next heal they cast ... being a righteous skill and all.
We can (with loot changes) all get decent shields/weapons/armour and swampies with armour bonus so why bother adding to this/these when other areas need imediate help .... like support, and a war on scripting not terror.
A form of illumination would be of benifit to new paladins (night sight on alot of items) but not worth the time/effort in relation to need.
DOUBLE MURDER PENALTIES FOR PALADINS .... simplicity that would keep them honest ... oh and make all Paladins vegans cause eating the flesh of living souls would bring wrath from the "GOOD" aligned Gods, not powers :p
 
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Credis

Guest
The main thing is that there needs to be harsher penalties. They should make it so that if you choose to take the path of chivalry, so to speak, you HAVE to play a "good" character. Loss of karma not only hurts effectiveness, but you also lose skill points in chivalry. Learning/using necromancy does the same thing. Summoning daemons will pop your chivalry down to 0. Magery has to be lower than chivalry. But at the same time, they'd get the nifty skills.
 
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