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Fun ideas for knew seals, blessings, AurasFollow

#1 Mar 26 2008 at 9:24 PM Rating: Decent
(DISCLAIMER) I was unable to find a post like this so if you do please dont sub-default me on this.

I also would not like to hear about a change in how auras, blessings, and seals work or changes to current ones. Just new ideas for ones.

I in no way would want all of these implimented these are purly for fun and making creative ideas on giving this class ,that we all love, intersting new spells.

Some of my own ideas include:

Blessing of pursuit: same shared cooldown as BoF, Causes Friendly target to move 40-60% faster for the equal duration of BoF.

Seal of the Inquisition: has a chance on hit to apply the torture debuff which decreases run speed by X and makes the target more vulnerable to fire and physical damage for 20sec but does not get refreshed with melee hits unless it procs again.
Judging this seal consumes the torture debuff causing X amount of fire damage and interupts casting.

Fanatical Aura: Decreases the armor of you and your allies buy 10% but increases damage done from all sources by 15%.

I hope I didn't make too many typos and ask that people have input to this.




Edited, Mar 27th 2008 1:27am by bamninja
#2 Mar 26 2008 at 10:47 PM Rating: Good
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Wow.. decrease my armor by 10% AND increase the damage I take from everything by 15%... interesting Aura there :D

I know what you really meant, don't worry.

I wouldn't want to see it, but I've always wondered what it would be like to have some sort of "Anethamatise" spell that reduces the effect of all HOLY healing received by the target by 30% non-stacking. It would not apply to Nature or Shadow healing. Obviously, more help to Druid healers in PvP is a bad thing but it's not something any of us would ever want to see anyway so...
#3 Mar 26 2008 at 11:23 PM Rating: Good
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I thought I was gonna find this thread annoying, but I have to say...

Quote:
Seal of the Inquisition: has a chance on hit to apply the torture debuff which decreases run speed by X and makes the target more vulnerable to fire and physical damage for 20sec but does not get refreshed with melee hits unless it procs again.
Judging this seal consumes the torture debuff causing X amount of fire damage and interupts casting.


I'd get behind anything that increases fire damage the enemy takes. Smiley: nod
#4 Mar 27 2008 at 4:29 AM Rating: Excellent
The One and Only Poldaran wrote:
I'd get behind anything. Smiley: nod


And we all know why that is. Smiley: sly

I'd like to see "Aura of the Victor", whereby all stamina is increased by ~30 or 50. Man I would love that.
#5 Mar 27 2008 at 8:17 AM Rating: Decent
Fanaticism aura from the pallies in Diablo 2 even if its way OP.

+Hit
+attack speed
+damage

or a Ret pally Fanaticim blessing

+200 AP
+haste
+100 Spell damage

you know, give us a reason to be in a raid. compared to totems, that blessing is still pretty weak.
#6 Mar 27 2008 at 7:44 PM Rating: Decent
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I agree with Ruen. I don't have any specific ideas yet, but I would love to have Ret Paladins receive something that would make raids leaders want to bring them. Right now everything a Ret Paladin can bring another spec of Paladin can bring either with some creative speccing (Imp SotC) or with skill (keeping up Judgements). So either another Aura or Blessing deep in the Ret tree that any raid leader would be daft not to want would be very nice.
#7 Mar 28 2008 at 11:06 AM Rating: Decent
20 posts
All I can say is Arcane Resistance Aura PLEASE ^^
#8 Mar 28 2008 at 11:08 AM Rating: Good
Holy Resist and Nature resist aura too .... hell why not just an "All Resist" aura, increases all resistances by 75.

And racing stipes, I won't give that one up.
#9 Mar 28 2008 at 11:23 AM Rating: Decent
20 posts
>.> my keen awarness senses sarcasm :P but then again......racing stripes would be cool.....
#10 Mar 28 2008 at 1:58 PM Rating: Decent
im pretty sure no sarcasm is involved, i mean, who wouldnt want racing strips on their pally.

but seriously, when would having all resistance at 75 be any different then having an aura of each.

all it would really do is make it a little more convenient.

if anything is going to attack with anything, it will be of a single school/element. for the sake of lvling up, having them separate and getting them one at a time makes sense. but by the time you get 70, they really should have all been replaced with a single masterfull aura of resistance.

unless someone can show me how that would be overpowered or broken.

Edited, Mar 28th 2008 3:05pm by RuenBahamut
#11 Mar 28 2008 at 4:58 PM Rating: Decent
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2,183 posts
Didn't we have just "Resistance" Aura" or whatever it was called in beta? Gave resistance to Frost/Fire/Shadow? Would be a lot more convenient.
#12 Mar 28 2008 at 9:01 PM Rating: Decent
I never thought that this would be any popular with my old reputation as a noob.

Thank you for giving me some really good ideas and feed back.

For Ret a really good blessing that a raid leader would shoot himself for not getting but is at that same time not over powered is...

Blessing of Divine Fury: Fills the reciever with the light of pure vengance giving them the effects of every paladin seal for 1 min.

Now how is that for a blessing... OR

Fills the reciever with a fury sent from the heavens now every time a paladin activates a seal all party/raid members recieve the same seal.

That to me sounds like something that people would absolutely LOVE to have

OR

make it do what avenging wrath does for 10/30 min depending on weather its a greater blessing or not now that my friend would get you a spot in that raid faster than you can say... uhhhhhhhhhhh... hmm... you get my point.
#13 Mar 28 2008 at 9:30 PM Rating: Decent
Quote:
Fills the reciever with a fury sent from the heavens now every time a paladin activates a seal all party/raid members recieve the same seal.



would need it nurffed or peeps would scream op. need it do do like 1/3rd the seal or so depending on wich seal. i mean if not you just put aoehealers out of a job for healing the melee peeps in raid. or you just killed raid mob in 1 min due to everyone stacking vengence or useing righteous. or maybe instead of 1/3rd the power of the orgin seal could put it on big timer say 15-20 min or so maybe even 30. and only have it last as long as the seal is on you. so vengence would stop ticking on the mob as soon as the seal wears off you.

some nice idea's though.
#14 Mar 28 2008 at 11:58 PM Rating: Decent
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Maulgak wrote:
Didn't we have just "Resistance" Aura" or whatever it was called in beta? Gave resistance to Frost/Fire/Shadow? Would be a lot more convenient.


I've been saying that paladins need that since WoW started. Switching resistance auras sucks. They should just all be in the one aura.
#15 Mar 29 2008 at 12:22 AM Rating: Decent
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I think they split that original Aura into 3 cause it was "OP" to have that much resistance to 3 different schools at a time from one spell. I don't know, I read about it in a post long ago where someone was talking about the downfall of Paladins from original concept to the (then) current state (think it was around patch 1.8 or so). It also discussed why Paladin's undead only spells don't work on Forsaken (cause they did in Beta) and some other issues (Beta also had far different buffs then the current Paladin).

Also I'd like to amend my previous post by saying that I've heard a rumor from multiple sources that Paladins will be getting an Arcane Resistance Aura for WotLK. I can't confirm this at all though, so don't quote me on it :)

And just before someone says it: no, we don't need Nature Resistance Aura. Hunters have that taken care of ;)
#16 Mar 29 2008 at 1:59 PM Rating: Default
bah didnt do what i was wanting to do so deleted it

Edited, Mar 29th 2008 5:59pm by punkspider
#17 Mar 30 2008 at 4:22 AM Rating: Good
Taken from an earlier idea in this thread and improved!


Blessing of the One Man Army:

Last for 2 mins, 10 min cooldown. Each seal or ability you use is given to each member of your group/raid. Seals, when judged, also judges each seal in the raid is also judged with slightly reduced crit chance (based on the Paladin's chance, not the player who had the seal). While active, causes member to take 150% normal damage but ignores incapacitating effects and increases all resistances by 50.




Can you imagine? As if Huntsman wasn't trivial enough already. 10 JoV in his face with Avenging Wrath on everybody and he'd lose a good chunk of health. Wipe happening? DIVINE SHIELD LOLOLOLOL! 12 seconds of free damage!

Even better, cast it on Warlock. Whoop, everyone now has Demon armor. Off we go! Or a Fury warrior. Oh look, Flurry procced. Everybody's attack speed just increased by 30%!

Now, take a second to contemplate multiple paladins in a raid. Now imagine a Rogue with Flurry, Divine Shield, Heroism, Windfury and one big monster to hit. Carnage ensues.
#18 Mar 30 2008 at 3:00 PM Rating: Decent
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Clothy DPS'rs would whinge if we had one resistance aura for all schools of magic. Think about 3v3 and 5v5 arena. Everyone would want a Paladin for their new found ability to reduce possible incoming spell damage resists.

#19 Mar 30 2008 at 8:18 PM Rating: Decent
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Might be a dumb idea, but what about leaving in our current Resist Auras while also giving us 1 additional Aura that gives Fire, Frost, and Shadow Resistance, but at a reduced amount? Of course still wouldn't stack with other Paladin Auras, but would give us the option of one Aura to use with multiple caster types around, the current Auras for specific casters, and not be OP.
#20 Mar 30 2008 at 9:49 PM Rating: Good
Seal of/Judgement of Mortality

Seal causes a damage over time bleed effect that stacks up to 5 times.

Judgement Reduces Healing done to the target buy 50%.

This would be a deep Ret ability. (Hunters and Warriors get it why not Pallies too? )

:D
#21 Mar 30 2008 at 10:22 PM Rating: Decent
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2,183 posts
Shaman nearly got a MS effect, but people complained too many classes were getting other class' abilities making their distinctions less and less (among other things). I personally don't want us to get something that another class/other classes have, I would want something that only Paladins have.

Giving Ret Paladins a MS effect wouldn't make raids "need" a Ret Paladin cause they could bring a Warrior for the same effect with better DPS (or Hunter now, though not as optimal).
#22 Apr 01 2008 at 6:12 AM Rating: Decent
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Make resistance auras stack with other resistance buffs. As they are now, they're barely worth the trouble.
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#23 Apr 07 2008 at 8:01 PM Rating: Default
here is my idea for a seal that has even more burst damage potenial than SoC.


Seal of the Divine: has a 5-10% chance to make a critical strike do double/triple or even quadruple damage.

Judging the seal increases chance to crit made by all attack on the target increase by 5-10%

Now how many people are going to want that smashing them in the face.

It could be a 41 or 31 point talent in the ret tree and have talents to increase the chance on crit to happen.

If you ask me when this procs you have some huge damage unload on the target.

OR if that seal dosent quite do it for you here is Ver No. 2

When a paladin crits he does an additional HUGE amount of holy damage.

I want to say something along the lines of making scale with your intellect or strength.

#24 Apr 13 2008 at 3:22 AM Rating: Decent
My Idea involves replacing Seal of Command (which i find a totally crap seal) and calling it 'Seal of Power'

When Seal of Power is on the Paladin, every melee hit will do 35% weapon damage to the enemy.

Unleashing the Seal with a Judgement on the enemy will do 250 to 300 Holy damage

It uses 250 mana per use.

Much better then SoC in my opinion.
#25 Apr 17 2008 at 7:17 AM Rating: Decent
why not a judgement, or a blessing that increases the chance to hit with spells and melee? put that in the bottom of the ret tree. Or near it.
#26 Apr 17 2008 at 7:25 AM Rating: Good
JamieKirby wrote:
My Idea involves replacing Seal of Command (which i find a totally crap seal) and calling it 'Seal of Power'

When Seal of Power is on the Paladin, every melee hit will do 35% weapon damage to the enemy.

Unleashing the Seal with a Judgement on the enemy will do 250 to 300 Holy damage

It uses 250 mana per use.

Much better then SoC in my opinion.


They have that, it's called Seal of Blood.
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