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        <title>Paladin — Achaea&#039;s Forums</title>
        <link>https://localforums.achaea.com/index.php?p=/</link>
        <pubDate>Wed, 08 Apr 2026 10:41:32 +0000</pubDate>
        <language>en</language>
            <description>Paladin — Achaea's Forums</description>
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        <title>2H Rebounding handling, proposed improvement</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/7679/2h-rebounding-handling-proposed-improvement</link>
        <pubDate>Sun, 22 Aug 2021 14:45:44 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Shecks</dc:creator>
        <guid isPermaLink="false">7679@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've only been 2H for 2 days, but after doing some theorycrafting, especially after the Lethargy nerf, I'm very worried about the class' ability to maintain / build momentum vs aff/momentum classes who can spam para/clumsi/lethargy on top of dodge, etc.  I was already going to make this post about rebounding but the lethargy change gives it extra weight too as that <strong>also</strong> hugely affects our ability to build momentum.</p><p><br /></p><p>For reference, when rebounding is up, we lose a ton of momentum.  I've found that dealing with Rebounding is a massive problem, because Carve simply loses us a ton of momentum, especially vs opponents who can shrug off the mediocre damage it deals (which doesn't seem to scale very well, by the way).</p><p><br /></p><p>Against Romaen, here are the facts (tested with 19 str as this is closer to normal):</p><p>Carve (L3 Bastard sword) - 15% HP damage, 1 venom, zero limb damage, 1.9 seconds, is punished heavily if rebounding is dropped before it lands</p><p>Splinter(L3 Warhammer) - 19% HP damage, zero affs, zero limb damage, also 1.9 seconds, is also punished if it fails</p><p>Handaxe(L3 handaxe) - 9.5% HP damage, 1 venom, 20% limb damage, 1.7 seconds, is not punished in any way if rebounding drops (doesn't respect nausea parry bypass)</p><p><br /></p><p>Alternatively, we can sit and do nothing and wait for them to attack (horrible option really, especially if they realize you're doing it and punish you for it by just not dropping rebounding).</p><p><br /></p><p>Problem statement:</p><p>My first thought here is that, Handaxe is far better than Carve, and Carve is far better than Splinter (most of the time).  Handaxe really shouldn't be the best option on a Paladin 2H class for multiple reasons.  It maintains HP pressure about 75% as well (per time) while also doing massive limb damage, while ignoring rebounding, and giving a venom, in significantly less time than either Carve or Splinter.</p><p>In addition to the handaxe point, all three options just really suck.  Rebounding feels <strong>much</strong> more painful to deal with on 2H vs other knight classes because we are a momentum class and don't really have slow-prep to fall back on - and also our attacks are a lot slower in general.  </p><p>This problem is amplified against classes who have excellent hindrance, as it's already nigh impossible to stack against para/clumsi spam as it is, even without having to deal with rebounding (and that's with both L3 weapons).</p><p>Another point is that for most weapon-wielding classes (affected by rebounding) there is a tradeoff by using it in the form of letting us track your asthma affliction, which on 2H is irrelevant.  I think classes should have some reason to think twice about using rebounding vs 2H as they do for every other weapon class.  Currently there is zero downside to it, and maybe there should be.</p><p><br /></p><p>My other thought is that Shield should slow us down, but rebounding shouldn't hurt this much.  </p><p><br /></p><p>I propose a few ideas that could help with this:</p><p>1) just make Carve and Splinter do more damage, or scale more with character or weapon stats, <strong>specifically on rebounding </strong>(not shield), to help with high-end artied players vs high-end artied players (a pretty common scenario tbh).  More damage would at least maintain health pressure somewhat.</p><p>2) Have Carve/Splinter afflict with an extra aff when successful (clumsiness or a random fracture make sense)</p><p>3) Simply make Carve and Splinter faster, balance-wise.  At least match handaxe at 1.7s (handaxe would still be better though).</p><p>4) Add a battlefury stance that lets us Hew (etc) through rebounding, specifically one that still gives a fracture.  (Carve is basically hew through rebounding without a fracture, but this just doesn't really work)</p><p><br /></p><p>Aside from the above suggestions, it also just doesn't make sense to me that Carve and Splinter are punished if rebounding drops in the time between issuing the command and rebounding dropping.  This basically just punishes people with high latency for not living close enough to the server to avoid this.  No high-end player with 40ms ping is going to face this issue, but with my 250-350ms ping it's a constant problem, and there is really no combat-balance reason for this punishment to exist.  Carve should do full damage whether or not you hit rebounding (you're hitting them with a big-ass sword, either way).  I could easily argue that it should do <strong>more</strong> damage to someone without rebounding, not zero (since it gives no fractures or limb damage, and a single venom if using sword).</p><p><br /></p><p><br /></p><p>Huge disclaimer - it's entirely possible I'm overlooking something here.  If someone shows up and makes me look dumb, then I'll gladly thank them, and move on - but so far nobody has been able to explain why I shouldn't just be handaxing or pausing for rebounding when it's up, just due to how awful Carve and Splinter are.</p><p><br /></p><p>As a sidenote, 2H just got massively nerfed by the change to Lethargy, and it was mentioned by <a data-username="Makarios" data-userid="1140" rel="nofollow" href="https://localforums.achaea.com/index.php?p=/profile/Makarios">@Makarios</a> (just tagging to be polite) that some incremental tweaks may be needed to balance this out.  I think this might be a good example of such an incremental tweak, as right now Paladin is already in the dumps and it feels bad getting nerfed on what might be the worst class in the game.</p><p><br /></p><p>At the end of the day, 2H is a momentum class.  Other momentum classes have 11-15s TTK right now, so I don't see why 2H needs to be sitting at 30-40s TTK against easy matchups, and almost no momentum against heavy hindrance classes at all (again, especially after Lethargy nerf), so it's time to give 2H some speed buffs methinks.  (serpent affs per second is almost double 2H, despite needing less affs to secure a kill than 2H, and doesn't need HP pressure at all, just as a point of comparison).</p>]]>
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        <title>Paladin specs</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/5659/paladin-specs</link>
        <pubDate>Tue, 09 May 2017 03:52:43 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Agawain</dc:creator>
        <guid isPermaLink="false">5659@/index.php?p=/discussions</guid>
        <description><![CDATA[What are the different pros and cons of the Weaponmastery specs for Paladin?<br /><br />What's best for bashing vs Pvp? <br /><br />I think I'll be able to trans my skills, get some avoidance and maybe get one or two level 1 weapons.<br /><br />What do you recommend?]]>
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        <title>Anyone got good script for damnation?</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/5226/anyone-got-good-script-for-damnation</link>
        <pubDate>Mon, 28 Nov 2016 04:05:50 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Aralaya</dc:creator>
        <guid isPermaLink="false">5226@/index.php?p=/discussions</guid>
        <description><![CDATA[The one I have is for group settings (which for all I know is the only way you will get a damnation) and I can't code lua worth a darn. Does anyone have any good scripts for damnations?]]>
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    <item>
        <title>Damnation?</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/5029/damnation</link>
        <pubDate>Sat, 03 Sep 2016 03:30:08 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Aralaya</dc:creator>
        <guid isPermaLink="false">5029@/index.php?p=/discussions</guid>
        <description><![CDATA[So I noticed the damnation post in here is around 2 years old at this point, has there been any changes that change how to get one off (since I nearly can) or can I still use that as a way to do it?]]>
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    <item>
        <title>2h Classleads</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/3942/2h-classleads</link>
        <pubDate>Sun, 09 Aug 2015 15:50:47 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Noak</dc:creator>
        <guid isPermaLink="false">3942@/index.php?p=/discussions</guid>
        <description><![CDATA[Weaponmastery<br />-------------<br />* The skull fractures affliction malus to elixir balance has been reduced.<br />* The wrist fractures affliction effects have been swapped out with the effects of torn tendons.<br /><br />T_T]]>
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        <title>Fast Travel in Raids</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/2771/fast-travel-in-raids</link>
        <pubDate>Thu, 13 Nov 2014 18:34:38 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Ernam</dc:creator>
        <guid isPermaLink="false">2771@/index.php?p=/discussions</guid>
        <description><![CDATA[<br />Since everyone simultaneously complained about the previous discussion while participating in it, due to it being in Combat Logs... problem solved.<br /><br /><br />Moving discussion of using unstoppable fast travel abilities to this thread, so potential fixes can be discussed.<br /><br />Please note that this is intended to be a combat balance (both 1v1 and group combat) discussion.  Your emotions and personal feelings about me or anyone else have <i>nothing</i> to do with this thread.  If you can't make your point and back it up with <i>actual</i> facts or justification, then don't even bother posting.<br /><br /><b>Short Version _____________<br /></b><br /><b></b>I'm calling for most "unstoppable" and/or "instant" fast travel abilities to be changed to allow more realistic/meaningful 1v1 and group combat.<br /><br />I'm also calling for Orb of Confinement to be upgraded to having a meaningful purpose: preventing fast travel in/out of cities.<br /><br /><b>__________________________</b><br /><br /><br />Personally, I think that several abilities are currently very broken for 1v1 combat:<br /><br /><br /><u>Raido</u> - stopped only by monolith but can be used off balance (after attaching a mushroom sigil).  This also happens to allow tactics such as swapping to 5 second, 40%+ DSL rapiers and using Raido <i>immediately</i> following the DSL, allowing burst damage with none of the designed drawbacks/counters.<br /><br />Can be used to slow prep using DSL in 1v1, bypassing all hindrance, and is frequently used to instantly fast-travel in and out of cities during raids, and can (as described) work instantly after mushroom sigils, bypassing monoliths (the only thing that prevents it).  Also allows <i>following</i> through Raido, allowing entire raid groups to instantly travel in/out of cities, even <i>days</i> later.<br /><br /><b>Needs a windup or should respect hindrance like normal movement<br /></b><br /><br /><u>Universe</u> - includes a warning message, but is up for a very long amount of time.  Also ignores every hindrance ability in the game, and bypasses monoliths on both ends.  Totally unnecessary for the class.  Presumably originally existed (before pathfinder was implemented) for convenience/flavor, but is currently primarily used to slow prep death in 1v1, and to instantly teleport entire raid groups out of danger in enemy cities.  Can also be kept up virtually forever by just re-throwing Universe cards, allowing bypass of the <i>only</i> balancing feature of the ability, which is the delay between casting and disappearing. <br /><br /><b>Should probably just be deleted.  Otherwise, needs a windup or should respect hindrance like normal movement.  Should also stop if the caster dies.  </b>(note that Occultist doesn't need uni/pathfinder in 1v1 due to astralform which already bypasses hindrance, but has viable counters)<br /><br /><br /><u>Pathfinder</u> - Respects Piety/Gravehands, but ignores everything else, including monoliths.  Able to kill the ent, but similarly able to be instantly resummoned.  Frequently used by occultists to slow prep or flee when combat doesn't go their way.  Also used by Occultists to instantly travel anywhere in the same plane, to allow earring groups to follow. <br /><br /><b>Needs a windup, and probably some other form of limitiation like a cooldown or massive karma cost to prevent prep/pathfinder looping.  Should also be limited to area-only, or perhaps even a certain distance.<br /><br /></b><u>Puppet/Doll Travel</u>  - Probably the most overpowered instant-travel ability in the game.  Instant, unstoppable, bypasses every form of hindrance in the game, including monoliths at either end, to any location worldwide.  Can have dolls on as many allies as they like, and can puppet travel to any of them, at any time, period.  Stopped only by <i>two</i> broken arms or prone lock, something that only a few classes in the game have access to.<br /><br />Puppet travel completely destroys 1v1 combat for both Shaman and Jester, as it allows an infinite and almost entirely unstoppable method for slow-prepping with zero risk.  Even limb damage can't be used to counter it, as users of this ability frequently have their limbs reset before returning.<br /><br /><b>Needs to have a <i>significant</i> windup and should have a very large willpower cost added to discourage fashion/run looping.  Puppet travel should also respect every form of hindrance that would affect normal walking movement, aside from exit-based hindrance like rubble/walls.<br /></b><br /><b>Should also be limited to having a doll on one person at a time.  Being able to hold 10+ dolls and travel around to everyone in the game at any time is completely broken.</b><br /><br /><br /><u>Orb of Confinement </u>(city upgrade)<br /><br />Currently <i>extremely</i> expensive, and stops only flying and Duanathar.  Nobody uses it, and haven't for a very, very long time.  The reason for this is that it stops virtually nothing.  The purpose of the upgrade is to prevent fast-travel out of the city, however it doesn't stop fast travel out of the city.  Considering that almost every single person who raids Targossas has access to at least one, if not multiple means of fast-traveling out of the city, stopping Duanathar is completely meaningless.  In fact, since normal hindrance abilities already stop Duanathar, but do not stop most other things (see above), the Orb is additionally unecessary.<br /><br />Fix:<br /><br /><b>Orb of confinement should stop <i>all</i> fast travel abilities out of the city, including (but not limited to) everything listed above.  I would recommend that one exception be added for portals, to allow raids to be initiated and to allow citizens to get around.<br /></b><br /><b>Note: Should <i>not </i>stop active abilities used by <i>other</i> people, such as Deliver, Empress, and so on.  This would also add to raid feasibility and balanced travel convenience/ability.</b><br /><br /><br />Please discuss, but please do so in a way that is constructive, or don't post at all.<br /><br />]]>
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        <title>Bashing</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/2496/bashing</link>
        <pubDate>Tue, 12 Aug 2014 15:16:34 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Aodfionn</dc:creator>
        <guid isPermaLink="false">2496@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey. So, I've managed to return to sustained activity after a few years and apparently a whole bunch of things changed. Here's my question for y'all who know better:</p><p><br /></p><p>What's the best bashing setup for a Troll Paladin? Right now I'm using what I think are good axes ([156/156/126] and [164/120/138]), but, having not been a Knight class since Bush was President, I really have no idea. All I know is that my balance recovery from DSL is like cold molasses.</p><p>I'm trying to figure out how to be the most optimal/fastest basher that I can be currently, but don't really understand the balance between damage and speed in the game. So yeah. Any help would be appreciated.</p><p><br /></p><p>Only caveat: Can't do rapiers. </p>]]>
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    <item>
        <title>Damnation</title>
        <link>https://localforums.achaea.com/index.php?p=/discussion/2403/damnation</link>
        <pubDate>Tue, 15 Jul 2014 17:12:42 +0000</pubDate>
        <category>Paladin</category>
        <dc:creator>Lodin</dc:creator>
        <guid isPermaLink="false">2403@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, relatively need to the paladin class, and I was wondering if there's any advice to pull off a sure-fire damnation kill, or if someone's priorities has to be really off to actually get the kill. It's probably still out of my skill range as I'm still learning the fundamentals to knight combat, but trying to pull off damnation seems incredibly difficult. Any tips or advice from people who have pulled it off, or seen it done?</p>]]>
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