Gah, I waited for the pally for so long and I'm now in the busiest 2-3 weeks of my life so far and I can't play! Frak! It looks awesome tho, I can't wait to test it out - I'm predicting a minimum of ~200 hours will go into it once Nov is over. Thank you very much Salan!
A quick thought - and I haven't tested it at all yet - the pally is supposed to be played with a S&B or a 2H, right? Cause I'm looking at the Justice skills and I view them as oriented towards a DW build or at least a quick hitting S&B. Proc skills are ideal with quick attack speed usually, right? What's your vision for the Justice tree? (My pally will be rocking a 2H, no matter what, balance be damned. )
(Sorry if I just said a majorly dumb thing, I haven't tried Justice yet and the sleep deprivation is saying its word on me. )
you can do either, just needs melee. I left it that way on purpose.
How it works, a mini synopsis.
PROC BUFFS are single target and will fire once per internal cooldown (most of them are set at 1 second, so no use with dual wield), 100% of the time. Every one of these proc buffs do weapondps ON TOP of their debuff, i have to make sure thats in the description of each of them at some point. if you have all 5 of them loaded and hit a single monster, you can easily spike your damage hardcore. Hitting multiple monsters they only proc one target at at time each. Interesting mechanic for boss fights, making the procs a lot stronger in those situations.
Execution is the opposite, the more mobs you hit, the more charge you replenish. Hitting 1 monster will lose you charge when maxed, hitting 5 or more will gain you charge, and keep you maxed out, although execution while max charge is worth it on one target if procs are all going to hit, by far.
Buffs range between 1 minute to 2 minutes, I'll do a balance patch on the timers to make sure its consistent for what they are suppose to do, a bit later on.
You have 3 PASSIVE aura's. Right now one debuffs fire, one debuffs lightning and one procs heals.. you also have a few draw skills, ie monsters close by you gain defense or damage. The paladin allows you to specialize into fire / electricty or physical pretty good. ALthough I think doing FIRE AND ELECTRIC will work well. All the heals will also scale off of focus, most already do.
a lot of the damage skills use the charge bar as their mechanic, and if they don't yet, they WILL. full charge = extra damage or effects.
some of the HEAL effects might be on the low side to start with, I wanted to not OP them at start, and will raise them as needed once testing them as a whole.