Paladin Point Buy: Difference between revisions

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The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Paladin Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy blessings and the powers of the Gods to strike back at enemies who harm allies. Paladin Point Buy thrives with allies, but is generally not good on duelists or lone wolves. As with many other Faith based Proficiencies, Paladin Point Buy has several rules associated with it.  
The Paladin Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Paladin Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy blessings and the powers of the Gods to strike back at enemies who harm allies. Paladin Point Buy thrives with allies, but is generally not good on duelists or lone wolves. As with many other Faith based Proficiencies, Paladin Point Buy has several rules associated with it.  


==Paladin Point Buy Rules==
==Paladin Point Buy Rules==
* In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout Unionist (of any Unionist branch), or a devout Estellon or Estelsoor worshiper.
* In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout [[Unionist]] (of any Unionist branch), or a devout [[Estellon]] or [[Estelsoor]] worshiper.
* Paladin Point Buy derives its power from the Gods, so it is very clearly not Magic in nature. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
* Paladin Point Buy derives its power from the Gods, so it is very clearly not Magic in nature. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
* Paladin Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Critical Strike, which increases Ability potency as the user gets weaker.
* Paladin Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Critical Strike, which increases Ability potency as the user gets weaker.
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* Each time a Paladin Point Buy Ability is used, the user must "/dice 1 6" which results in a dice roll between the numbers 1 and 6. By default only rolling 1 means the Ability has Critical Strike.
* Each time a Paladin Point Buy Ability is used, the user must "/dice 1 6" which results in a dice roll between the numbers 1 and 6. By default only rolling 1 means the Ability has Critical Strike.
* If an Ability has Critical Strike, its upgraded feature is automatically applied, meaning that a more potent version of the Ability is used instead of the default function as described.
* If an Ability has Critical Strike, its upgraded feature is automatically applied, meaning that a more potent version of the Ability is used instead of the default function as described.
* For each HP the user loses, Critical Strike chance increases by 1. This means starting at 6 HP, Critical Strike hits at dice roll 1, 3 HP at dice roll 4 and below, and 1 HP guaranteed Critical Strike.
* For each HP the user loses, Critical Strike chance increases by 1. This means starting at 6 HP, Critical Strike hits at dice roll 1, 3 HP at dice roll 1-4, and 1 HP guarantees Critical Strike without rolling.


==Paladin Point Buy Packs==
==Paladin Point Buy Packs==
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|-
|-
| style="background-color:#fcf2d7;" | Divine Defense
| style="background-color:#fcf2d7;" | Divine Defense
| Active Technique
| Skill Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Divine Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency will apply for Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.  
| Grants the user {{#simple-tooltip: Divine Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency becomes the user's Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.  
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#fcf2d7;" | Divine Wrath
| style="background-color:#fcf2d7;" | Divine Wrath
| Active Technique
| Counter Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Wrath| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Countered Ability is instead redirected to the user whose Ability was Countered instead. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Wrath| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Ability is instead redirected, not countered, and the original user of that ability suffers all the effects of it instead. This Ability has a 2 Hour Cooldown.
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#fcf2d7;" | Divine Savior
| style="background-color:#fcf2d7;" | Divine Savior
| Active Technique
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Savior| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 10 minutes (but Cooldowns continue ticking). After the 10 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally in Emote Range, and the Target Ally gains +1 HP (if the Paladin is KO, the user cannot reposition). If Divine Savior triggers Critical Strike, the 10-minute timer is skipped and the user gains +2 HP, but cannot be repositioned. This Ability has a 4 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Divine Savior| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 10 minutes (but Cooldowns continue ticking). After the 10 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally to anywhere in range, and the Target Ally gains +1 HP (if the Paladin is KO'd, Divine Savior does nothing). If Divine Savior triggers Critical Strike, the 10-minute timer is skipped and the target instantly gains +2 HP, but cannot be repositioned. Divine Savior has a 4 Hour Cooldown.  
}}
}}
| N/A
| N/A
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| style="background-color:#fcf2d7;" | Divine Aggro
| style="background-color:#fcf2d7;" | Divine Aggro
| Active Technique
| Active Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target an Enemy. This Enemy now has a choice: either they spend their next 2 actions attacking the user, or they gain the Brittle Debuff. This Ability can only be used on Targets who are actually able to attack the user, for example those in Melee Range, or those with Ranged Weapons. If Divine Aggro triggers a Critical Strike, instead of a Brittle Debuff applied to the enemy, the Paladin themselves gains +1 HP if the Enemy does not attack them for the next 2 turns. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target an Enemy. This Enemy now has a choice: either they spend their next 2 actions attacking the user, or they gain the Brittle Debuff. This Ability can only be used on Targets who are actually able to attack the user, for example those in Melee Range, or those with Ranged Weapons. If Divine Aggro triggers a Critical Strike, instead applying the Brittle Debuff, the Paladin instead gains +1 HP if the target doesn't attack them. Divine Aggro has a 2 Hour Cooldown.
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#fcf2d7;" | Divine Blessing
| style="background-color:#fcf2d7;" | Divine Blessing
| Active Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Divine Blessing| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the turn and does nothing else. If this Ability triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and this Ability immediately goes off Cooldown. This Ability has a 4 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Blessing| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the user's action and does nothing else. If Divine Blessing triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and Divine Blessing immediately goes off Cooldown. Divine Blessing has a 4 Hour Cooldown.
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#fcf2d7;" | Divine Aura
| style="background-color:#fcf2d7;" | Divine Aura
| Active Technique
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Aura| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within Emote Range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. This Ability has no Critical Strike as it is a permanent effect, nor does it have a Cooldown.  
| Grants the user {{#simple-tooltip: Divine Aura| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. Divine Aura has no Critical Strike effect, and no Cooldown.  
}}
}}
| N/A
| N/A
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|-
|-
| style="background-color:#fcf2d7;" | Divine Smite
| style="background-color:#fcf2d7;" | Divine Smite
| Active Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Smite| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 10 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target is Knocked Back by 10 Blocks, and has 1 Damage Hit applied to them. This Ability has a 2 Hour Cooldown, and a Target affected by Divine Smite cannot be hit by another Divine Smite for 2 Hours after the first.
| Grants the user {{#simple-tooltip: Divine Smite| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 10 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target also suffers a guaranteed hit. Divine Smite has a 2 Hour Cooldown, and does not Stack.}}
}}
| N/A
| N/A
|-
|-
|}
|}

Revision as of 23:36, 29 June 2023

The Paladin Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Paladin Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy blessings and the powers of the Gods to strike back at enemies who harm allies. Paladin Point Buy thrives with allies, but is generally not good on duelists or lone wolves. As with many other Faith based Proficiencies, Paladin Point Buy has several rules associated with it.

Paladin Point Buy Rules

  • In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout Unionist (of any Unionist branch), or a devout Estellon or Estelsoor worshiper.
  • Paladin Point Buy derives its power from the Gods, so it is very clearly not Magic in nature. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
  • Paladin Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Critical Strike, which increases Ability potency as the user gets weaker.

Critical Strike Mechanic

Paladin Point Buy has special Abilities that have slightly altered mechanical rules depending on how much health the user has lost. The user must always consider whether to use the Abilities early for their Strategic value or to delay their use for late-stage combat power spiking. The mechanic is described as below:

  • Divine Defense as an Ability must be active for the Critical Strike Mechanic to apply. Paladin Point Buy Abilities can also be used in conjunction with Constitution, just without Critical Strikes.
  • Each time a Paladin Point Buy Ability is used, the user must "/dice 1 6" which results in a dice roll between the numbers 1 and 6. By default only rolling 1 means the Ability has Critical Strike.
  • If an Ability has Critical Strike, its upgraded feature is automatically applied, meaning that a more potent version of the Ability is used instead of the default function as described.
  • For each HP the user loses, Critical Strike chance increases by 1. This means starting at 6 HP, Critical Strike hits at dice roll 1, 3 HP at dice roll 1-4, and 1 HP guarantees Critical Strike without rolling.

Paladin Point Buy Packs

Divine Defense

This pack allows Paladins to use Faith as their Defense Stat.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Defense Skill Power Self

Grants the user Divine Defense

N/A

Divine Wrath

This Pack allows the Paladin to turn Dark Magics on their users.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Wrath Counter Power Emote Range

Grants the user Divine Wrath

N/A

Divine Savior

This Pack allows the Paladin to save an ally in need.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Savior Buff Power Emote Range

Grants the user Divine Savior

N/A

Divine Aggro

This Pack allows the Paladin to draw aggression to themselves.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Aggro Active Technique Emote Range

Grants the user Divine Aggro

N/A

Divine Blessing

This Pack allows the Paladin to call upon the Gods for even greater blessings.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Blessing Instant Power Self

Grants the user Divine Blessing

N/A

Divine Aura

This Pack allows the Paladin to reinforce other Paladins.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Aura Passive Power Emote Range

Grants the user Divine Aura

N/A

Divine Smite

This Pack allows the Paladin to reinforce other Paladins.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Smite Instant Power Emote Range

Grants the user Divine Smite

N/A