Paladin - Buff Divine Essence & Divine Intervention

Divine Essence and Divine Intervention feel very underwhelming. Since Divine Intervention is at the end of the tree, its effect should be more consistent and powerful. Divine Essence’ buffs are also very marginal. Here’s a suggestion on how I would change them:

  • Make the Divine Intervention Procc guaranteed, but add a significant cooldown to it, at least 3, maybe even 5 minutes to not make it as ridicilously overpowered as Aurora’s Time Glass. Right now it has a 10% chance to procc, this is in my opinion useless on a skill like this. It should be consistent and reliable. Also, make it give the player a brief damage reduction buff (50% or so) for a couple of seconds, because otherwise the hp will likely just go down to 0 instantly again and the effect turns out useless. It should give the player a chance to actually escape the situation that would have killed him in the first place. To make this less exploitable for Paladin builds that don’t even use that much healing, I would not make it heal the player to full by default anymore, but heal the player by 20% maximim HP per consumed Divine Essence. This rewards builds that actually are capable of maintaining the 5 stacks more than others.

  • Make Divine Essence stack to 5 (maybe 1 max stack per point invested?) and also add a 10%* damage buff to each stack. Yes, 50% increaed Armor and Damage is strong, but don’t forget that because leech is in the game which covers self healing and no available multiplayer yet, there is little reason to pick up healing and it should have a decent payoff if you decide to do build for it. Lastly, since Divine Intervention is a lot stronger, I suggest to increase the required points in Divine Essence from 2 to 5, so one has to fully commit to it to reap the big reward.

*Alternatively, reduce the maximum points of the “Prayer” passive to 5, but keep the values, so 14% damage and healing per point instead of 7%. Again, since there is little incentive to pick up healing, the rewards for it should be massively increased.

For other people reading this, one useful thing about healing right now is the ability to heal the Ring of Shields, or even Manifest Armor if you decide to drop some points on Forge Guard. Those die quite quickly at higher Tier Arenas and Corruption levels so there is reason for buffing healing, even without Multiplayer being a thing yet.

As a Paladin player myself I can’t even give feedback on the nodes due to the fact they are so unappealing that I’ve never used them. If I need an auto rez I’m doing something wrong imo.

Effects like these are mainly interesting for Hardcore players, or for people that are trying to push as high as possible in Arena.

I would like to see something that fully mitigates a killing blow rather than reviving you with something along the lines of “34% chance per divine essence to fully mitigate any hit that would bring you below 10% health. This effect consumes all divine essences and prevents you from gaining any divine essences for 30 seconds.”

This is the problem with these passive nodes. They are designed with 2% of the player base in mind and don’t really serve a purpose to non hardcore non arena player. Making these passive nodes the high end paladin nodes is a travesty and as a result the majority of paladins have no good passive nodes at the end of the tree. These nodes need a complete redesign to be more useful for everyone not just niche builds for survival.

Judgement/Consecrated Ground builds utilize Divine essence very well. I only have one point sunk in and always have 3 essences up vs. high density/strong enemy mobs. The build allows for spamming judgement/consecrated ground and getting healing from holy eruption node. Not to mention heals from blocks which any Paladin build can get from numerous sources. Even at a 6% chance you can have at least 1 divine essence up most of the time with regular healing from passive nodes. If your build needs divine intervention & max stacks of divine essence for survival via revival - you’re doing something wrong. All that being said, yes some builds have more healing that others - however EVERY build should have some form of sustain even if it isn’t in the form of spell healing.

I would suggest having divine essence proc from more sources (ie leech, health per melee hit, etc) and possibly do so at a reduced chance to even out with the amount of procs

So spend less points in other trees so you have points for Paladin. I’m not even at the 113 point limit and am able to access divine essence.

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