Hello.
I’m currently 40 hours in with Paladin, and while it’s not really a large amount for ARPG, I’d like to discuss a bit the early impressions.
It seems to me that Paladin is at the moment a popular pick in spite of the class skills, rather than because of its class skills.
What I mean is that Paladin has an exceptional satisfying skill in Judgement, 2 buffs in Holy Aura and Sigils, and that’s it.
I think Healing Hands probably won’t survive until 1.0, since direct healing has very little room in games like LE (it will be a problem if it proves to be either too little or too much).
However, thanks to passive nodes and the buffs from Aura and Sigils, Paladin is still quite strong with the base skilla from Sentinel, notably Hammer Throw and Warpath. Overall I think this leaves Paladin in a comfortable spot, and I think that with multiplayer it will be interesting to see how Holy Aura will feel on other classes.
I was wondering if there is any direction that the team is considering for Paladin other skills, and class identity in general.
Healing Hands, as I said, will probably be changed, but it could stay if it becomes a cooldown/mana gated skill that grants something else on top of healing (Crowd control, damage and defense buffs, direct damage, etc.).
Personally, I also think that, thematically, Sigils of Hope overlap a little with Holy Aura as a buff, although there are differences with duration, resources, etc.). I’d personally like for Sigils to have a more active effect on Paladin’s gameplay, but I don’t think that’s a popular sentiment.
It seems that Paladin also currently lacks a skill, compared to other masteries (although not all classes get 5 skills per mastery).
Anyway, those are my first impressions: good passive nodes, mastery skills are a bit lackluster, overlap between SoH and HA, Judgment feels great, HH seems a wasted slot.