Diablo 2 paladin
Class: Support (melee)
Attack damage: 82
Speed attack: 1.1
Trait: D) Sacred Aura. The Paladin irradiates an Aura that affects both him and nearby allied Heroes. He can choose which one of his Auras is active.
Might: Increases the Paladin's basic attack damage and power ability by 5%, and these from nearby allied Heroes by 10%.
Defiance: The Paladin gains 5 Armor and 10% extra Healing from all sources. Gives 10 armor and 15% extra Healing from all sources to nearby allied Heroes.
Cooldown (for switching them): 4 seconds.
Q) Smite. Bashes the enemy Hero in front of him with his shield, dealing 68 damage and Stunning them for 0.75 seconds.
Cooldown: 7 seconds. Cost: 40 Mana.
W) Holy Bolt. Fires a bolt of light that travels in the target direction. If it hits an enemy, it deals 115 damage. If it hits an allied Hero, it heals 96 Health.
Cooldown: 5 seconds. Cost: 20 Mana.
E) Vengeance. Channels the power of the elements through his sword. Upon activation, the Paladin's next three basic attacks will deal 54 bonus spell damage that will jump to nearby enemies, plus 27 spell damage over 3 seconds and a Slow by 25% for 2 seconds to the main target.
Cooldown: 15 seconds. Cost: 20 Mana, plus 15 aditional Mana per attack (can be deactivated anytime)
R1) Fist of the Heavens. A lightning comes down from the sky to the target enemy Hero. The impact Deals 238 damage and, after 0.75 seconds, releases a nova that deals 123 damage to nearby enemy Heroes and reduces their Armor by 10 for 3 seconds, and heals 104 Health to nearby allied Heroes.
Cooldown: 70 seconds. Cost: 80 Mana.
R2) Blessed Charge. Charge to the target enemy, dealing 137 damage and Stunning them for 1.25 seconds, and knocking away and Slowing by 40% for 1 second any other enemy encountered in his way. The Paladin gains 30 Armor for the duration of the charge and for 3 seconds after he's reached his target or has been interrumped.
Cooldown: 50 seconds. Cost: 50 Mana.
Other Paladin skills could be adapted as talents. A few examples:
Pre-level 10 talents.
Redemption: Every time a nearby enemy minion dies, the Paladin heals 1.5% of his maximum Health and 3 Mana. Doubled when a nearby enemy Hero dies.
Holy Fire: Deal 13 damage per second to nearby enemies. The Paladin can put Holy Fire in a nearby ally, having the same effect. Cooldown: 20 seconds.
Post-level 10 talents.
Aura of Thorns: For 5 seconds, enemy Heroes suffer 25% of the damage they deal to you or any nearby allied Hero, in a short range around them. Cooldown: 60 seconds.
Holy Shield: After hitting an enemy Hero with Smite, the Paladin gains 20 armor for 2 seconds.
DISCLAIMER: So, what's my point here? I liked the discussion about how the game could use more supports. Supports are not only "oddities", but also characters that can do a bit of what other classes do, but not being specialized in anything in particular. See Medivh, or Zarya. As my favourite Diablo 2 class, I think that the paladin is a great choice for an "a little bit of everything" hero: sturdy, but not as durable or with as much CC as a tank or with the amount of self-sustain of a bruiser. Can dish some damage if needed, but not as much as an assassin. Have some healing capabilities but not nearly as much as a proper healer. I think that concept fits what the paladin was in Diablo 2 and I wanted to try and translate some of his iconic skills to HotS.
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© Post "Hero suggestion: Diablo 2 Paladin" for game Heroes of the Storm.
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