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patch and load it! wooo
paladins are just fine - I *personally* prefer sk just because of being a necro main for 100 million years - but paladins are great fun. I was thumbs down on them before we started doing mq2paladin, but now i love them. they are more than capable of doing stuff --- there is obviously tradeoffs on the 3 tanking classes, and SK would probably still be my #1 suggestion, but if you like paladins, or want another (or 1) rez that you dont have - they're greatI was so sure I would stick to 3 chars and 3 mercs. I've seen the posts where you bet on how long it'll be before someone goes to six and I thought it would never be me. I don't think I have much time left before I break. Mercs are great at low levels but now they just seem so flat.
You mentioned that Palys are underrated. I've just started a new SK as a MT (second one). Everyone seems to rate Paladins way below them, with warriors even below that (caveat being gear might bring they way up when they get the bis stuff). How would you rank Paladins with respect to tanking?
you didn't even load it and want to give your thoughts?Definitely going to need to use BYOS Custom for this plugin.
The default spell line up is, in my opinion, half useless spells in a group environment, and as was already pointed out, there should be a "usestuns" and "useheals" option to swap in stun spells (very very usable in the group game, useless in a raiding environment) and wave for group healing (why is this not included already?).
Splashes in the group game should really only be available for events like Shei where you want the cures. The brilliant line should really be used to twincast the splash (really in a raiding environment), and is otherwise a shitty DD Spell without the twincast component, and basic melee damage is going to supersede spell damage unless you're also running Thunder of Karana. With 6 DD spells loaded (the crushes also have a nice aggro component, which isn't needed a whole lot in the group game) I imagine the paladin will run out of mana rather quickly.
Paladins are self-healing passively quite often, and Burst / Composite are fine in that regard.
There should be some monitoring of folks using Divine Call on cooldown in a group environment, since it'll just pull mobs all over the place if the tank backs up when too close to the target. Great to use in a raid though, since mobs cannot be push/pulled in that way.
I'll give this a spin later on and give a full assessment for you. I loved the core CWTN stuff for pulling, setting radius/arc, and having a UI window for the settings.

you didn't even load it and want to give your thoughts?
you think it is half useless, i disagree but please give some constructive feedback
i think you miss the point and the plugin and maybe skipped the part where i mentioned these things
you know what is funny - is i actually pm'd you a few times on your thoughts on stuff because i knew you were opinionated about paladin things and last message went seen and unanswered - so /shrug
this plugin might not be for you - the plugins aren't for everyone.
I'm not sure if you skipped the video, but some of the stuff you mention i actually already specifically addressed and said that we weren't doing that.
it is very unlikely we're going to have spell loadouts for a bunch of reasons including the ones i already mentioned.
it *is* obviously in pre-release, that is the whole point of it - but i'm not super interested in "i haven't tried it, and i'm going to sound like im arguing with stuff already stated". I'm not here to argue with you or anyone
divine call has a toggle - if you don't want to use it, you can turn it off, that's why there is a toggle. We don't use divine call on cooldown, i didn't say that, it doesn't do that, and you haven't even loaded it. It is a significant waste of my time addressing things that aren't things that need addressing.
"i love the core stuff for pulling and settings window" - that doesn't sound like these are the tools that meet your needs in the way they meet the needs of our target audience - which as i said they're not for everyone, and that is ok. so if this is going to be a "gonna shit on this stuff" maybe how about no thanks
it'd be much easier to do pre-release and full releases of stuff if i didn't have to argue/fight/repeatmyself with a very small handful of people like this post here. it doesn't feel good

well that's not really what happened, but that's alright, difference in perspective.I did watch the video, I said I would give feedback once I got to run it, and I intend to in both default configurations and how I play a group-based paladin. I apologize Sic, I wasn't trying to offend, I know that you and Chat both put a lot of work into these. In terms of the messages back over a year ago, it felt like you guys weren't interested in what I had to say, so I just sort of dropped it.
PS - there's 2 AE aggro AAs on a 2 minute reuse timer, one with a 40 foot and one with a 30 foot radius. Paladins are notoriously terrible at AE threat and add pickups, but are probably the superior tank of all three classes due to their survivability.
PPS - I've also really enjoyed toting around paladin+shaman in my groups for the double ress ability, so you're 100% about that bonus they get.
what's the rush! enjoy itwhere could we locate the Pre-Order Buttonlol JK but really
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That right there is the attitude which has me changing my plans forwhat's the rush! enjoy it
memwave is now an option, will replace a crush t5 if non-byos
you should have your assist toons assisting at 100% (assuming cwtn toons). I have all my toons assist at 100% all the time without question.Will there possibly be an option to toggle the use of undead-only spells?
This is likely a weakness of my character but when I pull named mobs I am spending close to 30s until I can get the mob to 99% hp and have my dps engage. Is there any way for me to modify the routine when a named is pulled to use more direct damage spells off the bat?
thanks will take a look at it, it should only try and do it on yourself.Trying out my normal spell line up with byos custom I noticed it will try to use the Culpability line of fast cast self only heals to heal other group members
MQ2Paladin:
- Added a UseBlessing
- - if useblessing is off, you will memorize your 1st vWave if it isn't already, and your second if it is already.
- flipped what goes in gem 11 and 12 (after alliance)
- Corrected Issue where would would try and cast Propitiation on group members.
- added Aurora usage (if for some reason you had that byos'd)
Added a UseBlessing System.Collections.Generic.List`1[System.Object] flipped what goes in gem 11 and 12 (after alliance) Corrected Issue where would would try and cast Propitiation on group members. added Aurora usage (if for some reason you had that byos'd) memwave is now an option, will replace a crush t5 if non-byos
no, those are all "common" functions - there is no change in any modes. also, vorpal is not a tanking mode, never has been, and never will be - still not sure where that idea has come from - certainly not cwtn or myself :pSic, I loaded it up last night and its working very nicely. Is there a change in the Vorpal and Sic Tank mode? Difference from war/sk version I mean. I saw some updates this morning, and not sure I remember correctly how to update. Since its not a paid plugin yet, do I unload MQ and restart the launcher or is there another way?
thanksPlugin works great thanks.
you posted in a fippy's thread where some unconstructive stuff was moved to - i moved your post to the actual thread.I am testing now. I had hoped for the loadout toggle for tank, dps, hybrid. I never use a paladin in tank mode and normally never load hate generation spells and or so many defensive spells.. I am just going to have to learn how to better use custom byos. But overall works well... Nice job

- Added UsePreservation toggle
- Added UseStance toggle
- Splash/brilliant changes for twincast:
-- if splash is memorized (be it byos, custom-byos, memsplash etc) and SplashCureOnly is off, brilliant as usual.
-- if you don't have splash memorized, brilliant as usual
-- if SplashCureOnly (and memorized) we won't check if we can brillant outside of when we're going to try and use splash
--- for curing or twincasting it
