Paladins Warhammer Currently, clans has three main categories for legendaries, with each category having received a new member since the beginning of clans, Scepter, Lance, and Scythe. One thing I’d like to see is a crowd control legend. Currently, legends are generally used only after you get a full set because they pair well together. Each different category pairs with another and gives you massive advantages in PVP. The issue is that without constant balancing people find one specific meta and stick with it. The best legends currently are Hyper, Wind, and Scepter out of all three categories, as they provide the utility from each role. I think that adding new legends, as well as balancing out current ones would help shift the meta and allow people to adapt their own style for legend PVP. Current Legends: Giants Broad (Melee, “Healing”) Scythe of The Fallen Lord (Melee, “Healing”, “Ranged”) Magnetic Maul (Melee, Ranged) Hyper Axe (Melee, Movement) Wind Blade (Movement) Alligators Tooth (Movement) Knights Great Lance (Movement) Meridian Scepter (Ranged) Proposed Legends: Ice Javelin (Melee, Ranged) Provides an alternative to the Hyper + Scepter combo Paladins War Hammer (Melee) Adds in crowd control for players and mobs Concept Art: Note: Not my own work Abilities: Left Click: Normal Melee Deals 8 Damage Can be runed Reasoning: As this is a crowd control legendary the base damage shouldn’t be overly high, as most of it is also going to other targets so even though you may not do as much damage to a single target you can do a lot more to a group of targets. Passive: Cleave Deals 4 Damage (½ Normal Melee) Applies full damage to mobs (Useful for raids & events) Does not apply Flaming/Frosted/Jagged runes These are already amazing for crowd control they should not be applied to a group of people at once. Reasoning: I like the idea of having a crowd control legendary that can contest the hyper and scythe in value. Sure you may not be able to get as many hits in as the hyper, or heal up like you would with the scythe but it provides consistent damage to all nearby targets (Knight’s Cleave but with reduced range). I don’t believe it should apply Flaming/Frosted/Jagged runes as these already are great crowd control for assassins and other kits even without cleave, I believe that adding them into the cleave would be too OP. Sharp runes would add ½ damage to the cleave, so if you had a +1.0 damage rune it would apply that to the base damage (now 9) and then take half of it for cleave (now 4.5). Right Click #1: Holy Light Gives the player one of three options: Regen 4 for 3 seconds Regen 3 for 6 seconds Regen 2 for 13 seconds All options heal for 5 hearts without passive regeneration included Now either you will get one of these at random every time you use it, or similar to how the Hyper Axe functions (Random Speed + Time when created) it will have one of these options indefinitely when first created (every time you use it you get the same regen). Note: Regen will not apply if you switch off of the Paladins Warhammer, it should not be used like the broad for healing only, if you want value you must actively be using it to gain regen. Cleanses all clanmates of any negative effects and provides Regen 2 for 4 seconds within a 4 block radius Same thing as drinking a bottle and eating a soup 90-second cooldown on completion of ability Right Click #2: Divine Protection Gives the user a 20% damage reduction from incoming attacks Resistance 1 Gives the user a 4 outgoing damage reduction Weakness 1 Both effects last for 8-15 seconds (Same range as hyper, not sure what it is) 45-second cooldown on completion of ability Right Click #3: Crusader’s Might Increases base damage to 10 Runes still apply Increases cleave base damage to 5 (½ Normal Melee) Flaming, Frosted, and Jagged still don’t apply (or maybe they could be activated for the duration of the ability? Not sure) 10-second duration 60-second cooldown on completion of ability Conclusion: I’m not sold on the abilities, I came up with a few options but haven’t settled on anything as of yet. The main thing I really like about this legend is the Cleave, being able to finally cleave mobs in a raid, UC, nether, or even SK would be really handy. The cleave doesn’t apply as much damage to players as it would mobs so I don’t think it would get out of hand (technically a normal knight does more cleave damage than this legend). I would hope people would opt for this legend in team fights when fighting another legend user or defending their base from invasions. I would love to see people use it on its own without aid from other Melee legends. Note: There are proposed balances to the values above + new aspects in the replies, give them a read if you've got the chance! Thanks for reading, I appreciate it! If you have any feedback, potential issues you might see, or suggestions for possible changes / new abilities feel free to leave a comment below, I respond to almost all of the comments in my threads.