Gladiator 1032 Posted March 20 Share Posted March 20 (edited) The Master Paladin Comprehensive Guide By Gladiator - US Sapphire !!!This guide is up-to-date as of Warspear Version v11.3.0!!! Table of content: I. Introduction II. Novice Paladins III. General Skill Tips IV. Relics V. Builds 1. Tank Paladin 1.1. Solo Tank 1.2. All-Round Party Tank 2. Hybrid Paladin 2.1. Support/Damage Hybrid - The META 2.2. Crowd Control Master 2.3. The Ultimate PvE Paladin (Spoiler Alert: Spear!) 3. Arena Paladin 3.1. The One True PvP Build 3.2. Master of Duels - 1v1 VI. Summary I. Introduction Spoiler I think a new and an updated guide is due for Paladins. So, welcome to the ultimate Paladin guide! Here you will find everything you need to know about the Paladin, how to build, how to gear, and how to use. With this guide, you will also learn general game mechanics that will better prepare you to be a great Paladin. It might seem like a long read, but I promise you, it will be worth it. I tried to pack over 10 years of general game and Paladin-specific knowledge in here, so bear with me. My goal is not only to show you how to build a strong Paladin, but also to provide you with tricks and tips (Look out for the Pro-tips) that will make you stand out from the crowd of Paladins! First of all... Why Paladin? You know the saying "Jack of all traits, master of none"? Well, Paladin is that, but also, in my opinion, master of some. I've been playing Paladin since 10 years, every time I wanted to make a new character, I end up eventually thinking "I can just do that on my Paladin" and go back to it. It's very versatile and fulfills different roles all in 1 class. Additionally, Paladin is one of the most demanded classes in the game for both PvE content (dungoens, raid bosses) and PvP content (Arena, Guild vs Guild battles, and wars). In this guide, I will be showing you the potential of the Paladin's diversity, showcasing different builds and skill set ups, that will enable you to maximize your enjoyment of playing Paladin. I'll be going over the best gears, skill builds, relics, and cheaper alternatives for lower budget builds! IMPORTANT! Here are some general out-of-game tools that I will be featuring throughout this guide, that will make your experience better and more efficient: - Warspear Database: Calculator - This is arguably the most useful tool to use when planning for building a new a set of gears, you are able to see what kind of stats you can attain by your future build. Instead of posting screenshots of every single piece of equipment and crowding the guide, I'll be using that calculator to showcase the builds that I'll be suggesting. - Warspear Calculator for damage, heal, and cooldown calculators, and a defense curve: Advanced Paladin Calculator.xlsx *I made this, it is not 100% accurate, but gets the job done. II. Novice Paladins Spoiler Paladin is one of the better classes to choose starting off your journey in Warspear. Its ability to control crowds of monsters with Fetters of Justice and self-healing with Heavenly Light will enable you to go through those frustrating quests in no time! Also, the recently added Accuracy buff on Light Aura will come in very handy when fighting mini bosses (Just be careful with the mana regeneration!) The most important tip to leveling up your Paladin is planning ahead to save the most amount of resources, this includes many things like knowing where to put in your skill points for the future so you don't have to reset your skills, and knowing where and when to spend your gold. Here are some general Do's and Don'ts for your early game: 1. Do NOT spend any gold on equipment from the NPC vendors, you will get equipment as rewards from doing quests. If you're struggling, better try to find higher level upgraded equipment from the Second-Hand Dealer, those are usually cheaper and you can resell them when you're done. 2. Do NOT try to amplify equipment beyond +1 without (+2-+3 if you can afford to be risky), you can lose your equipment if it fails. Along the way, you will get those signs, but don't even use them, save them for long lasting equipment. And specific for Paladin: 1. Always choose the equipment that provide magic - your healing power depends on magic! 2. Preferably, use one-handed mace and shield over any other weapons Every 2 levels you will get a skill point, and 2 skill points at 10-20-30. So, be mindful of what you want to do with your Paladin in the future so you don't have to reset your skill set. Keep in mind you will have access to a 2nd skill set eventually (Lvl 18), don't use it until you're sure what your second build will be. 3. It is worth to start putting skill points on Heavenly Light (up to level 5) alongside Purifying (up to level 3), those will help you progress faster through quests. Then start leveling up Fetters of Justice (up to 5). That would make up your basic skill set up for a hybrid PvE/PvP skill set up (see below). 4. Try to get as soon as possible, so you can use Aura more comfortably. 5. You need to focus on mana regeneration. It will probably be your worst struggle. My best tip here is to get cheap items from either vendors or dealer that has mana enchants or bonuses on them. 6. Collect gold until you can buy cheap upgraded items in the Second-Hand Dealer that you can resell ("None" Parameter). 7. You should already start getting familiar with the first Paladin combo: Fetter of Justice -> Purifying, this will deal damage over time (DoT) based on magic, it's not much, but it can help. Pro-tip: Mace/Shield is better than any other option in the early game, because magic hammer for example needs the magic-based damage expert skills to be worth it! You will miss out on a lot of damage per second (DPS) for just the extra healing. So, Don't worry about hammers till you pass lvl20. Spears are also not bad for an early Paladin, however, its slow attack speed can increase the time of killing monsters. Gearing up For leveling up Save gold by not getting weapons for every level. The way I look at it, there are "milestone levels" where you get to upgrade your gear and those will carry you for several levels. For example, I would only update the weapons at lvls 14 - 20 - 26 - 32. For example: lvl 1-13: Just keep the items that you get from quests. While scouring the dealer daily for cheap equipment upgrades with the "none" parameter lvl 14: You can start getting accessories and weapon, spend a little bit of signs to amplify your weapon, especially those lvl13 that you can resell when you're done with it. Something like this: This set up will carry you till lvl18 where you can upgrade mainly your weapon. At this level, there is no more resell-able items, so you have to be careful with spending too much on your weapon because it will get outdated quickly. Don't forget! Expert skills will cost 40k gold per skill, make sure to consider that while spending your gold. Pro-tip: Blue rarity gear are good enough! They cheap, and much easier to find! You're ready for being 18+! At lvl18, you will need to step it up a bit, you will need to be more comfortable with grinding quests in Norlant Swamps, and Ayvondil at lvl20. But good news, you have access to expert skills! For gears though, if you can get something like THIS by the time you're lvl20: You would be set till you're lvl26, then you might need to start to update some pieces, especially that T3 Ayvondil gets pretty hard. It might seem intimidating for a new player, but take advantage of seasonal events! Low lvl event gear are very good and become pretty cheap towards the end of the events. the weapons and accessories are the most important parts of the build, so make sure you get good pieces, they don't need to be from a specific event. Pro-tip: Start preparing future builds as soon as possible so it is at least almost ready to be used once you hit the required level! Forget about gear, let's talk experts! What expert skill you should get first? Get your Experts in order! The first expert skill that I would recommend is a skill that is good at lvl 1/4, helps you do quests faster and more safely. There is really multiple right answers, it all depends on your Paladin's status at the moment. I can tell you the 4 first important skills, you just need to figure out the order that fits you best depending on your situation. This is just a recommendation! If you're using Mace/Shield: - * - - If you're using Hammers/Spears: - * - - *If you feel like you're weak and dying a lot, get Sacred Shield before Harad's Call, otherwise, I would take Call first since it helps you move faster between quests, and helps a lot with avoiding damage in Norlant Swamps for example which is equivalent for a shield, and probably better in some cases, considering level 1 Sacred Shield absorbs damage only in the amount of 40% of your HP. Last skills to get: , reason being: Light Defense at lvl 1 only gets useful with the talent ; Inner Forces is very weak at 1/4, very unnoticeable, and the healing effect from Paladin's Prayer is also very weak at lvl1. At level 20, you get to buy your second expert (Sacred Shield), and you get to use 2 skill points on your experts. At this point, your basic skills would be one of the set-ups below, depending on your specialization. The first skill to level up would have to be Sacred Shield. It's is a skill that you will always have at 3/4 or 4/4 no matter what build you have. Sacred Shield at 3/4 will allow you to use a shield on your allies and yourself at the same time, which will come in handy (see tip below!). III. General Skill Tips Spoiler You finally impressed Harad, you're slowly becoming a full-fledged Paladin. Now, all you need is practice. But don't worry, I won't leave you alone. In this part, I'll be giving you general tips that will help you in many aspects of the game. These tips will not only help you in the early game but also carry over till the end-game! Know yourself, discover the Potential! Pro-tips: Once you have a lvl3 or 4 Sacred Shield, use it on minions that can agro, and alternate aggression between yourself and the minion to get the most value out of the extra copy of the shield. Look out for minions with this skill: Sacred Shield absorbs damage in the amount of a % of YOUR HP, even when applying on allies. But be aware that the shield has 0 damage reduction attributes. Meaning if you have 8000 HP and 4/4 shield (80%). The absorbed amount would be 6400 but with 0 defense/resilience. For example, you have 50% defense and receive 1000 damage (2000 with 0% defense), the shield will only absorb 3 hits fully. Sacred Shield at level 4/4 lasts for 20 seconds and has a CD 35 seconds (With a decent CD of 50% - ~23 seconds). Most of the time, the shield will not last the whole 20 seconds, but you can still take advantage of this long duration by applying the shield few seconds (~10 seconds, sometimes even up to 15 seconds!) before entering in a battle. This will enable you to re-use the shield faster after it breaks, since it would have started to cool down 10+ seconds earlier! Pro-tip: Even though you will lose on damage from Harad's Call, it is sometimes worth using it to jump away from trouble. You can even use it to get away from ranged opponents' range by using Fetters of Justice first. Pro-tip: Start getting familiar with your control skills and their cooldowns and durations*. Chaining controls is a key skill to have in PvP. This means using the skills back to back with little to no gaps in between. The key is to not waste control duration by using them too early, and not leave enough gap for enemies to react by using them too late. - Since Repellent Strike has the lowest cooldown, it is advisable to use it first, then Fetters of Justice and then Harad's Call. With enough cooldown, you can reuse Strike and Fetter by the time call's stun is over. - In Arena, it is not practical to start with Repellent Strike. Usually, you'd need to close the distance gap by jumping with Harad's Call then try to catch the enemies with Fetters of Justice. *For information about skills' cooldowns, durations, and multipliers, check out this guide: Pro-tip: Even the the usage range for Harad's Call is 5 yards, you stun opponents that are 7 yards away from you. This will enable you to initiate the fights against most opponents, since most control skills have a range of 7 yards or less. Pro-tip: A lot of players think that agro skills are purely for PvE, however, Persuasion can be used to reset the opponents targeting, if you catch people off-guard, this can delay their skill usage by at least 1 second! It's basically a mini stun. - When far, use it before Harad's Call or Repellent Strike to catch people in control before they're able to control you. - Use it to trigger helpful relics (see "Relics" section below) Pro-tip: Even though Light Aura is now a permanently active skill, you can still deactivate it when you don't need it and reactivate it before you get into a fight (e.g. in between dungeon rooms). This will help you gain advantage of the relics on the skill. Since its cooldown is not that long, you won't miss out on a lot. If you struggle with mana regeneration, this could also help you regain some mana while its inactive. Pro-tip: Paladin's Prayer is mostly used as a pretty effective healing skill. However, you can also use it to increase the maximum HP before getting into the fight, when you know who's about to receive damage. The key is to not use it too early since you'll lose 10% every 2 seconds! - Since the healing effect is only 70% of the added HP (4/4), it's actually more effective to use to increase HP! The only risk is using it too early or using it on a target, that does not get attacked for a while. - Be aware that the % of increasing max. HP and healing effect accounts only for the flat HP (does not include % buffs from gear, potions/scrolls, and guild and arena buffs) +Pro-tip: Inner Forces and Mermen's "Thirst for Life" synergize very well together. Mermen is most effective below 50% HP since it cleanses a debuff every 6 seconds. And, for example, at 46% HP, Inner Force (lvl4) reduces 18% incoming damage. Thus, keeping your HP level between 30%-50% is where your Paladin is most tanky, it makes you heal more (Relics and Inner Force talent), remove debuffs, and receive up to 40% (28% HP) less damage in total, making it easier to keep the HP low without the risk of dying. Which by the way, is not that critical considering Paladin can get up to 12k HP with mermen (+Paladin's Prayer), making 28% = ~3k HP! Pro-tip: If you're on PC, start getting familiar with this option. This will enable you to cast skills on yourself much faster, especially if the area is too crowded or if you're try to run away while trying to heal/shield yourself - There is a similar option on mobile IV. Relics Spoiler Going back to Basics Before we dive deeper into the equipment, let's talk relics. These are the relics that I use for each situation, but it is not 100% set in stones. For example, is usueless in PvE, but I keep it for GvGs and large-scale wars. I don't have the perfect relics either, it just depends on your budget. Skill PvP PvE Other Recommendations Purifying Fetters of Justice Aura Persuasion Heavenly Light Relic - Gear Synergy It is important to capitalize on relics through your gearing process and vice versa. Here are some examples: - If you have life steal gear in your gear, use this relic on Fetters of Justice: - Rage Hammer (2-handed magic build) is can be used for PvP, it is especially good with these relics: V. Builds Spoiler You're level 32 now and you want to experience Paladin to the fullest extent! Well, there are many ways to build a Paladin, you can do it all, or specialize in a certain aspect. I'm not here to tell you exactly what items or skill set-up you should get. Because there is really not a single build to use, there are many options out there. So, in this section I will be giving you an idea on the strategy on how to build the Paladin for your desired purpose, rather than giving you a build and say "copy this". These builds are just concepts for inspiration, at the end of the day, every item is replaceable, you just need to aim for the general direction and the amount of stats. I'll be discussing a lot of different gear and skill builds, it would be unrealistic to use them all. The goal here is to give you an idea on the best ways to build for specific occasions. Ultimately, some of these builds can be used for a different purpose otherwise not specified here. Keep in mind! All skill set ups showcased here are according to a level 32 Paladin with the 2 extra skill points from talents. 1. Tank Paladin Spoiler 1.1. Solo Tank Solo tanking encompasses either soloing a boss 1v1, or tanking the boss of a dungeon with full damagers, so you're on your own, no healers and support to back you. It's basically the tankiest version of Paladin, it can self-sustain and tank just about anything in the game. Gear The focus here is Defense, Solidity, HP, Block, Parry, Cooldown and Magic. Wait, Magic and block?! Yes, it should be no surprise that the weapon of choice here is a one-handed magic mace. Example1: Low Budget https://wsdb.xyz/build/727 https://wsdb.xyz/build/769 Example 2: Middle Budget https://wsdb.xyz/build/726 Example 3: High Budget (Mermen) https://wsdb.xyz/build/729 While this is the tankiest form of Paladin, it is also not much of a damage dealer, it will do OK damage in the running part of a dungeon, but not so much on the boss. It's not really made to deal damage, but it certainly can replace Wardens, even if there is no healers on the party. With some Magic buffs and heal pots, you can solo tank pretty much any dungeon boss. Skills The main advantage of having such a Paladin as a tank over Warden is obviously the fact that Paladin brings more damage and damage boosts from Banner and Sacred Shield's talent Sacred Teaching. However, if you are not comfortable in tanking to use that talent, then use Inner Force's talent, External Influence. The skill set-up for this type of build would look something like this*: 1/5 1/4 4/4 1/5 3/4 1/4 3/5 1/4 4/4 5/5 1/4 4/4 5/5 1/4 + Maximum tankiness + Banner can be leveled up to support party's damage - Low damage - Agro can be stolen 1/5 3/4 4/4 1/5 1/4 1/4 3/5 1/4 4/4 5/5 1/4 4/4 5/5 1/4 + Agro harder to steal - Weaker in damage and damage support - You will need Persuasion + the relic to increase aggression (see above) in order to keep the boss on you if you're in a party, especially so, because your damage is not gonna be that strong. You might even need 1 or 2 points on Illumination if you're in end-game and your partners are too strong. If you find that you're losing agro and you have Mermen gear, then you can go for the second build. 1.2. All-Round Party Tank Party tank basically means you're the tank of a complete party, you can get away with being a weaker in defense and replacing that weakness with increased damage, because the party has the support, or the boss fight is not the most challenging. Gear This build follows the same criteria as the first build, but it is mostly physical damage based, thus, it needs Life Steal. This sort of build does a pretty good job in doing ok damage and still be useful as a main tank. I would recommend this type of build for Mermen dungeon if you can't handle playing it with a 2-handed weapons. Example 1: Low Budget https://wsdb.xyz/build/732 Example 1: Mid-tier build https://wsdb.xyz/build/731 Example 2: Mermen gear + DPS build https://wsdb.xyz/build/730 Pro-tip: You can replace a couple of the physical damage accessories with magical ones for a lower budget option. This is especially helpful if you want to focus on Speed and Penetration, where the physical damage variants of those accessories can cost up to x10 more than the magic ones. But be careful with too much Speed and Cooldown! Pro-tip: Speed + Cooldown counteract each other, meaning if you're attacking, let's say, 1 hit per second, casting skills repeatedly will interrupt that hit rate, thus wasting your speed, and if you don't cast skills as soon as they are available, then you're wasting cooldown (For more on Speed/Skill casting interactions: See section 2.4.). Skills 5/5 1/4 4/4 1/5 4/4 1/4 3/5 1/4 1/4 5/5 4/4 1/4 1/5 3/4 + Higher single target DPS + Suitable for soloing (mini-)bosses - Needs Life Steal - Healing with Sun Seal - Strike combo is not guaranteed. 3/5 1/4 4/4 1/5 1/4 1/4 5/5 1/4 4/4 5/5 4/4 3/4 1/5 1/4 + More defensive variation + Suitable for soloing (mini-)bosses - Needs Life Steal - Less damage and damage support The final talents for this build can be either Patronage of Light or Sacred Teaching Pro-tip: You can alternate between the talents in the middle of the dungeon run. For instance, use Sacred Teaching for the mobs, and Patronage of Light or External Teaching for the boss fight. Gameplay and Building Tips Paladin has 3 defensive skills that are relevant for tanking, Light Defense, Sacred Shield, and Inner Forces. For a deeper analysis and comparison of these skills, see this guide: Try get as much Block and Parry as possible! It's better to enchant Parry on the cape than Life Steal Block enchants on belt and shield Get 2 pieces of a "red" set with as a first Parry bonus Mace could one with Parry, otherwise you can also choose one with Cooldown Pro-tip: It is better get lower level versions of a good set than get a higher level of a "bad" set. *Example* You can only afford to get lvl28 Parry/Resistance set (2nd picture) or lvl28 castle set (1st picture), otherwise you have to get a lvl30 set from Sea Tramps, better get the lower level sets. Energy Regeneration Mana regen on boots will go a long way! Solo-tanking requires a lot of mana, you need to keep healing/shielding yourself, you need to keep using your agro skills or the boss will target someone else. And for maxium efficiency, you need to keep using Banner for party damage boost. Basically, if you don't have mermen, you need to build around 80-90 depending on your Aura level. For more detailed information about mana check out the spoiler: Spoiler Excursus – Mana Mana regen gets halved in battle. For example if you have 100 points/5 secs, it will drop to 50. However, there is one thing to keep in mind. Skills that reduce mana regeneration like Light Aura activation reduce the maximum mana regeneration AFTER this 50% cut during battle. This is why the relic is very important. A 5/5 Aura without the relic reduces mana regen by 10 points. This means your mana in battle will drop from 100 to 40! (not 90 to 45). The same applies to Mermen gear’s Thirst For Life, that 100 points mana regen would become 22 in battle. Which is unsustainable! It is more practical to talk about your mana regen values during battle, not only because that’s when it matters, but also because it makes it easier to talk about how much you need after all mana regen reductions are placed. In order to comfortably sustain a long fight with minimal mana restrictions you need more than 30 points/5 secs during battle, depending on how many skills you need to “spam”, you might need up to 35 points/5 secs. If you want to use mermen gear and a maxed Aura without the relic, this could mean building around 125-130 mana regen. The way to calculate it is simple: ( 35 (amount you want to achieve) + 18 (Mermen) + 10 (Aura) ) * 2 (battle 50%) = 126) Key Talent This helps us also understand how valuable that talent is. It reduces the regen time from per 5 seconds to per 3.5 seconds. This is equivalent to increasing your mana in battle from around 25 points to 35 points. In other words, 25 mana/3.5 secs ~ 35 mana/5 secs. Addionally, it adds 15% maximum mana, which also can make a big difference if you let your mana go to full every now and then. In other words, in that example above, you would need to build only around 100 mana points instead of 126 mana to operate maxed Aura without a relic and mermen gear! In gearing terms, this could mean x2 Penetraion or Cooldown enchants on your rings, and that’s for the entire party! Watch out though, you need to keep Light Defense up or you will quickly notice your mana drainage. Leveling it up might be beneficial here, but unfortunately, the skill itself is not worth the skill points, and with a good enough cooldown, you can keep the skill up at 1/4 with no issues. Pro-tip: When building your gear, and when using Patronage of Light, you can switch rings for Penetration for example. Especially if you're tanking, doing that might give you more overall damage, since the shield will break fast and lose the 15% damage bonus. Pro-tip: Save mana by not using all skills all the time, some skills are not necessary in boss fights (e.g. Harad's Call, Purifying, Fetters of Justice, and Harad's Banner if not leveled up), focus on surviving first, damaging second. Best buffs: Potions with these bonuses: Defense and Solidity: Defense gives you Solidity, but sometimes it is worth enchanting Solidity on your helmet instead of defense. Beware that after 50% Defense (around 6.5k def), adding more defense has a diminishing return. For example, for only 10% extra damage reduction (60% defense) you need to get up to ~10k defense! If that much defense comes at the cost of other important stats, like Block, Solidity, Resistance or HP, it might not be worth it. A healthy amount of defense is around 8k (55% damage reduction) In most end-game content, you need around 35-40% solidity, in Mermen, even 45-50%! Best way to get high solidity is through accessories! Do not resort to enchanting belts and capes (keep them for Parry and Block) For most content, around 5k-6k magical defense from accessories is enough, but you can add 1-2 enchants on your gear if you have over 8k physical defense. Those enchants would result in a higher % protection on magic! (If the dungeon/boss requires magic def) Best Buffs: Cooldown, Magic, and HP Your ability to self-sustain relies heavily on these 3 stats. You don't know a passive heal like Wardens, nor do you have insane damage that grants you heavy life steal like BD/Seeker/Ranger. HP enchants >>>> Life Steal. Not only will you save yourself a ton of gold, but also you will be tougher. Unless you have a high physical damage mace/shield or a 2-handed magic build, you won't need life steal. I'll spare you the detailed math behind that, but basically you need to ask yourself the question: How much damage do I do, i.e. how much HP will I gain from damage vs how much HP will I gain from HP + HP-based heals and shield. There is no defined amount for CD in a tank build, I'd limit it between 30% - 50% and focus on other defensive stats and mana. Basically the more Parry/Block you have, the less CD you need and vice versa. I wouldn't go too much higher than 50%, because at some point, you would have to sacrifice a lot of important stats for it, and it won't pay off because the skill time reduction gets weaker with higher CD (See spoiler). Remember this general rule of thumb: If you're not using the skills as soon as they are available at least most of the time, you probably have too much CD, and it might be worth replacing CD for a different stat. Spoiler Best buffs: For heals: Minions: A lot of minions help a lot in tanking. - Look for minions with the "Aggression" skill and split the damage with the help of Sacred Shield (See section "III. General Skill Tips" - Or minions that support/heal you, for example: 2. Hybrid Paladin Spoiler 2.1. Support/Damage Hybrid - The META This is the most recommended build for an entry-level Paladin. It's the most versatile, and can be truly the "Jack of all traits" of PvE-Paladin builds. Aspects of this build (skill set, resistance accessories, and magic hammers) can even be used for PvP, making this build the ultimate PvE build for the average Paladin. Depending on how you put your gear together, the damage output is still very high, but it can also act as a main tank, you can even solo things with it, albeit you need to have high amp levels. Gear Example 1 (Offensive) : Mid-low Budget https://wsdb.xyz/build/736 Example 2 (Offensive) : High Budget https://wsdb.xyz/build/735 Example 3 (Defensive) : mid-low budget https://wsdb.xyz/build/795 Example 4 (Defensive) : High budget with Mermen https://wsdb.xyz/build/737 Example 5 (High Cooldown - 90%!*): https://wsdb.xyz/build/749 *Important: See below "Cooldown vs Penetration" The weapon of choice for a magic build is really up to you, the main thing is building well around it. For example, If you get the one with Rage, you can leave out Rage in the rest of your gear, if you get the one with Life Steal, you can reduce the amount of Life Steal from accessories, and so on... But any of these weapons works well: Note: I wouldn't recommend this spring hammers as the first choice, since Attack Strength only applies to auto attacks, where magic hammer's damage isn't affected. So it is kind of a waste. The double Cooldown or Critical Hit one, however, offers a very important stat for magic Paladin, so it's worth it. Pro-tip: Rage, Life Steal, and Cooldown hammers are also viable for PvP! Skills There is a lot of different ways to spread the skill points for this type of role. It depends on your level of gearing. But there are a couple of skills that you absolutely need to max out. That's being Heavenly Light and Sacred Shield. You also have to have at least 3 points in Paladin's Prayer if you want to go further into the support route. The rest of points can go either on Illumination and/or Harad's Call for more damage. Offensive 1: 3/5 3/4 4/4 1/5 4/4 1/4 5/5 4/4 1/4 1/5 1/4 1/4 5/5 1/4 + High AoE damage output + Suitable for mob-heavy dungeons (e.g. Technopolis) - Low survivability without Life Steal (High agro because of Illumination) - Not recommended for low budget gear - Weak single target damage Offensive 2: 5/5 1/4 4/4 1/5 4/4 1/4 3/5 3/4 1/4 1/5 1/4 1/4 5/5 4/4 + Higher single target damage + Higher survivability (lower agro) + Suitable for dungeons with lower monster density (e.g. Mermen, Sea Tramps) - Not recommended for low budget gear - Weaker AoE damage Support/AoE damage balance: 1/5 3/4 4/4 4/5 3/4 1/4 4/5 3/4 3/4 1/5 1/4 1/4 5/5 1/4 + Higher damage + Same skill build can be used for PvP (Not recommended) + Suitable to tank - High agro Defense/support balance: 1/5 1/4 4/4 5/5 4/4 1/4 3/5 3/4 4/4 1/5 1/4 1/4 5/5 1/4 + Low agro + High damage + Tanky ++ Same skill build can be used for PvP! - Can't tank (No agro) The reason you level up Fetters of Justice even for PvE set-up is that many dungeons nowadays have monsters that use skills, this can help combat that. Gameplay and Building Tips The goal of this build is to be high HP, Cooldown, and Critical Hit, not focusing too much Accuracy (8%-10% from lvl3-4 Aura will compensate!) and Penetration. And you need to keep your mana at a healthy level - 75-80 if no mermen. Additionally, to make it more defensively viable in various end-game content, you need to worry about Solidity and Resistance (accessories). Rings: Cooldown vs Penetration? - This part mainly pertains to ring enchantments - CD or Pene? But the same logic can be applied to CD vs any other stat (e.g. x2 Crit or CD Hammer?, or even Mana regen. enchants) - It's fun to think about the highest Cooldown amount that you can get (With the recent Spring update, you can reach 115% without any buffs!), it's fun to think about using Banner or Sacred Shield every 16 seconds, etc... Like imagine shielding 3 poeple, or potentially 4! if they have buff extensions (Orcinus book, etc..), or imagine almost using Banners back to back. - However, it is important to think about how much you actually get to use the full potential of your low cooldown. For example, in dungeons, most mob fights are not that long, and running distance between mob groups will 'waste' your CD. Even in boss fights, a lot of these bosses have control abilities nowadays. What's the point of having 2 seconds off your Sacred Shield when you're stunned and can't use it anyway? - For rings, we're talking about around 7% Penetration vs around 12% CD. And looking at the difference between the cooldowns down below, we can pretty much safely say that 7% Penetration is easily more worth (7% Penetration on Banner hitting 5-7 opponents means at least 1k extra damage per Banner). - Another very important aspect is: Is your Mana regeneration going to be able to sustain this low skill CD? Probably not! You might need more than 90 Mana regen, to be able to fully use skills with that much cooldown, although in general, in PvE you need less mana regeneration than in PvP, you just have to find the sweet spot for yourself, I recommend around 80. *Refer to the "Advanced Paladin Calculator" for calculations of skill CDs with your desired input Cooldown value Best buffs: Minions: Minions that help damage dealing can be either ones that keep you alive, or ones that increase your damage. There is also ones that can do both! For Paladin, some minions also help both aspects by buffing magic power or cooldown! 2.2. Crowd Control Master - GvG Build This build focuses on taking advantage of Paladin's AoE skills for Guild vs Guild battes, Battle for Territories, and other massive wars and Paladin is a great class for these battles, in fact, one of the best, so I don't it's necessary to build a set for this type of fights. Thus, we focus on high Stun and Resistance, and since it's PvP content, Resilience. Gear Example 1: https://wsdb.xyz/build/740 Example 2: 'Lower' budget https://wsdb.xyz/build/770 Pro-tip: You also need this kind of gearing for "Temple of Seals" arena modes! It's tough to build a low budget version of this kind of set up, since you need to have the high Resilience (Greatness accessories) and Resistance, in addition to as much of Parry and Block as possible. Maybe go for lower levels of the expensive items in the builds that I showed (not more than 4 levels lower than yours) You will have to rely on scrolls to get the resilience or resistance needed, depending on what your build lacks. Example 3: Low budget https://wsdb.xyz/build/771 Skills Full AoE: 1/5 4/4 3/4 5/5 4/4 1/4 5/5 4/4 1/4 1/5 1/4 1/4 3/5 1/4 + Build for the highest AoE target numbers + Suitable for wars only - Weak in defense, not very practical in other situations Balanced: 1/5 3/4 3/4 5/5 3/4 3/4 3/5 4/4 1/4 1/5 1/4 1/4 5/5 1/4 + Balanced with more defensive support + Can be used for the 2-handed magic build (PvE) Gameplay and Building Tips The main function of this build is crowd control, not so much dealing damage, but you can also use a hammer instead of shield/mace for more damage. However it will still not be that much damage due to the lack of ferocity (if you want to maximize the stun stat). This is why I don't go for damage at all, but rather more tankiness and a bonus stun skill (Repellent Strike). The reason to upgrade the AoE skills isn't primarily the damage, but rather affecting as many enemies as possible. Stun Paladin has 2 AoE skills that could trigger stuns - Illumination and Harad's Call (Useful incase the original stun effect from Call gets resisted). This adds more to Paladin's crowd control ability. Don't forget the stun relic on Purifying! (See above) Pro-tip: Before using AoE skills, try using Purifying on high dodge/block classes like Barbarians or Rogues, (or Deathknights) for the highest chance of triggering the relic "Terrible Relic of Stun" Pro-tip: Use the relic "Great Relic of Multiple Spells" on Fetters to catch up to 9 opponents. Pro-tip: Sacred Shield is leveled up because even though the talent Sacred Teaching works on monsters only; minions (General) and summons (Charmer's) are considered ones and get affected by the 15% damage boost. Shield AoE hitters! Best buffs: (Because you also need resistance to be able to control!) Minions: For large-scale wars, certain aspects are required for minions, either control enemies or give a resistance buff. You can also look for minions that resurrect, such as this: 2.3. The Ultimate PvE Paladin (Spoiler Alert: Spear!) Let me tell you about spears. Honestly, I almost want to (and probably will) do a separate guide just for spears and link it here. Why Spear? the typical magic support build has a glaring weakness - single target / constant damage. Most of the magical damage comes from 3 major skills - Banner, Illumination, and Call, but those skills have pretty considerable cooldowns, and many PvE situations require constant damage dealing. In addition to that, not many dungeons have a large number of monsters to fully take advantage of the big AoE damage from the magical build, leaving a lot of windows where the Paladin is not dealing too much damage, that's also especially the case in boss fights. Spears are the highest base damage weapons, but also one of the slowest with 3.4 seconds per hit, however, before you dismiss spears because of how slow they are, I will later argue why them being slow is not so bad, for Paladins especially. But that's not all, spears also provide a decent amount of magic, to put it into perspective, it is more than that of a +10 one-handed magic mace! My favorite part about a spear build is that you can fine tune the magic - physical ratio balance as you want with mixing and matching accessories, pots/scrolls, and enchants for different situations, you can range from around 1700 pdmg + 300 mdmg to 1100 pdmg + 900 mdmg and anything in between! Gear Example 1: Full physical https://wsdb.xyz/build/756 Example 2: Magic mix https://wsdb.xyz/build/121 Example 3: High budget - Mermen https://wsdb.xyz/build/772 You might notice the low Accuracy, but don't forget, level 4 Aura provides 10% Accuracy, and 15% from x5 stacks of mermen buffs, that's 35% Accuracy. Skills Full physical Spear: 5/5 1/4 4/4 1/5 4/4 1/4 4/5 3/4 1/4 1/5 1/4 1/4 4/5 4/4 + Highest single target damage build Magic Spear mix: 5/5 3/4 4/4 1/5 3/4 1/4 3/5 3/4 1/4 1/5 1/4 1/4 5/5 3/4 + Higher AoE damage + Higher agro for tanking - Might need good gear/buffs to be able to tank Pro-tip: Sun Seal is key for this build! 16% (4/4) life steal is a huge bonus to your life steal in gear, additionally, with the recent cooldown reduction buff, it can be kept on the target permanently. Also now, the damage does not go away if it gets resisted. Gameplay and Building Tips Attack Speed - Try getting around 35-40% Speed without external buffs (Besides guild passive) - 50% Speed with a scroll is perfect for a Spear, with the relics on Persuasion and Heavenly Light, you can reach the max 70% - Extra - An advanced guide on how speed interacts with skill usage in the spoiler: Spoiler Excursus – Attack Speed Attack Speed is the most sought-after attribute for damage dealers. It’s, thus, no surprise that items containing speed cost the most gold. However, it is important to know how a class benefits from speed before blindly follow the trend. Seekers for example rely mainly on auto attacks for dealing their damage, they don’t need to use a lot of skills, this is why speed is fitting for them. Paladin, on the other hand, needs to constantly use skills to be effective. Even as a damage dealer, it is still necessary to cast useful buffs, such as Banner, Sacred Shield, and potentially keep healing or using agro skills. “So, why are you proposing speed for Paladin?” You might ask. Well, Spears have an attack speed of 3.4 seconds. This means, with a speed of 50%, it will hit once per 1.7 seconds. This is still “slow” in terms of speed builds (compared with 1h maces 50% would be 1 hit every 1.2 seconds). This makes speed on spear much more effective than on maces for Paladins, because its hit rate will not be interrupted like it would with the mace. In other words, 50% speed would give the same relative bonus, but spears don't have as big of a down side. People that play other classes, in my opinion, overrate how good speed actually is. Especially (bow) Rangers, since they also need to use skills and, in PvP, they need to kite, also interrupting their hit rate. Look how the hit rate of a 57% speed mace gets slowed down by casting skills. Here you will see a ~50% speed spear, before and after using skills, you can see that the hit rate does not get interrupted as much. And here comparing 70% speeds: Even spear is getting slowed down, especially with Banner since it removes targetting, but still not as nearly as much as the mace. The spear is maybe missing 1 hit per skill usage, but the mace is losing at least 2-3 hits! In short, spear gets all the benefit from speed (increased DPS) with a minimal waste unlike other faster weapons. You'll notice that this build is very weak defensively, it will be very hard to build it with a low budget. Even with very high budget, it will take some getting used to, but trust me it's worth it, the damage potential is insane. My Experience: - Can tank every dungeon boss including sea tramps mythical level - Can solo just about any boss/miniboss (t3-5) - Always top damage dealer in party, only beaten by full +10 rangers and seekers with mermen gear; beaten but close to BDs with light mermen (I don’t have light mm or any books) Cons - Weak defensiveness, but with good Solidity, Defense and Life Steal, you could still function as a tank as good as a mid-tier “tank Paladin” - Can be very expensive to get a half decent gear set (Books, Light Mermen, and a whole lot of SPEED!) - Redundancy of damage dealers. Meaning no matter how well your paladin is built for damage, end-game seekers or rangers will still do more damage than you (on boss fights). - Is not as solo-friendly as other builds - Not newbie-friendly Best buffs: Minions: For maximum DPS, most of the aforementioned minions offer an Attack Speed or Penetration buff, other minions also increase physical and magical power. Those minions are typically better for Paladin, since a big chunk of the damage comes from skills and not auto hits, which would be increase through Attack Speed. 3. Arena Paladin Spoiler 3.1. The One True PvP Build This is the META (Most Effective Tactics Available) PvP Paladin. Most Paladins use full magic 2-handed hammers for Arena, it's the most effective for a reason - the high healing. Paladin can get heal up to 3-4k (not critical) with Heavenly Light, but that's not all, Paladin is also much tankier than any other support class. Gear Example 1: New (spring) CD gear* https://wsdb.xyz/build/757 * Low crit - can replace with double crit rate hammer or any hammer that has crit (Halloween, Christmas, Craft) Example 2: If you don't have mermen, using 2-handed hammers is not a good choice, it would be too weak defensively. Therefore, go for magic mace and shield: Tankier version: https://wsdb.xyz/build/758 Higher damage version: https://wsdb.xyz/build/776 Pro-tip: PvE hammers (See selection in section 2.1.) are actually better than the arena hammer because that has accuracy which is pretty much a waste of stat, even though you lose on damage (Ferocity), the main task of Paladin in Arena is supporting damage dealers, not really dealing damage! Unlike the hammer, the one-handed mace / shield actually provide good stats besides Ferocity, so I would definitely recommend it. Skills 2-Handed Hammer skill build 1: 1/5 1/4 4/4 5/5 3/4 1/4 3/5 1/4 4/4 1/5 1/4 4/4 5/5 1/4 + Increased survivability with Inner Force . You can also replace 3/4 Harad's Banner for 3/4 Harad's Call: - Level 1 Call's stun is too short, only used to immediately fetter after it. - Level 1 Banner offers no significant damage boost, decreasing party's damage potential 2-Handed Hammer skill build 2: 1/5 1/4 4/4 5/5 3/4 1/4 3/5 4/4 4/4 1/5 1/4 1/4 5/5 1/4 + Increased AoE control + Increased AoE damage and damage support - Weak in defense, might require high-end gearing and books! Shield/Mace skill build: 1/5 1/4 4/4 5/5 1/4 1/4 3/5 4/4 4/4 1/5 3/4 1/4 5/5 1/4 + Can also be used for 1v1 physical damage build *If you're feeling a little frisky, remove 1 point from Prayer and 1 from Call and put in the 2 points on Banner (Esp. with the Ferocity build) 3.2. Master of Duels - 1v1 The magic build is not suited for 1v1 fights, it has very low single target damage. It works, but the fights will be mostly endless. This is why you'd need to build a physical damage shield set for 1v1s. Gear Example 1: https://wsdb.xyz/build/759 Sometimes it's also advisable to mix with magic accessories Example 2: https://wsdb.xyz/build/760 Notice that this mana regen is pretty low, it will rely on the talent Patronage of Light Skills Variation 1: 3/5 1/4 4/4 5/5 1/4 1/4 1/5 3/4 4/4 1/5 4/4 1/4 5/5 1/4 + Longer stunning durations - weaker defensively Variation 2: 3/5 1/4 4/4 5/5 1/4 1/4 1/5 1/4 4/4 1/5 3/4 4/4 5/5 1/4 + Higher defense - low stun durations Pro-tip: It is worth to try out different builds here, depending your gear. A good variation would also be leveling up Banner for higher damage, this is better against healers for example. Gameplay and Building Tips Resistance One of the best ways to counter Paladin (in 2v2 for example) is by fully controlling the Paladin and killing its partner, Paladin has no intrinsic control resistance skills, and the party's fate relies on an uncontrolled Paladin, that's why Resistance is arguably the most important stat for Paladin. There is really no limit on how much your resistance should be, I think for high-end Arena fights, you need to reach at least 30-40% Best buffs: Resilience Self-explanatory, you need it to reduce incoming damage and avoid critical hits, but you don't need that much if you're using Mermen gear. In many cases, your partners are going to be the enemy's target because it would be much easier to fully control the Paladin than to kill it first. Lowering Paladin's HP will not only make the Paladin stronger (Inner Forces), but also it will make the heals more effective (relics), additionally, the debuff cleanse from Mermen's Thirst for Life will make it harder to control the Paladin. In short, I think a Resilience of around 40% is good enough for Paladins. If you're focusing more on resistance accessories/armors and/or don't have greatness gear yet, you might need to use resilience buffs. Best buffs: And the skill book Cooldown - Unlike the PvE builds, having as much CD as possible for Arena, makes more sense. 1) The fights are usually longer, and 2) Faster shields and heals, even if 0.5 seconds less, can make or break you. The only worry is having enough mana to sustain it. - Any stat that replaces CD other than mana regeneration don't need to be considered for PvP: CD on rings (if mana is enough) CD on helmet and boots Belts with CD stats Even accessories can be used as a second option if you don't have Resilience or Resistance ones (or mix) - I would not rely on buffs to get you the CD, better keep the buff slots for Resistance, thus having CD in your gear is important. For a more detailed constantly updated guide for Paladin in Arena: Spoiler The Arena Conqueror In this part I'll be talking about all things Arena according to my experience. These are not rules set in stones, again, it's my experience. Each server might have a different meta. I'll be talking about the best teams with Paladin, Paladin's worst enemies, and Paladin's general role in addition to gameplay tips to fulfill that role. The best role for Paladin in Arena is in my opinion pure support. Full support, almost no damage dealing. This is why I think PvE hammers that offer good PvP stats can still be used instead of Ferocity hammers. It's not advised to even be near the opponents, in order to avoid getting caught in controls. Best Partners - Damage dealers: Paladin's lack of damage is the reason why it's best paired with damage dealers. Paladin can provide 20%-25% damage boost from Banner, crowd controls, and strong shield and heals that keeps them alive. It's the perfect match up. 1- Bladedancer +Pros BD is inherently tanky, thus it is the easiest partner to keep alive Additional crowd control with Rush and Hamstring Harder to control BD, can save the Paladin from being controlled -Cons Both melees, can get easily countered by ranged opponents (e.g. Shaman + Necromancer, or Druid + Ranger) Sometimes, not enough damage. For example, against self-healing tanks (Warden + Paladin) 2- Ranger: +Pros High ranged damage, doesn't get countered by ranged enemies as much Kiting rangers help Paladin stay even further from enemeies' control -Cons Ranger is harder to keep alive Ranger is more easily controlled (countered by Barbarians) The range can be a disadvantage - it will be easier to separate from Paladin 3- Mage +Pros Ranged partner AoE damage and and control synergy with Paladin Has key skills for Arena: Ennoblement and Magic Ban -Cons Sometimes against high healing opponents, party will have weak single-target focused damage Rather hard to sustain support Although a ranged class, Mage needs to be in melee range to deal a lot of the damage/Control. Both classes rely on having opponents in a small radius for maximum potential (To be tested further) 4- Seeker 5- Beastmaster? Worst Enemies: Paladin's worst enemies (i.e. best counters) in Arena are not only classes, but also items. Items such as relics that remove buffs or block healing, or items that cleanse controls, such as , that will clear the Fetters of Justice's control effect. As far as classes, it's mainly classes that remove buffs/debuffs: Shaman, Chieftain, and Mage. In addition to that, classes that have skills like Fear, Blind, Scatter Shot, etc. can easily separate the support class (Paladin) from their partner. With the right teammates, those classes can beat a similar level Paladin/BD (Mage + Ranger) or Paladin/Ranger (Shaman + Chieftain) teams. Pro-tip: The only way to counter Sacred Shield removal is Resistance So, It's hard to say exactly which classes are Paladin's best counters, there is several, it really depends on the composition of both teams. But in general, these are the best Legion counters for Paladin in Arena when paired with each other: - Shaman - Warlock - Chieftain - Hunter - Necromancer And for Sentinels: - Druid - Ranger - Mage General Tips Keep your distance! Staying close to enemies will only get you controlled and that = DEATH to you or more likely, your teammate. There is no need to go on melee level with the enemies. Your auto attacks won't do any relevant damage, and your support skills are ranged. Stay far enough while your support skills are cooling down. Don't rush to initiate the fight, wait for a perfect jump-fetter opportunity Use Heavenly Light 1-2 times before engaging in the fight, just to activate relics. Seal Arena requires a special set, it's best to go with a magic mace + shield, and for skill build, you could go for the "Variation 1" in the 1v1 build, or just the standard magic 2-handed hammer build. The reason being, Repellent Strike is a key skill to push enemies outside of the seals. More to come down the line... VI. Summary Spoiler Paladin is by no means a perfect class for everyone. Being a "Jack of all traits, master of none" is not always a good thing. TL;DR, here is a table detailing the pros and cons of this class. Category Pros Cons Scale Out of 10 Demand - Versatile and effective in many situations - Always needed in dungeon parties; can play the role of a hybrid damager/healer/tank - Very needed in top guilds for GvG events, large-scale wars and raid boss fights - Replaceable for high-end damage dealers (rangers/seekers), because of their ability to self-sustain and deal more damage. 10 Solo-Play - Can hold its own in most situations, where high AoE damage is required (Life Steal) - Needs good gear and high life steal - Solo tank build is not very effective in other departments - Maximum potential in parties/teams 7.5 Gearing - Cheap(er) weapons - Magic accessories are cheaper and can be used more often - Hybrid build possible; mix-matching with cheaper magic equipment - Expensive physical damage accessories (especially speed) - Needs many gear sets for the best performance, although not a requirement. 8.5 Skills & Talents - Strong basic heal skill - One of the strongest shield skills in the game - One of the strongest damage buffers - Has a jump skill; good ability to close distance gaps from ranged opponents - Strong AoE skills - All talents are very helpful in different situations - Need to reset skill sets pretty often if you enjoy different parts of the game - Lacks counter-control abilities 9 PvP - One of the best partners for damage dealers in Arena (BD, Ranger, Seeker, etc.) - Magic build has high healing, protection, damage buff, and crowd control in 1 build - Very strong in bigger (3+ opponents) fights - Weak in 1v1 situations against many classes - Countered by full control, heal block relic, and buff removing skills - Magic build is low in damage in fights with 1-2 opponents 9 PvE - Magic build has high healing, protection, damage buff, crowd control, and very strong AoE damage in 1 build - Best class for speed running dungeons in combination with 4 other strong damage dealers - Lacks in tanking ability with the high damage builds - Tanky build has low damage - Illumination needs to be used conservatively (lower damage potential) if not strong enough to tank the agro 9.5 Free-to-Play Viability - One of the more viable F2P classes - 1 PvP and 1 PvE builds are enough to get by - 1 weapon (2h magic hammer) works well enough for both PvE and PvP - Many builds to amplify if you want to maximize its potential 8 Ease of Play For Newbies - Skills are not complicated - Combos are easy to learn - Can be your first class to play - Teaches all aspects of the game: tank, support, damage - Able to perform early game quests faster than average - Party relies on Paladins having good gameplay intuition in more intense situations - Team play is needed in later stages of the game - Timing of skill usage is a key skill to have - General awareness of counter-classes and weaknesses needed 8 Overall Score 8.7 Edited March 31 by Gladiator Venkery, Regis, SeaDemon and 1 other 2 1 1 Quote Link to comment Share on other sites More sharing options...
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