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SageofWarspear

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Greetings to all my Brothers and Sisters in Warspear !

I shall now give a detailed explaination and advice on Paladin so bear with me as this will be a long one.

 

In the Story of Warspear App, Harad's resting form was the Lion while his battle form was Paladin.

 

Paladin is one of the most versatile class in the whole game. Being originally a Tanking class it can Support , Heal , Damage and disable enemies.

 

However do note this is an Advanced - Sopisticated class and requires heavy investment but pays off as you will never get bored with Paladin as you will always be needed on the field.

 

As a Jack-of-all-Trades it can do everything well but master of none.

 

However, no matter how fun and cool it may seem, this class is basically one of the weakest class with lowest hp increase among all tanking class (even less than a blade dancer at level 26-28).

 

It is one of the worst Low-Level hero to make and is a Late bloomer (Its God-Like abilities only come after level 19).

 

And though it may seem Over-Powered it is not so ... It requires Skill, Tactics, Strategy, Skill build, Proper Armor and weapon gears, Good internet connection (yes ...) and alot of heavy investment grind and pain.

 

There are lots of burn outs from this class since many do not know the complex mechanics behind such a beautiful class.

 

Here I will break-down all the concepts of Paladin, its working and usage.

 

I will be dividing this into many parts so kindly read the guide as a whole and refer its parts as you read on and take notes.

 

Choose and Plan out your Paladin!

 

Being a Jack-of-all-Trades inorder to be a true master of this class you will need to keep a firm and determined mind and be adamant on what will your Paladin do.

 

If you want to Tank you will lose Damage and Heal or Heal and Damage (Tank > Damage > Heal or Tank > Heal > Damage).

 

If you want to Damage you will lose Tank and Heal or Heal and Tank (Damage > Heal > Tank or Damage > Tank > Heal).

 

If you want to Heal you will lose Damage and Tank or Tank and Damage (Heal > Damage > Tank or Heal > Tank > Damage).

 

That being said you will have to sacrifice stats and abilities for the Specialisation of your Paladin.

 

We can broadly classify Paladins into 3 types along with their key variations.

 

1. Damage Paladin.

2. Tank Paladin.

3. Healer Paladin.

 

Detailed Information about Skill Build, Armor Build, Tactics etc. Given at other sections of this Guide.

 

1. Damage Paladin:

 

Paladins have the capacity to deal insane burst damage that overpowers and is superior to any other class and can overtake a Ranger if lucky.

 

However these type of Paladins have a Mage-Like play style and suffers from low Hp, Mana burn, Low defense, added to that they are vulnerable when their skills are on cooldown.

 

There are 3 Variations to this:

 

 a) Full-Magic Based Paladin

 

Giving thought that all Paladin Experts are Magic-Based it would be unimaginable having to spam 5 Magic damage Expert Skills along with Basic Skills.

 

This type of Paladin Maximizes its Magic Damage output by equipping a Magic Based Weapon preferably a Magic Hammer* (2handed) or a Magic Spear (2handed) and having all magic damage accessories.

 

*Magic hammer is prefered since adding a "Magic Damage Crystal" (Crystal of Destruction (Hammer)) to its Primary Crystal Slot gives alot of enchant bonus compared to spear.

(*Not sure if it is a bug or intentionally given by devs but has been around for a long time*)

 

Having Lifesteal Magic accessories makes this Paladin capable of Solo-ing bosses and seemingly unkillable.

 

Pros:

 

¤ Unbelievable insane Damage Burst from Skills.

 

¤ Healing Potential and Destructive AOE (Area Of Effect) Damage.

 

¤ Beautiful and Artistic.

 

¤ If equipped with High Cooldown and High Lifesteal it can seem Invincible if it can spam skills.

 

¤ 

Cons:

 

¤ Vulnerable when Not Spamming any skill.

 

¤ Has very low Physical Damage.

 

¤ Weak against enemies with high Magic Resistance.

 

¤ Is not capable of solo-ing bosses unless equipped with Lifesteal thus making this build a little bit Expensive.

 

¤ Low Defense and Hp making it an easy pick when stunned.

 

¤ Since Harad's Banner is your main Trump-Card if an enemy avoids your Harad's Banner you are toasted.

 

¤ Follows a Blast'N'Run Tactic making you seem like a Coward and a "Pussy".

Kindly don't worry since you are simply doing "Tactical Retreat" (LMAO).

 

*Hey a live rat does more harm than a dead lion*

 

 

 

b) More Physical - Less Magical Based Based Paladin.

 

This Paladin keeps a ' 2:1 ' ratio balance between Physical and Magical Damage (eg. 800 physical damage with 400 magical damage). 

 

Maintains magic accessories but uses a Physical Based Spear (2handed) with magic damage as its secondary attribute. Added to it is a "Magic Damage Crystal" (Crystal of Arrogance (Spear)) for its Primary Crystal slot.

 

This paladin sacrifices some magic damage for physical making it capable of making use of both physical and magical damage and is more "One enemy at a time" Style of fighting.

 

However unlike Full-Magic Based, the Paladin is not vulnerable if all skills are in Cooldown since it can Auto-Attack and deal Physical-Based Attacks while dealing Magic Blast combos.

 

This too, when equipped with Lifesteal and Cooldown can solo bosses down and seem unkillable.

 

Pros:

 

¤ Unbelievable damage to a single or few enemies.

 

¤ Gives more flavor and Spice variety of damage to your enemy(ies).

 

¤ Very ideal to destroy every gear of enemy.

 

¤ Is not vulnerable when Expert Magic skills are in Cooldown since it can make up with Physical attacks.

 

¤ Savage and Raw in fight style and is seemingly invincible when equipped with Lifesteal and Cooldown.

 

¤ Over all less burst damage than Full-Magic Based Paladin However maintains proper over all damage even when at cooldown of skills thus making this the most strongest damage type Paladin over a  0.5 -1 minute damage time.

 

¤

Cons:

 

¤ It cannot take on multiple enemies effectively as compared to Full-Magic Based Paladin.

 

¤ Lower Magic means lesser Damage output from Magic Damage Skills.

 

¤ Is costly just like Full-Magic Paladin.

 

¤ Very Low Healing Potential as compared to Full-Magic Paladin.

 

¤ Low Defense and Hp making it an easy pick when stunned.

 

¤ It is a more "Brave" Style of combat however it can easily be overpowered by more number of enemies. Do not be discouraged to take "Tactical Retreat" if needed. (LMAO).

 

c) Full-Physical Based Paladin (NOT RECOMMENDED !).

 

This Paladin completely neglects Magic Damage and goes all in for Physical Damage.

 

This is highly unadvisable since Magic is an integral part of a Paladin and helps catalyze many skills for the proper working and playability of a Paladin.

Thus, this paladin can only use 2 Expert Skills properly rendering the rest as completly useless.

 

It uses either a Spear (2handed stun) or a mace and shield (stun) and equips with Physical Damage Crystal and uses normal accessories.

 

It is the cheapest Paladin ever to make and is only effective at Low Levels. Using Physical Damage accessories Lifesteal or not is fine but advisable only for low levels ! Do not waste such on a high level Paladin that follows this path.

 

(This is a paladin that has basically NO MAGIC).

 

 

Pros:

 

¤ Does Solid Physical Damage.

 

¤ If using Mace-Shield it allows for Tanking abilities and faster Auto-Attack speed.

 

¤

Cons:

 

¤ Everthing.

 

 

2. Tank Paladin:

 

Before the introduction of Wardens, Paladins were the Best Tankers in the Sentinel's Side (as we say ... elf) but many have either abandoned Paladin or switched to Wardens not seeing how powerful the Paladin has become over time.

 

It is true a Paladin cannot tank as well as a Warden but makes up for that by the sheer Damage and Heals it can provide.

Tank Paladins are meant to 1v1 a boss with a couple of mobs and has a limit as to how many it can tank and inorder to survive has to take down mobs or have any weak healer.

 

Paladins can become almost as good as a warden when accompanied by any weak healer as it has healer friendly skills and can increase the heal output considerably.

 

It takes practice, time, effort, planning, skill builds, gear builds, tactics, strategy and luck inorder to master Paladin as a Tanker.

 

To me, Tank Paladin is the most versatile and all-round Paladin in terms of PvE and PvP but NOTE this type of Paladin is the MOST EXPENSIVE PALADIN TO MAKE AND IS ONLY EFFECTIVE AT +7 ONWARDS.

 

There are mainly 3 types of tank Paladins:

 

a) Full-Hp Based Paladin.

b) Hp-Lifesteal Hybrid Based Paladin.(Which I personally use).

c) Full-Lifesteal Based Paladin.

 

There are the Physical and Magical Variants for each type of Tank Paladin making it a total of 6 Varieties of Tank Paladins.

 

Please note you need a minimim of 25% or more Cooldown inorder to effectively use any Tank Paladin.

 

 

a) Hp-Based Paladin.

 

As the name suggests this paladin is focused on achieving the maximum Hp possible inorder to Tank .

 

Having an insane high Hp makes it tiresome to take down and provided with good defense makes it really tough to take down.

 

Also note that the new Paladin's Prayer increases as well as heals 40% of total Hp (guild bonuses not included) and Sun Seal + Repellent Strike restores 20% total Hp added with Hp increase (Relic of Unprecidented Health 20% total Hp) and Hp based heal relics (Great Relic of Refreshment 20% total Hp) makes this Paladin capable of doing Insane Comebacks from near-death scenarios. (Guild Hp Increase Bonus is not considered for the working of these.)

 

This Paladin uses hybrid of Hp set bonuses gears (eg. Kronus Chest Head + Dark Skies Glove Boots) or 2 pcs Hp set hybrid with 3rd tier Hp % Equipments.

 

Weapons of choice are any mace and shield and either Hp accessories with magic or physical damage bonus as you deem fit. 

 

Fortitude Runes must be used at every slot available for its use.

 

Accuracy and attack speed are necessary for working of Sun Seal + Repellent Strike and overall performance.

 

Pros:

 

¤ Capable of achieving the Highest Hp possible among all the other class despite the irony that it is the lowest based hp class ! (I reached 10000 Hp, 12000 with Hp Pots and Scroll and can possibly reach 14500- 15000 Hp if having Arena Buff Reward Skill -.-)

 

¤ For a limited time you can become invincible using your Heal and Hp skills.

 

¤ Insane heals per Heal Cycle (eg. For me I do 2300 (Paladin's Prayer)

+ 1500 (Sun Seal + Repellent strike (3/4)

 + 1500 (Relic of Unprecidented Health)

+ 850 (Critical Heal on Heavenly Light skill)

+ 1900 (Great Relic of Refreshment) 

= Total of 8050 burst Heals in 7-8 Seconds time per heal cycle if all are successful in activation).

 

¤ Extreme Survivability and Healer Friendly.

 

¤ A proper frontline Tanker which devastates enemies one by one.

 

¤

Cons:

 

¤ Due to the Large Cooldown Time required for the skills, the Paladin is very vulnerable when all Heal skills are on Cooldown.

 

¤ Cannot solo some bosses unless accompanied by healer.

 

¤ Healer dependent Paladin.

 

¤ Does not have a passive way or small constant Heals or Lifesteal to compensate while Main Healing Skills are on cooldown.

 

¤ Block,Dodge and Parry stats are very low.

 

¤ Sitting duck and can die quick when facing lags or short net cut-offs or if stunned.

 

 

b) Hp-Lifesteal Hybrid Based Paladin.

 

This is an improved hybrid of Hp based paladin which incorporates Lifesteal attribute without compromising its maximum Hp.

 

Is the same as Hp paladin but now uses Lifesteal shield and mace and Hp-Lifesteal Amulet and Cape along with hp accessories.

 

Such a Paladin requires High Physical damage inorder to properly and efficiently restore Hp upon dealing damage.

 

Pros:

 

¤ Having all pros of a Hp Paladin Added with sturdy and strong amounts of lifesteal.

 

¤ It can solo many more bosses as compared to Hp Paladin.

 

¤ It can survive even when you are AFK (Away from Keyboard).

 

Cons:

 

¤ Is probably the most espensive Paladin around.

 

¤ Compromising some Hp for Lifesteal you cannot get to showoff as the highest hp hero but you can shock many nevertheless.

 

 

c) Lifesteal Based Paladin.

 

Most of the Grey-Haired Paladins and players will remember this one as it was one of the early attempts to make Paladin capable of solo-ing bosses.

 

Neglecting Hp and focusing on Lifesteal Magic / Physical accessories and Wielding a strong Magic / Physical (with magic ofc) Mace, this Paladin is a true Holy Vampire (lol).

 

This Paladin can solo a boss provided its damage : lifesteal ratio is higher or equal to the boss damage but due to the low Hp it can be taken out in an instant with few combos of critical attacks if not vigilant.

 

Pros:

 

¤ Good survivability with demonic appearence.

 

 

Cons:

 

¤ Gets screwed when an attack misses.

 

¤ Due to low Hp can be quickly taken out of the battle field and cannot tank muliples (Boss+Mobs are not its cup of tea).

 

¤ If enemy has high defense (Raid bosses or a Warden for example), your damage : lifesteal ratio will be less and hence you die.

 

¤ Expensive as hell.

 

 

3. Healer Paladin.

 

Just as a Damage Paladin is the cousin of a Mage , a Healer Paladin is the cousin of a Priest.

 

Having focused all destructive powers on its healing power this Paladin can even substitute for a priest (except the resurrection).

 

This Paladin utilises maximum Cooldown, Critical, Mana regen, and Maximum Magic (preferably a Magic Hammer).

 

 

Pros:

 

¤ Insane healing bursts.

 

¤ Strengthens other heals by 22% (maxed out light aura).

 

¤ Sturdy shielding.

 

 

Cons:

 

¤ High cooldown.

 

¤ Ok damage.

 

¤ Bad at PvP.

 

 

Playing with other stats can give funny results to these paladin builds.

 

 

Complete Basic Skill Build Mastery!

 

So let's get right into it !

 

As usual for a tanker we have 1 damage skill, 1 taunt skill.

But we now have a heal skill, A heal increase party buff and a movement impair disable skill (If maxed or 4/5).

 

Purifying:

 

A physical damage skill which gives heavy damage.

 

If the enemy is under Fetter Of Justice effect using Purifying will activate a magical D.O.T (Damage Over Time).

 

Fetters Of Justice:

 

It is a skill / movement impair area skill. 

 

It reduces incoming damage from the affected enemy (not much really)

 

At levels 4/5 5/5 it will have the silence ability which will mute the affected enemies from using skills 

 

If Purifying is used after the usage of this skill the enemy will get DOT magical damage (just 3-4 ticks). The dot depends on your magic power.

 

It has a radius of 3 yards 

 

 

Light Aura:

 

Persuation:

 

Heavenly Light:

 

*KINDLY NOTE I WILL COMPLETE THIS POST PIECE BY PIECE SINCE IT HAS VERY LARGE CONTENT ... APOLOGIZE FOR INCONVENIENCE*

Edited by SageofWarspear
*Further Refining and adding the contents piece by piece
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On 12/18/2018 at 4:10 PM, Gladiator said:

Nice job student you make me proud

Makes me feel loved ... Don't you dare quit your title as best paladin ! I will be the one to take your #1 spot asap Master ! I will overtake you ! ... :canada_rage:

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On 12/18/2018 at 11:47 AM, Aкasha said:

:happy:Thank you, I hope you can complete your guides soon))  Perhaps @Gladiator would like to share some thoughts in this section too :shy:

 

On 12/18/2018 at 1:04 PM, Morgana said:

Thanks for taking your time to write this amazingly detailed guide!:christmaskiss:

Well done:magic-right-crazy-rabbit-emoticon:

I am trying to find time amist my hectic daily schedules ... Got my final meds exams and work and my profession as musician so yea 😞 its all in my head but I will continue to make guides as such inorder for others to benefit from my knowledge and have an amazing warspear experience with their favourite class ! Thanks for the support ! Means alot to me 

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3 hours ago, SageofWarspear said:

 

I am trying to find time amist my hectic daily schedules ... Got my final meds exams and work and my profession as musician so yea 😞 its all in my head but I will continue to make guides as such inorder for others to benefit from my knowledge and have an amazing warspear experience with their favourite class ! Thanks for the support ! Means alot to me 

No worries! All of us know the importance of passing exams successfully, especially meds exams are damn tricky:tired2:So please don't feel pressured and take your time for studies!:) They are far more important than online game stuff:give_rose:

Good luck!!

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I'd say paladins are ultimately outmatched by wardens in terms of tanking damage. High level mobs have ascended to the ridiculous heights and they deal tripple damage.

Hell... I've been in Mythical Berengar's Tower dungeon for a few times and honestly, team paladin was the one driving me crazy. Warden's health bar shrinked considerably fast,

but when sometimes that silly paladin used skill with aggression elements and attracted monsters to himself, his health bar started shrinking like crazy. And there's me: Healing dew on recharge, Secret link still on cooldown, and only Invigorating stream and healing barrier (both low lvl),ready to use. And probably forest song 4/4. It can help only if I land it correctly and paladin's banner isn't planted.

Either way, paladin constantly had no choice but to heal himself, retreat or perish. At least the whole squad got fed up with him and actually told him to let warden handle the heat.

But yes, Party had medium-level amplifications +5 +6 +7 with No life steal. I guess +10Paladin could perhaps tank such stupidly powerful mobs.

Edited by Fortuno
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  • 3 weeks later...
On 12/23/2018 at 1:28 PM, Fortuno said:

I'd say paladins are ultimately outmatched by wardens in terms of tanking damage. High level mobs have ascended to the ridiculous heights and they deal tripple damage.

Hell... I've been in Mythical Berengar's Tower dungeon for a few times and honestly, team paladin was the one driving me crazy. Warden's health bar shrinked considerably fast,

but when sometimes t

hat silly paladin used skill with aggression elements and attracted monsters to himself, his health bar started shrinking like crazy. And there's me: Healing dew on recharge, Secret link still on cooldown, and only Invigorating stream and healing barrier (both low lvl),ready to use. And probably forest song 4/4. It can help only if I land it correctly and paladin's banner isn't planted.

Either way, paladin constantly had no choice but to heal himself, retreat or perish. At least the whole squad got fed up with him and actually told him to let warden handle the heat.

But yes, Party had medium-level amplifications +5 +6 +7 with No life steal. I guess +10Paladin could perhaps tank such stupidly powerful mobs.

Greetings brother.

 

Paladins is one of the most complex classes in the game which require alot of presets luck and focus to use.

I am a level 26 Paladin named HeroicSage in US - Sapphire Realm and can almost solo T3 bosses and with even a 300 heal healer I can make it through easily. 

 

Issue arises when in mythic dungeons I agree since as you said mobs are ridiculously overpowered.

Unlike Warden, Paladins need strategy and need to clear out key mobs (like magic mobs) asap before going on that being said the party will be slower as compared to the ability of wardens.

Another thing is that Paladins do now have any Passive Heal skills or a strong damage reduction skill. Paladin's Barskin barely do much and so he only depends on healer and high hp.

 

In the end it cannot outmatch a warden in tanking an army of mobs with bosses but makes up for its extreme versatility.

 

I have led so many parties in Berengar Dungeon Mythical and never required a healer :pin1:

 

But yeah ... otherwise if it be a weak paladin his role should be to side tank and assist the main tanker and heal/buff up the entire team along with slowing off mobs etc. 

 

If a Paladin cannot tank a particular area well or is not yet "Matured" in terms of skill and gears ... Paladins always have the freedom to be healer or damager so it is never a waste to have one in party.

 

In most instances when a Paladin can last to tank he can basically speed up the team alot ! I have tried the recent Snowy dungeons and my Warden(lvl 26) did the dungeon (lvl24) in 2 stams with a strong party (high amped cbow ranger though) while my paladin did it in 1 stam with 1-2 mins before end with a moderate-weak party. After seeing the results The Paladin did 180K damage overall (was the first in damage) about 50K heal (idk what the healer was doing tbh) and 42K dmg tanked.

 

Every class has its speciality and have specific scenarios to which they are best suited. 

For example I need a good healer to do Old + New Labyrinth and Kronus as well on my paladin but my Warden can solo them all without a problem.

 

This guide is intended to be an ultimate guide for Paladins like my Druid guide and lots of things are yet to be included but ... time ... so my apologies until it is completed :(.

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On 1/7/2019 at 12:38 PM, SageofWarspear said:

Greetings brother.

 

Paladins is one of the most complex classes in the game which require alot of presets luck and focus to use.

I am a level 26 Paladin named HeroicSage in US - Sapphire Realm and can almost solo T3 bosses and with even a 300 heal healer I can make it through easily. 

 

Issue arises when in mythic dungeons I agree since as you said mobs are ridiculously overpowered.

Unlike Warden, Paladins need strategy and need to clear out key mobs (like magic mobs) asap before going on that being said the party will be slower as compared to the ability of wardens.

Another thing is that Paladins do now have any Passive Heal skills or a strong damage reduction skill. Paladin's Barskin barely do much and so he only depends on healer and high hp.

 

In the end it cannot outmatch a warden in tanking an army of mobs with bosses but makes up for its extreme versatility.

 

I have led so many parties in Berengar Dungeon Mythical and never required a healer :pin1:

 

But yeah ... otherwise if it be a weak paladin his role should be to side tank and assist the main tanker and heal/buff up the entire team along with slowing off mobs etc. 

 

If a Paladin cannot tank a particular area well or is not yet "Matured" in terms of skill and gears ... Paladins always have the freedom to be healer or damager so it is never a waste to have one in party.

 

In most instances when a Paladin can last to tank he can basically speed up the team alot ! I have tried the recent Snowy dungeons and my Warden(lvl 26) did the dungeon (lvl24) in 2 stams with a strong party (high amped cbow ranger though) while my paladin did it in 1 stam with 1-2 mins before end with a moderate-weak party. After seeing the results The Paladin did 180K damage overall (was the first in damage) about 50K heal (idk what the healer was doing tbh) and 42K dmg tanked.

 

Every class has its speciality and have specific scenarios to which they are best suited. 

For example I need a good healer to do Old + New Labyrinth and Kronus as well on my paladin but my Warden can solo them all without a problem.

 

This guide is intended to be an ultimate guide for Paladins like my Druid guide and lots of things are yet to be included but ... time ... so my apologies until it is completed :(.

Yes. It surely takes time

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  • 1 month later...
  • 2 weeks later...
On Sunday, February 24, 2019 at 5:24 AM, Speedom said:

So if you have a full hp pala with max hp inc skills. Will the defense stats of of the shield skill increases?

Now that I have Finished my Med Tech finals I can finally complete the guides !

 

Yes Sacred Shield depends on the HP of a character. The more Hp a hero has the more dmg the shield can Tank out.

 

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3 hours ago, Meusin said:

Thanks for this guide dude! Can't wait for you to finish this ( I am interested in your skill builds) :derpina2:

:pfftch1:  Sure bro just few more days. Ty for support now enjoy spring event 

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  • 3 weeks later...
On Saturday, April 13, 2019 at 10:53 AM, Meusin said:

What’s the best item set for ~18lvl paladin? I mostly do pve but sometimes i like to check myself in arena. Which expert skills should be priority for me?

 

For lower level Paladins I recommend sticking to Magic Paladin setups.

 

Weapon setup:

Would be a Spear with Magic Damage Enchantment Crystal or a Magic Hammer with Magic Enchantment Crystal.

 

Armor setup:

Should consist of gears that give you maximum hp possible (Heroic endurance,Craft Gears etc.)

 

Mana(Energy) Regeneration Cape with Magic Damage (Abyss zealot damned mantle)

 / Hp Magic Damage Amulet ( Medallion of Thousand Suns)

/ Hp Magic Damage Accuracy Rings (Heavenly Signet) should be a proper setup for accessories.

 

 

At level 18 It is not advisable however you can be destructive at level 20. These setups still are effective nevertheless but not attaining full potential.

 

Expert skills:

First 2 should be Harad's Banner (3/4) and Harad's Call (1/4) . If you can open skill slots you can get Illumination and others.

 

PvP / PvE skill setup:

 

For Full Magic PvE/PvP:

 

5/5 Fetters of Justice

5/5 Heavenly light 

3/5 Aura 

 

 

For Mid Magic/Physical PvE/PvP:

 

5/5 Fetters Of Justice 

5/5 Purify 

3/5 Heavenly Light

 

Harad's Banner should be 3/4 in both cases.

 

Signature Combos for turning enemies at PvP to ash:

 

1) For Close Ranged (Melee Type Enemies):

 

Normal damage >

Fetters of Justice >

Normal damage >

Harad's Banner > 

Normal damage >

Purify >

Harad's Call aimed behind the enemy > 

Normal damage >

Next Expert Skill / Heavenly Light.

 

Result with Spear will give you a proper 10000 Damage Burst in less than 10 seconds / 7000 - 8000 using Magic Hammer (Can top up 10K with illumination and other skills like Sun Seal etc.)

 

2) For Ranged Enemies:

 

Same as with Melee however you start with Harad's Call and aim an accurate jump using the edge of the target locator (the 2x2 aiming box).

 

Harad's Call aimed on enemy >

Fetter Of Justice >

Normal damage >

Harad's Banner >

Normal damage >

Purify >

Other Expert Skill / Heavenly Light.

 

Recommended Stats:

 

Minimum Health required = 4000.

 

Minimum Physical Defence required = 4000.

 

Minimum Magical Defence required = 3000.

 

Minimum Physical Damage required = 425 (With Spear) / 275 (With Magic Hammer).

 

Minimum Magical Damage required = 260 (With spear) / 380 (With Magic Hammer).

 

Secondary stats are not much considered but do keep High Critical with Morderate Accuracy and about 8% Cooldown without Guild Cooldown Passive Buff.

 

And you are good to go ! I guarantee you will love your Paladin and enjoy it's insane versatile nature , powerful PvP ability (you mostly kill people instantly). Do note ... These setups will also allow you to farm bosses in Irselnort Map 2. 

 

Message me here or in-game 

US-Sapphire Realm

SageHoch / KnightSage / (-.- too many chars but those two are what I usually use).

 

Cheers.

 

P.S: If you can afford Lifesteal Magic Accessories and Vamprism Runes ... *Game Crashed*

Edited by SageofWarspear
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On 4/15/2019 at 5:48 AM, SageofWarspear said:

 

For lower level Paladins I recommend sticking to Magic Paladin setups.

 

Weapon setup:

Would be a Spear with Magic Damage Enchantment Crystal or a Magic Hammer with Magic Enchantment Crystal.

 

Armor setup:

Should consist of gears that give you maximum hp possible (Heroic endurance,Craft Gears etc.)

 

Mana(Energy) Regeneration Cape with Magic Damage (Abyss zealot damned mantle)

 / Hp Magic Damage Amulet ( Medallion of Thousand Suns)

/ Hp Magic Damage Accuracy Rings (Heavenly Signet) should be a proper setup for accessories.

 

 

At level 18 It is not advisable however you can be destructive at level 20. These setups still are effective nevertheless but not attaining full potential.

 

Expert skills:

First 2 should be Harad's Banner (3/4) and Harad's Call (1/4) . If you can open skill slots you can get Illumination and others.

 

PvP / PvE skill setup:

 

For Full Magic PvE/PvP:

 

5/5 Fetters of Justice

5/5 Heavenly light 

3/5 Aura 

 

 

For Mid Magic/Physical PvE/PvP:

 

5/5 Fetters Of Justice 

5/5 Purify 

3/5 Heavenly Light

 

Harad's Banner should be 3/4 in both cases.

 

Signature Combos for turning enemies at PvP to ash:

 

1) For Close Ranged (Melee Type Enemies):

 

Normal damage >

Fetters of Justice >

Normal damage >

Harad's Banner > 

Normal damage >

Purify >

Harad's Call aimed behind the enemy > 

Normal damage >

Next Expert Skill / Heavenly Light.

 

Result with Spear will give you a proper 10000 Damage Burst in less than 10 seconds / 7000 - 8000 using Magic Hammer (Can top up 10K with illumination and other skills like Sun Seal etc.)

 

2) For Ranged Enemies:

 

Same as with Melee however you start with Harad's Call and aim an accurate jump using the edge of the target locator (the 2x2 aiming box).

 

Harad's Call aimed on enemy >

Fetter Of Justice >

Normal damage >

Harad's Banner >

Normal damage >

Purify >

Other Expert Skill / Heavenly Light.

 

Recommended Stats:

 

Minimum Health required = 4000.

 

Minimum Physical Defence required = 4000.

 

Minimum Magical Defence required = 3000.

 

Minimum Physical Damage required = 425 (With Spear) / 275 (With Magic Hammer).

 

Minimum Magical Damage required = 260 (With spear) / 380 (With Magic Hammer).

 

Secondary stats are not much considered but do keep High Critical with Morderate Accuracy and about 8% Cooldown without Guild Cooldown Passive Buff.

 

And you are good to go ! I guarantee you will love your Paladin and enjoy it's insane versatile nature , powerful PvP ability (you mostly kill people instantly). Do note ... These setups will also allow you to farm bosses in Irselnort Map 2. 

 

Message me here or in-game 

US-Sapphire Realm

SageHoch / KnightSage / (-.- too many chars but those two are what I usually use).

 

Cheers.

 

P.S: If you can afford Lifesteal Magic Accessories and Vamprism Runes ... *Game Crashed*


Dude,
really thank you for such surprisingly deep and helpful answer!

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On Thursday, April 18, 2019 at 10:27 PM, Meusin said:


Dude,
really thank you for such surprisingly deep and helpful answer!

Lol these things are there in the final draft of this guide ... just either lazy or dont have time to post it all but I really am happy it helped you out ! Take care bro.

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i agree on your builds. i play paladin for many years. i am pve players so i can speak bout that. in therms of pve theres not many choices realistically. you have 2 branches solo pve or party pve. for solo pve shield is not great. spear is okaysish , hammer is best since you sustain alot. so best option if you want to solo pve is full magic full lifesteal and cd.(tip when you achieve 46%cd you can use relic on fetters for 15% cd when you miss(and on bosses you miss always)so you get 54% in total which means you will have 9.8 sec cd on fetters and the cd buff is 10 sec, meaning you can overwrite the skill giving you permanent 54% cd as long as you spam fetters right after it cds so you really start to spam skills hard)  if you plan to go party pve, and be useless at everything else, you can go with hammers or spear as dps, or with shield as tanker,or go full hp full def and party with healer to mimic warden. there is also the build that in my opinion is what should a paladin be . he  is buffer he just amplifies other classes skills, same like turbo is to a car. i think this is the most fun to play build although its only usable in full party. skills like 4 fetter for cc 4 aura for boost heal 4 heal ,3 banner,3 def, 3 hp (when we get 30 lvl) so ppl get dmg def heal hp boosts almost all main stats.Overall best option for pve is full magic build with lifesteal cd and hammer.

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