Category:Paladins

From AvatarWiki
Revision as of 12:58, 15 December 2011 by Belag (talk | contribs) (added some info about kra)
Jump to navigation Jump to search

The temples soon realized that the world was much harsher than they could handle. They opened their doors to the righteous anger of youth prevalent in the knighthood of the realm and molded it into their religious image.

Paladins now roam the land, seeking to right wrongs done against their Gods, using holy magic and the strength of steel to defend their honor. Their primary attribute is STRength.

While Paladins serve various deities, the Priests of Tul-Sith have been known to instruct those Paladins that share their faith in certain Holy Disciplines. Paladins must maintain a high alignment for these spells to work their best.

Paladins are a class only available through re-mortality by Warriors, Bodyguards, Monks and Clerics.

Abbreviation: Pal.

Prime Requisite: Strength.

Paladins in General

Paladins are a versatile class. They can serve as either tanks or hitters, and can even function effectively as healers, using their mana or their boons for healing. They get moderate hp and mana. Choice of worship and use of oaths is very important.

Paladins can get special weapons made from Aleryia. Some of the mobs in the area around her will give you quests (unlocked at certain levels) which allows you to add enhancements to your weapon. The most important enhancement is Severity, which increases chance of critical hits.

Paladin Creation

Paladins are a remort-only class, and can be accessed via monks (Lord 100), bodyguards (Lord 100), clerics (Lord 150), and warriors (Lord 150).

Paladins at Lowmort Tier

From level 1 to 51, paladins can easily be summed up as warriors with the ability to cast cure light, only not as strong in the hitting department.

Training

Paladins make use of every single statistic so it is important to maximize both constitution and intelligence as soon as possible. Unlike warriors, paladins make good (better) use of having mana as well as hitpoints.

Practicing

It is a good rule of thumb as a paladin to mainly focus on melee skills and abilities while leveling up from 1 to 51. When it comes to healing spells, cure light will be the most efficient and beneficial one to learn due to the low mana cost of this spell combined with having a smaller mana pool. Once you've reached hero status cure light and heal will be of the most use.

Worshipping

There are reasonably 4 gods a paladin can choose from: Quixoltan, Kra, Tul-Sith and Werredan. Don't forget to worship Gorn for practicing at levels 10 thru 19!

Quixoltan offers the best mixture of combat and overall statistics.

Kra is similar to Quixoltan, but does not offer the best possible statistics. Worship Kra for a mixture of combat and casting/healing.

Tul-Sith is generally the god paladin's worship for the lord tier for 2 reasons: 1 is, you must worship Tul-Sith to learn new lord skills such as Aegis, and 2 is, most paladins aim to maximize their healing powers for their boon(s) which can be a rather helpful boost for most lord groups.

Werredan is not entirely suggested for paladins, but for those that enjoy more experience and the best melee combat possible, Werredan can speed up your trek between mortal and lord, and can be viable if you plan to remort to another race. Do not go Werredan if you wish to have mana.

Fighting

Soloing: Soloing is pretty easy at lowmort.

Tanking: Able to tank in hit gear.

Hitting: Strong enough to get you through.

Healing: Focus on cure light and using bots.

Paladin Prestige Options

None.

Paladins at Hero Tier

Paladins usually serve as hitters at hero. They hit extremely well now. They can also serve as rescuers in groups using their boons to good effect.

Training

Standard - maximize each stat as soon as possible.

Practicing

From 1 to 99, focus on learning Identify, Arcane Knowledge, Smash, Acumen, Teleport, Frenzy, Water Breathing, Sanctuary, Portal, Armor Optimization, Riposte, Nexus, and Divinity. These will provide you the spot buffs and skills that will make leveling up easier in both solo or group scenarios.

From 101 to 500, all of these abilities are useful and are more or less suggested to practice.

See Paladin Skills and Spells for Class Definers, Paladin Weapon, Oath, Prayer, Fervor, Exorcism

Worshipping

Due to the revamp, Worship has changed for Paladins. Worship is highly complex and affects a great deal more than is typical for most classes. Information is not publicly available as to the consequences of worship on oath, prayer, etc; if you are new to the class, consult with a senior Paladin for details on what choices will suit your playstyle.

The most common gods to worship are Werredan, Quixoltan and Kra.

If you want to maximize your melee and don't care much about mana, Werredan is best. It is the most common choice if you plan to remort.

Quixoltan is a bit less hitting but gives good hp and mana.

Kra is similar to Quixoltan. It doesn't improve stats as much as Quixoltan but allows one to hit a bit better. It also helps with healing.

Fighting

Soloing: Paladins hit extremely well now and soloing is a very viable option. One suggestion is to use full hr/dr, using severity/severity on your Greatsword, taking an Oath of War, buffing yourself with Holy Zeal, Prayer: Precision, and Fervor, and sticking to small areas such as Displacer Beast or Ajuu.

Tanking: Paladins have lost certain skills including but not limited to Shield Block. The paladin prayer boons provide options to mitigate this: anticipation and deflection. If used in conjunction with 'Defence' on the Greatsword, tanking in AC is quite effective.

Hitting: Much like soloing, a Paladin who upkeeps their buffs will have no trouble hitting like a truck.

Healing: For the majority of Hero, a paladin will use his/her boons to heal themselves or their groupmates. By making use of certain oaths, a paladin can also be healed more efficiently. Oaths may also be used to increase the healing efficacy towards others.

Paladins at Lord Tier

Paladins at lord tier usually serve as backup tanks. They usually use an oath of peace or evolution, cast shared boon, and rescue the tank when the mob is almost dead. This will either heal the tank or heal all the groupmates. They don't tank as well as monks or warriors because they have lower hp and lose out on a few tanking skills.

Their mana can also be used in a pinch for healing or casting offensive spells.

Subcategories

This category has the following 2 subcategories, out of 2 total.