*Disclaimer* – The content written in this guide is my own opinion and can be used freely by anyone. I only ask that if you use direct text from this guide that you give acknowledgment to where it came
II. Class Description
- a. General b. Archtypes c. Barriers d. Marks of Pariah
III. Skills & Talents
- a. Skills b. Talents c. World Skills
- a. Tank b. DPS c. Healer
- a. 04 – 10 b. 11 – 20 c. 21 – 30 d. 31 – 40
- a. Warriors b. Paladins c. Wardens d. Mages e. Healers f. Summoners g. Psionocists h. Scouts
- The paladin is one of the most complex classes in Allods. It requires a player who can multitask damage mitigation, damage, and healing. If you are reading this then you probably have also read many of my other posts through CB3 and CB4 on this board. Some of my opinions have caused quite a stir and many theorycrafters out there refuse to believe what I have tested over the poorly translated random RU forum threads that better fit what they *want* to hear. If you want a practical understanding of the paladin class and what their limitations are… this guide was made for you.
II. Class Description
- The Paladin is a jack of all trades. While other classes can specialize in a single role much better then a paladin, they do no have the versatility that comes with this class. A paladin can off tank, backup heal, and act as DPS with only a few changes to weapons and gear. There is simply no other class that can do this. That is the strength of the paladin and if utilized properly makes them an invaluable addition to any group. This also makes them incredibly complex to play. While a warrior just has to worry about agro management, a healer just has to worry about healing, and DPS classes only have to spam as much damage as possible… Paladins have to do all the above plus more.
The Kanian Knight
- Faction: League Race: Kanian Archetype: Templar Armor type: Leather from lvl 1, Plate from lvl 20 Weapon type: 1H mace, 1h spear from lvl 1, All 1H, 2H mace from lvl 10, All 1H, All 2H, Paired sword & dagger from lvl 20 Specific ability: “Knight’s Strike”, Inflicts melee damage and DOTs the enemy. Class background: Knights were initially the first warriors to make up the bulk of the Kanian army. They wielded the magic of Light, granted to them by Tensess. They acquired a reputation of being irreconcilable fighters against demons, and they served as the backbone of the Kanian armies that fought in the Great Astral Campaign. — Becoming a knight means spending your life serving the Church of Light, being an example of courage and selflessness on the battlefield as well as in civilian life. Recently, with the increased role of the Church in Kanian life, knights are usually assigned to command posts in important units.
The Elven Paladin
- Faction: League Race: Elf Archetype: Templar Armor type: Leather from lvl 1, Plate from lvl 20 Weapon type: 1H mace from lvl 1, All 1H, 2H mace from lvl 10, All 1H, All 2H except spear, Paired sword & dagger from lvl 20 Specific ability: “Paladin’s Triumph”, Inflicts deeper melee damage that might not be healed on the first heal attempt. Class background: There is a social aspect that explains the Elves readiness to accept the new teachings. Holy magic gives elves an opportunity to combine a life of service with beautiful status. It is something new that was unknown before which has given the Big Game of the Elven Houses a new impulse. — So, the Elves became not only priests, but they also joined the Templar order and called themselves “Paladins”. They tried to emancipate themselves not only through magic, but also in combat. This has been a significant revolution in the Elves position in the world of Allods.
The Xadaganian Commissar
- Faction: Empire Race: Xadaganian Archetype: Templar Armour type: Leather from lvl 1, Plate from lvl 20 Weapon type: 1H mace from lvl 1, All 1H, 2H mace from lvl 10, All 1H, All 2H except spear, Paired sword & dagger from lvl 20 Specific ability: “Commissar’s War Cry”, Lowers any damage received by party members. Class background: Commissars are a new kind of troops. They are the ideological chiefs of the Imperial army. Their weapon is their holy words, sanctified by the Magic of Light, and their personal example of courage and valor in the name of the Great Nezeb. Commissars are relatively new troops to the Xadaganian army. — They have not yet had the opportunity to prove themselves in battle or test their competency in combat. They are eager and willing to fight in order to show their loyalty to the ideals of the Church of Light.
The Orc Reaver
- Faction: Empire Race: Orc Archetype: Templar Armor type: Leather from lvl 1, Plate from lvl 20 Weapon type: 1H mace from lvl 1, All 1H, 2H mace from lvl 10, All 1H, All 2H except spear, Paired sword & dagger from lvl 20 Specific ability: “Reaver’s Coup”, Inflicts a direct melee damage and burns the enemy’s mana or energy. Class background: The first time Orcs met Templars was during the Second Astral Campaign when the armies of the League and of the Empire united to throw demons back to where they came from. At that time Kanian Champions and Orc Brutes were the backbone of the army. The holy wrath of templars and the savage rage of the Orcs ensured victory. That campaign showed that unbelievable thing can happen –former sworn enemies fighting on the same side, learning and estimating the powers of their rival. — Orc shamans wanted to bring up a Great Mage in the appearance of Orc templars. The new magic of Tensess, the magic of Light was an opportunity to learn something new. That is how Orc Reavers appeared. It is worth mentioning that there are not so many true followers of Tensess amongst Reavers. They generally treat the necessary Rituals only as necessity. — It is well known that only true believers of the Sacrifice of Tensess can become true Reavers, able to do miracles. They are not many among the Orcs but from day to day the number of those who kneel before the Church of Light grows. We can say that Tensess became a “hero” for the Orcs – they worship his spirit as well as the other Orc fighters who worship the spirit of Scull.
- Barriers are an interesting concept, but needs some tweaks. You start the game with 1 barrier and gain the second at 23 and the 3rd barrier at 40. This lets you ease into the barrier system and give you time to acquire a barrier awareness. By barrier awareness I am talking about knowing what is stored in your barriers and what damage you should mitigate if any. Barriers are not meant to mitigate a large portion of damage. You rely on armor, resists, and passive defensive (parry, block, dodge) to reduce a portion. Barriers are meant to remove crits and large hits that happen rarely but can kill most other classes. Barriers store the highest damage received. Your barrier will always absorb the first hits equal to the number of your barriers. So if you have 3 barriers the first 3 hits you take will automatically get absorbed. Once your barriers have damage in them they will store the 3 current hits for the highest damage. So if you are storing 3K, 6K, 4K, and then take a hit for 5K… You will take 3K (the lowest damage currently in a barrier) and that barrier will take the 5K hit instead. If you keep getting hit for 2K from that point forward you will take the 2K hits because the barriers have higher damage in them. Barriers only hold damage for 10 seconds so eventually they will break and you take what every damage was in the barrier that broke. View your barriers like an early warning system. You know between 1 – 3 damage amounts that will hit you if you do nothing. You can cycle through these hits and remove or lessen the ones that are considered too large for you to absorb. For example lets say you are storing 3K, 20K, 6K respectively. The 3K and 6K really are not that big, but you will want to remove the 30K. Use tenacity to move the 20K to the first barrier and remove 1 – 2K from the 3K hit. Then use overcome to reduce that 20K to maybe around 4K actual damage. In just two abilities you mitigated 18K out of 29K damage.
d. Marks of Pariah
- Marks of Pariah (MoP) are used to augment our combat abilities. Like combat advantage for a warrior certain paladin skills rely on marks to increase their power. The most common source for marks are from crusader’s blow and word. Marks from crusader’s blow will only be placed on the target if it actually causes physical damage. Word places a mark regardless of whether it gets resisted or not. The mechanic is pretty straight forward and does not need a lot of explanation. Crusader’s blow is the most essential part to any build for generating marks.
III. Skills and Talents
a. Skills1. Crusader Blow
- Range – melee. Energy consumption – (based on weapon speed). Cast time – instant. Cooldown – (Based on weapon speed) A powerful attack, inflicting x points of damage and stamps target with a Mark of the Pariah. Mark of the Pariah effect lasts for 15 seconds and stacks up to 3 times.
2. Righteous Word
- Range – 40. Energy consumption – 30. Cast time – instant. Cooldown – 20/15/10 seconds. Inflicts x points of Light damage and stamps target with a Mark of the Pariah. Mark of the Pariah effect lasts for 15 seconds and stacks up to 3 times.
- Range – melee. Energy consumption – (Based on weapon speed). Cast time – instant. Cooldown – (Based on weapon speed) A powerful attack that blows up all Marks of the Damned on enemy. Inflicts x points of damage. Inflicts additional x points of damage for each Mark of the Pariah. Every Mark of the Pariah is replaced by Isolation for 10 seconds. Target is slowed by 20%, 40%, 60% depending on number of Isolation effects. Restores 15, 25, 35 points of energy depending on the number of blown Marks of the Pariah.
- Range – . Energy consumption – 10. Cast time – instant. Cooldown – 10 seconds. Reduces damage stored in the first barrier by 40%/45%/55% + x points. Destroys the barrier.
5. Solemn Prayer
- Range – . Energy consumption – . Cast time – 12 seconds. Cooldown – instant. Templar prays to the Light, restoring 10/20/30 Canons. Can`t be used during a combat.
6. Canon of Light.
- Range – 30. Energy consumption – 20. Cast time – instant. Cooldown – 5 seconds. A party member with a lowest amount of health receives a continuous healing effect, periodically restoring x points of his health for 12 seconds. Can`t be used on the same target more frequently than once in 20 seconds. Each time the target is receiving damage, the healing time is reduced.
- Range – 15. Energy consumption – 10. Cast time – instant. Cooldown – 30/25/20 seconds. Forces the target to attack the Templar. An enemy player must inflict damage equal to 10%/15%/20% of Templar`s health in order to restore an ability to attack other targets.
- Range – 40. Energy consumption – 20. Cast time – instant. Cooldown – instant A Templar`s Word that blows up all Marks of the Pariah on enemy. Periodically inflicts x points of Light damage for 16 seconds. Inflicts additional x points of damage for each Mark of the Pariah. Crusader Blow used on target will generate 300% more aggression.
9. Healing Touch.
- Range – melee. Energy consumption – 20. Cast time – instant. Cooldown – 120 seconds. Templar restores x points of targets health by the cost of his own strength. For next 15 seconds Target’s energy will not recharge and his movement speed will be reduced by 50%. Can not be used if target have more than 95% of health. Consumes 3 Canons.
10. Strike of Justice
- Range – 25. Energy consumption – 16. Cast time – 2/1.5/1 seconds. Cooldown – 20 seconds. Templar rushes to the target, inflicting x points of Light damage and stunning it for 3/4/5 seconds.
11. Purge Pain
- Range – . Energy consumption – 15. Cast time – instant. Cooldown – 60/55/50 seconds. Nullify damage stored in the first barrier. Destroys the barrier.
- Range – . Energy consumption – 10. Cast time – instant. Cooldown – 4/3/2 seconds. Lowers damage stored in the first barrier by x points. Does not destroy the barrier, moves it to the end of the queue instead. Resets destruction timer of this barrier.
- Range – . Energy consumption – 10. Cast time – instant. Cooldown – 25 seconds. Distributes damage stored im all barriers between them. Resets destruction timer of all barriers to maximum.
14. Power of Light
- Range – . Energy consumption – 20. Cast time – instant. Cooldown – 5 seconds. Spell affects an ally with a lowest amount of health. Restores x points of health of the target in 2 seconds. After that effect moves to another nearest ally with a lowest amount of health. Prayer is able to heal 3/4/5 targets. Consumes 4 Canons.
- Range – 10. Energy consumption – 20. Cast time – instant. Cooldown – 35 seconds. Powerful attack blowing up Marks of the Pariah. Inflicts x points of damage, silences the target for 1/2/4 seconds per Mark of the Pariah. Creates 4/5/6 Canons. Number of canons can`t exceed maximum.
16. Light Nova
- Range – . Energy consumption – 30. Cast time – instant. Cooldown – 15 seconds. Restores x points of health of all party members. Consumes 6 Canons.
- Here is a link to the paladin talents. Going through one by one would be extremely long and tedious.
c. World Skills
- Energy consumption – 0 Cast time – Always on Cool down – Always on Aura that heals all party members for x health every 5 seconds. Aura renews itself automatically every 10 seconds.
Gift of Tensess
- Energy consumption – 0 Cast time – 15 seconds Cool down – 20 hours Non-combat rez that brings a single character back to life with 5% health.
- Energy consumption – 10 Cast time – instant Cool down – 30 seconds Removes all fear effects from paladin. Makes paladin immune to all fear effects for 10 seconds.
a. Tank** I want to clarify a post I made earlier in the CBs. Paladins do have a tanking role in the game. While warriors are by far the better tanks for small instances and trash pulls, paladins are the superior tanks when dealing with raid bosses. The raid boss damage is so great that it nullifies the usefulness of renewed vitality. While an agility tank warrior could handle a raid boss, they would not match the paladin’s capabilities. So for 10% of the tanking content out there paladins are the main tanks… for everything else warriors are better. **
- Light Tank –
- Tank/Healer –
- Physical DPS –
- Light DPS –
- DPS/Healer –
- Full –
a. 4 – 10
- The tutorial will level your character to 4. There are two distinct ways to level… with CS and without. Obviously with CS items like waters will allow some flexibility to use the best builds during certain levels. Keep in mind that this leveling guide will be a faction neutral as possible to no specific quests will be mentioned. Getting to level 10 is pretty easy. While 4 – 7 can be slow because of poor itemization, it picks up speed from 8 – 10. If you have access to the CS… I would suggest pumping stamina with all your points. For skills crusader blow and retribution will be your bread and butter. You can ignore overcome until after level 10 This will allow you to cap out CB and retribution. Light builds will need to acquire a water of death at some point or assistance leveling up through level 15 or even higher. You may be tempted to put points into Canon of Light… this is a mistake that will take a water of death later on to fix.
b. 11 – 20
- If you are going to spend money in the CS or making a healer hybrid these levels become quite easy. Wave of life is such a significant boost during these levels it will be hard to part with it if going full tank or DPS. For example at lv 14 I was able to solo a lv 13 zombie elite on the empire side that typically takes a full group with high level assistance. It is by far the fastest way to level to lv 25 when you gain access to Power of Light. You will be able to do most elite quests without assistance and have a very effective group heal when in parties. It will also help generate AOE agro when tanking at lower levels.
c. 21 – 30
- This level range can be hot or cold for leveling. A light DPS can start AOE grinding at level 25 which can speed up XP gain when fatigue is gone. 2H DPS specs will start to see their damage increase quite a bit as they get access to more ruby talents. At the same time gear can be be an issue unless you grind faction, something I highly recommend. Quests in Aseteph and Eljune are plentiful enough that with a group you can hit high 20s relatively easily and quickly. Use fatigue to your advantage to level the quickest.
d. 31 – 40
- The final stretch is arguably the easiest to level. From 30 – 34 coba plateu now gives enough quests to limit the need to grind. Coldberg quests will get you to 35/36. Dragon ring and Avalon will get you to 38. Finally Yasker will get you the final two levels. You will be doing a couple of instances during this time for extra rubies and world skills to help when quests are low. Honestly there are more quests during this time then needed if you plan around your fatigue. The only thing that can become a problem is gear. Get your one chest per day religiously and use runes to maximize your chance for specific types of gear. Make friends with a crafter or craft yourself as end game gear caps at 37 until you get into astral space or heroic instances.
- Simply put… You will not beat an equally geared and able warrior. They simply have too many CC abilities (intimidate, disarm, knockdown, stun, fear) and can mitigate too much physical damage for a paladin to win consistently. Chances are you might get 10 hits off on the warrior as they repeatedly lock you down until dead.
- Comes down to build and luck. Most of the time equal paladins will duel to a draw. With penance and nova there is simply too much healing compared to dps.
- Most wardens I have come across were easy kills. You will have to wait for their CC to be on cool down then snare them and burst DPS. They do not have the armor to withstand the damage for long and while renew prolongs their death, it is not enough to prevent it.
- Mages are difficult for any physical damage built class. Icy grave along with stone barrier makes them almost impossible to kill. The only way to win is prolong the fight to make them bored. If you have low elemental resists your chances of winning are slim to none. The last time I won against a mage… the fight took 20 minutes. Finally an icy grave failed and stone barrier was on cool down.
- Another class that will take a huge amount of time to kill. The only easy healer kill is one where you down him/her in a 5 sec SoJ stun. Otherwise prepare for a long fight where rejuvenate usually wins the day for healers.
- Summoners rely on dots and pet damage to kill their targets. Neither of which are particularly hard for a paladin to counter. Their primary CC is fear which can be countered by our world skill. Their low armor means they drop fast once you lock on to them in close range.
- Another heavy CC class that gives paladins trouble. It comes down to who sees who first. A single SoJ stun can be enough for a paladins DPS to kill the psi. At the same time a psi can lock a paladin down in stuns and assassin us in just a few seconds.
- Once again… heavy CC scouts will kill a paladin 9 out of 10 times. Nova can keep you alive for a while hoping for a CC resist of the scout to trip up on their rotation. Scouts are typically very squishy and usually drop in just a couple of hits if the paladin can get off a SoJ.
- The paladin is a very versatile class that can fit many roles. While the lack of specialization means they are not masters in any particular field. No other class can step into the roll of healer, DPS, and tank quite like a paladin. This class can be frustrating at time with the number of stats needed to be successful and the general mechanics of the class. Lack of energy is a constant enemy for the paladin as is CC effects. There are few classes a paladin cannot kill in PvP and always a valued member of any party. If you like to multitask and can handle the complexity of the class it can be very fun.