Why Should you choose to become a paladin?

Introduction.

When you decide to role a paladin, don’t expect to be rolling the main tanking class, instead be prepared to roll a class that can off tank almost anything, tank most major bosses, do major party heals and stun a target for over a third of the battle. The paladin is also one of the most hardest class to micromanage. This is due to the fact that we have many resources to look after such as our barriers, cannons, health and cooldowns. Paladins are somewhat comparable to the warrior, we both have a “charge” ability and we both share the skill challange, but the main difference between a paladin and a warrior is the fact that paladins can use holy damage while the warrior is completely physical. The advantage of having holy spells is that we can selfheal for extreme amounts which basically helps us solo any game content.

Paladin Races.

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Barriers.
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Paladins , as well as other classes, has many distinctive features. The paladins distinctive feature is the ability to manage damage using the so called “barriers”. These barriers delay all damage for 10 seconds. After the 10 seconds are up, the barrier breaks and the paladin receives all damage within the barrier. Damage within barriers may be nullified with the use of various skills. Upon using a barrier skill, the barrier will either break or reset back to 10 seconds. Amount of barriers depend upon level: the first barrier comes free at level 1, second barrier comes at level 25 and third barrier comes at level 40. These barriers are extremely important for your paladin if you want to compete in both pve and pvp.

Marks of Pariah. ImageImageImage

The Mark of Pariah is debuff you can apply to an enemy which can be detonated to do mass amounts of damage. The Marks stack up to a maximum of three and are extremely important for any kind of rotation. Every single paladin dps skill is based on these marks with the exception of Sword of Justice and Vindication. Marks are most commonly stacked using the melee skill Crusaders Blow, you will be using this skill no matter what your build is. Marks may also be built up by using skills such as your racial and righteous word. Once you stack up three marks, its generally a good idea to blow them up using a high dps skill such as retribution, sacred sunrise or Penance depending on your build.

Canons. Image

Besides the use of energy, the paladin has another resource that is mainly used for its ability to heal. Canons. The amount of cannons you can carry is based on what your Lights guidance rank is. Canons are carried in your inventory and are bound to the player.

Role in a Group.

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The paladins role in a group is split between two roles: Tanking or dps. This is further divided into whether if you wish to serve as a physical paladin or a holy paladin. The difference between the two of these are the skills they use. Physical paladins only use physical attacks while the Holy paladin completely ignore these skills and purely use holy skills with the exception of Crusaders Blow.

Developing your Paladin.

So have you finally decided that the paladin is the class for you? If you have, your probably eager to get to the game cap as fast as possible. For leveling, youll probably want to stick to physical dps since mobs will fall rapidly before your feet.

level 5:
http://allodsbase.com/ru/talents#-28xmxyy

level 10:
http://allodsbase.com/ru/talents#-28x17xyy

level 15:
http://allodsbase.com/ru/talents#-28x3nx61086w2yy

level 20:
http://allodsbase.com/ru/talents#-28x47nx6308fo0yy

level 25:
http://allodsbase.com/ru/talents#-28×98 … 0y20g41g0y

level 28:
http://allodsbase.com/ru/talents#-28xd8 … 0y20g4fg0y

level 30:
http://allodsbase.com/ru/talents#-28x2d … fg0y20g4w3

level 35:
http://allodsbase.com/ru/talents#-28x4d … g0y24hs4w2

level 40:
http://allodsbase.com/ru/talents#-28xmd … 820i4hs4w2

level 45:
http://allodsbase.com/ru/talents#-28×10 … 830i6hs4w2

This build is just for leveling. I highly advise you respec to something else after you hit level 45, your gateway to endgame.

Equipment.

Equipment is probably the best indicator of a paladins strength. A paladin is like a fine wine, at first they’re cheap and can fall easily with quick light blows but as your paladin gets better and better gear, he’ll start to become an unstoppable force that can crit for up to 100k shots and self heal back to full health with the click of a button. From level one, paladins may equip leather gear and starting from level 20, can start wearing plate.

Key stat points.

Stats of any class play a key role in the effectiveness of the character. Correctly balancing all of your stats is the key to success. As a paladin, you must be very careful on which stats you choose to alter.

Here are a list of stats that affect the paladins dps capabilities:

Strength: the value of this stat is directly proportional to how much all of your dps skills, healing skills, and barrier management skills strike for. This stat plotted on a graph is linear which basically means the more the merrier.Finesse: affects armor penetration and is a nonlinear stat. Keep this as low as possible if your a holy paladin.Expertice: reduces the amount of times you miss the target. This stat affects your ability to out heal wound complexity. Its best to keep at around 10% through 13%. Also used to penetrate holy resistance as a holy paladin.

Luck: affects the number of critical strikes done and glancing blows done for both dps and healing. A critical strike is where your hit strikes for two times the damage and a glancing blow is where you hit for half the damage.

Here are a list of stats that affect the paladins defensive capabilities:

Endurance: Affects the amount of critical hits taken by the Paladin. This skill counters the enemies luck. A successful paladin usually keep his Endurance at around 5%Stamina: The value of this characteristic is directly proportional to the amount of health points you have. The more the merrier.Agility: Affects the amount of dodges, parries, and blocks done by the player. This stat counters the enemies expertise. It’s worth keeping this stat at 15% to 20%.

Other stats that are important to the paladin:

Willpower: Gives a chance to not get stunned by an opponent or have their stuns duration reduced. This stat opposes an enemies Conviction.Conviction: Increases the chance to apply stuns. It also increases the duration of various stuns.Rage: Increases the amount of wound complexity able to be dealt on an enemy their by impairing their ability to heal back to health. This stat is countered by agility.

The types of Paladins.

Starting around endgame, youll notice two different kinds of paladins: the Physical Paladin and the Holy Paladin. Lets talk about their diffrences.

Physical Paladin:

Pros:

Cons:

Holy Paldin:

Pros:

Cons:

Over all, the Holy Paladin has the potential to be just as good as his Physical counterpart but it requires a lot better gear and dedication to do so. The Paladin is one of the strongest classes in the game but due to its dependency on gear, results wont come so quick.
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The Physical Paladin.

Choose your Weapon!

As a physical paladin you have a wide selection of various weapons. Your three main weapons of choice are as follows:

The two hand sword

The two hand spear

The spear and board

The sword and board

All other weapons we can wield aren’t anywhere as desirable as these four are.
The two handers are perfect for dps and the ones that come with a shield, are really nice for tanking. Keep in mind though that the difference between the sword and spear is the damage and speed difference. Spears are faster and deal less damage while swords are slower and deal more damage. If you do how ever come across a superior axe or mace while leveling, it would be a nice idea to ditch your old weapon and switch to it even if your old weapon was a sword or a spear.

Talents.

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Your base minimum talents.

http://allodsbase.com/ru/talents#-28x4u … 0yy20hs4w2

first row.

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Inflicts the target with a ton of damage and stamps him with a Mark of Pariah.

Our bread and butter skill, your main mark maker. You should bring this up to rank three as soon as possible because most of our dps comes from this very skill.

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Detonates the stacks of Mark of the Pariah effect on the target and inflicts alot of damage. Inflicts additional damage for each stack of the Mark of the Pariah effect detonated. Returns a certain amount of energy depending on the amount of detonated Marks of the Pariah.

Our second bread and butter skill, this skill will unleash all your marks, restore you for a certain amount of energy, and do mass amounts of dps. Try getting this skill to rank three after crusaders blow.

row two.

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Reduces the damage in the first barrier by 40%/45%/55% and some additional damage. Breaks the barrier.

This spell has a cooldown 10 seconds but is really useful when you have a barrier with digits over 50k. Must have, rank 3 required.

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Restores one canon of light every 3 min/ 2min/ 1min allows you to hold up to 10/20/30 canons at a time.

Put around two ranks into this talent because this talent will be our main source of heals. Dont get any ranks in this skill till you gain access to Surge of Light as it will be useless till then.

row 3.

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Recites a “prayer” that compels the target to attack you. The target must inflict damage equal to 10% /20%/ 30% of your maximum health before being able to attack another target. Cooldown increased by 100% when used in pvp.

This skill, perfect for when it comes time for you to off tank. The main tank is down to 7% health and everyones in panic mode, use this skill, off tank and stall the battle to give healers enough time to heal back the main tank to 100% health then pass back aggro. Also useful in pvp were you can challange a enemy thats halfway across the map who is also attacking your friend. It confuses them so badly! rank 1 without searing justice, rank 3 with searing justice.

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Detonates the stacks of the mark of the Pariah effect on the target and inflicts damage every second to 16 seconds. Inflicts additional damage for each extra stack detonated. Crusaders blow creates greater aggro while Condemnation is on.

This skill is used mainly for tanking. It increases cb’s aggro generation by 400% at all ranks so keep this at r1 at most.

row 4.

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Causes you to rush to the target and inflict damage. Stuns the target for two seconds, making them unable to move or use abilities.

This talent has a a terrible stun time, cast time, and dps but its always a great way to enter a new battle. Rank 1.

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Removes all damage stored in the first barrier. Does not break the holy barrier.

Rank one is required. Very very effective for removing crits over 300k+

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Reduces the damage stored in the first holy barrier. Refreshes the duration of the first holy barrier and sends it to the back of the line. Does not break the holy barrier.

This skill is a must. Bring it up to rank 3 as quickly as possible if you wish to survive anything. This skill is great for renewing a hard hitting barrier while waiting for other skills to cool down.

Row 5.

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Heals the friendly target with the least amount of health thats within a 30 yard radius. Jumps to the next target with the least amount of health and heals them for the same amount. Can heal up to five targets. Consumes 4 canons of light.

This skill will be your main healing spell. The burst heal of this spell is fantastic and with the right stats, can heal up and over half your health at a time. rank 2-3.

row 6.

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Detonates the stacks of the mark of the Pariah on the target to inflict damage. Makes the target unable to cast spells for 1 sec/ 2.5 sec/ 3 sec for every stack of the mark of Pariah detonated. restores 4/ 5/ 6 canons.

This spell does a ton of damage but with the downside of a long cooldown. Rank three if you want to fight healers and other magical classes. Nice burst damage so always use this skill as opposed to Retribution when ever its cool down is over.

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Decreases your armor by 30%. Your physical attacks increase physical damge done by all party members by 5%/ 10%/ 15% for 10 seconds.

Dont invest any points into this skill until you can do activities such as GT or higher level heroics. Then you might want to start thinking about it.

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Rubies.

Crusaders blow Grid bottom half:

http://allodsbase.com/ru/talents#-29xlx670avt5yy

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There are a couple important rubies here that the physical paladin will want:

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I have five here but each only give 3% strength. You want all that 15% at one point or another.

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Its a nice dot that inflicts a nice amount of damage. I know it says it only hits for 1.3k right there but just ignore that! My friends atonement hits for 6k a tick. A must for any successful physical paladin.

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This skill increases crusaders blow damage by 3% /6% /9% though Im not quite sure its worth the three rubies. It could be better invested elsewhere but if you have left over rubies, just plop them in here.

Righteous Word Grid Upper half:

http://allodsbase.com/ru/talents#-29xlxy2kvl8s2w6y

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This part of the Righteous Word grid is all about tanking. For leveling, these rubies are useless, only take them if your serious about tanking.

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This skill is not what it seems. Dont take it thinking it will be a practical heal, think of it as a upgrade for Overcome. The heal will cover up for the damage taken from the barrier braking and if the barrier was low enough, you might get a minor heal, 10k at most. Good for staying on top of hp, only for hardcore tanking paladins.

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Nice damage reduction… not really necessary because runes already serve as your damage reduction. If your runes aren’t good, I recommend this ruby

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Compliments Tenacity very well. Practical for lowing a barrier that you want to use overcome on.

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Perfect if you want to tank bosses like lb’s last boss, which uses heavy cc’s and dbc’s last boss who also uses lots of stuns.

Righteous Word bottom half:

http://allodsbase.com/ru/talents#-29xlxy20glfp7y

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Does VERY nice damage, perfect for boss fights doing AoE damage.

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A must, greatly reduces the amount of luck one needs in order to crit 24/7.

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3% /6% /9% increase to all physical dps. A must, especially since all your main dps attacks will be physical.

retribution left half:

http://allodsbase.com/ru/talents#-29xlxyy1o830i6hu4s0

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If you don’t have the complete set of these rubies, the only person you’ll be hurting is yourself. With all 4 of these rubies, you’ll get a 12% increase in luck… that’s around 36 luck points if you already have 300 luck!

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This is such an awesome ruby, especially since there’s three of them. Don’t miss out on the chance to increase your heals by 30%!

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Increase the dps of both Retribution and Penance by 15% in all? What more can a Physical Paladin ask for?

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Get this ruby if your really into party vs party or raid vs raid pvp. This ruby is also really nice for heroics or GT. Don’t get this ruby if you plan on tanking… whats a tank that gets rewarded when one of his party members die?

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This talent is a must if you wish to do GT. Its also quite helpful in pvp, when I was level 27, I Fullishly got this skill instead of more important dps boosting ones and when I was in charge of a party, we owned the entire zone since I could rez fallen comrades during the action. Very useful if you wish to rez a tank in the middle of battle but if you are the tank yourself, this ruby is a waste. Otherwise, get it near endgame.

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Your skill bar should look something like this:

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Notice how crusaders blow isn’t placed in the first slot but rather, in the second slot? This is to make crusaders blow, your most used skill, to be closer to the center of your skill bar allowing you to reach farther keys such and 7 and 0 rather than having it cramped into the corner. Instead, in slot one, you may want to put a emergency skill such as rightous word, your racial, vindication, or other skills that have long cooldowns.

On the top top right hand corner, you may notice I have lots of items (mainly for pvp) hidden there. My warden beers, strange hats, speed pots, horse ect, these are all items of luxury that make pvp and pve a little easier but their quite costly and hard to find so I use them only out of necessity. I find it easier to just click these instead of actually using their hot-keys.

Below this row, I have a row devoted to mainly martyr skills suck as Salvation and Gift. I also have cradled there renewed courage. This skill is manly used for fighting mages and since its so close to warden beer: the best cure to meteor, I can easily spam renewed courage and follow up with my beer.

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The Holy paladin Paladin.

The Holy Paladin’s Assortment of Weapons.

As a Holy Paladin you have a much strict and smaller range of weapons. The weapons we use are few and far between so it is therefore a good idea to not level as a holy paladin. Your two main weapons of choice are as follows:

 

The sword and dagger

The spear and board

Weapons for the holy paladin dont effect our damage, infact, I was able to compete with other classes my level in terms of dps with just a white sword and dagger. The spear and board should be used for soloing purposes and are actually quite nice for pvp.

Talents.

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your base minimum talents

http://allodsbase.com/ru/talents#-28xed … 4y23ilt4o0

first row.

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Inflicts the target with small amounts of damage and stamps him with a Mark of Pariah.

This is our bread and butter skill due to its ability to build marks but it brings us no dps since this spell is physical. Leave at rank one.

[img][IMG]http://i54.tinypic.com/ay3t5z.png[/img][/img]

Recites a prayer that inflicts damage and stamps the target with the mark of the pariah affect.

Pretty much a great skill for starting and ending a fight. Perfect for pulling in mobs, and perfect for hanging ko’s. Rank 3 + rubies.

row two.

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Reduces the damage in the first barrier by 40%/45%/55% and some additional damage. Breaks the barrier.

This spell has a cooldown 10 seconds but is really useful when you have a barrier with digits over 50k. Must have, rank 3 required.

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Restores one canon of light every 3 min/ 2min/ 1min allows you to hold up to 10/20/30 canons at a time.

Put as many ranks as possible into this talent because this talent will be our main source of heals. Don’t get any ranks in this skill till you gain access to Surge of Light as it will be useless till then.

row 3.

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Recites a “prayer” that compels the target to attack you. The target must inflict damage equal to 10% /20%/ 30% of your maximum health before being able to attack another target. Cooldown increased by 100% when used in pvp.

This skill, perfect for when it comes time for you to off tank. The main tank is down to 7% health and everyones in panic mode, use this skill, off tank and stall the battle to give healers enough time to heal back the main tank to 100% health then pass back aggro. Also useful in pvp were you can challange a enemy thats halfway across the map who is also attacking your friend. It confuses them so badly! rank 1 without searing justice, rank 3 with searing justice.

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Detonates the stacks of the mark of the Pariah effect on the target and inflicts damage every second to 16 seconds. Inflicts additional damage for each extra stack detonated. Crusaders blow creates greater aggro while Condemnation is on.

A must for any holy paladin. The damage from the dot alone is superb and with rubies, it can last for over 21 seconds. Good for long boss fights and for killing warriors. My favorite skill of all. rank 3 and rubies if you want to be taken seriously.

row 4.

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Causes you to rush to the target and inflict damage. Stuns the target for two seconds, making them unable to move or use abilities.

This talent has a great amount of dps and the time recoil and charge gives you enough time to catch up on your energy. Though the stun is a little shabby, its either rank one or rank three + rubies. Your Choice.

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Removes all damage stored in the first barrier. Does not break the holy barrier.

Rank one is required. Very very effective for removing crits over 300k+

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Reduces the damage stored in the first holy barrier. Refreshes the duration of the first holy barrier and sends it to the back of the line. Does not break the holy barrier.

This skill is a must. Bring it up to rank 3 as quickly as possible if you wish to survive anything. This skill is great for renewing a hard hitting barrier while waiting for other skills to cool down.

Row 5.

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Heals the friendly target with the least amount of health thats within a 30 yard radius. Jumps to the next target with the least amount of health and heals them for the same amount. Can heal up to five targets. Consumes 4 canons of light.

This skill will be your main healing spell. The burst heal of this spell is fantastic and with the right stats, can heal up and over half your health at a time. rank 3 or you fail as a holy paladin.

row 6.

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Detonates the stacks of the mark of the Pariah on the target to inflict damage. Makes the target unable to cast spells for 1 sec/ 2.5 sec/ 3 sec for every stack of the mark of Pariah detonated. restores 4/ 5/ 6 canons.

This spell gives does no damage at all for us holy paladins but, no need to fear! The restoration of canons and the silence is perfect for our style. Rank one will suffice, any higher and your wasting your talents.

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Decreases your armor by 30%. Your physical attacks increase physical damge done by all party members by 5%/ 10%/ 15% for 10 seconds.

Dont invest any points into this skill until you can do activities such as GT or higher level heroics. Then you might want to start thinking about it.

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Rubies.

Crusaders blow Grid bottom half:

http://allodsbase.com/ru/talents#-29xlx63087viyy

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There are a couple important rubies here that the Holy paladin will want:

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I have five here but each only give 3% strength. You want all that 15% at one point or another.

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This DoT does garbage damage without finesse. Even though this ruby certainly is better well spent elsewhere, it’s still in the way of many important rubies so you might as well get it them all while you’re at it. I kind of like it for filling up a paladins barriers. Caters to the lazy by finishing off a low level enemy without having to spend your own precious time to actually turn around and hit him again.

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What? A ruby that increases all holy damage by 15% and increases condemnations duration by six seconds? Two in one! This ruby is a must for all Holy Paladins.

Righteous word grid center:

http://allodsbase.com/ru/talents#-29xlxyk718w4y

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This ruby basically makes Sword of Justice instant cast. At times I’m able to get crits of up to 50k with this. It’s a great opening move in pve, great dps in pvp, and it serves as a faster way of transportation. Invest in these rubies after you max out Sword of Justice.

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With rank three righteous word, this ruby lowers its cast time all the way down to 6 seconds. I find this skill to be really useful in pvp against warriors as it goes right through their stony resilience. You can also utilize this skill in pvp with a righteous word SoJ combo. Basically, all you do is run backwards, cast righteous word, then SoJ back to action.

retribution grid:

http://allodsbase.com/ru/talents#-29xlxyy1uo412bilt4o0

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This is by far the most important ruby for the holy paladin. If you dont have this at rank three, you’re not a holy paladin. Not having this ruby is like a healer without verdict or a scout without tesla arrow. GET THIS TO RANK THREE NO EXCEPTIONS. This skill is what defines the holy paladin and without it, were just weak summoners without pets. Expect crits up to 80k with this skill. 15 meters AoE means you’ll have no problem grinding.

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This is such an awesome ruby, especially since there’s three of them. Don’t miss out on the chance to increase your heals by 30%!

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If you don’t have the complete set of these rubies, the only person you’ll be hurting is yourself. With all 4 of these rubies, you’ll get a 12% increase in luck… that’s around 36 luck points if you already have 300 luck!

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Get this ruby if your really into party vs party or raid vs raid pvp. This ruby is also really nice for heroics or GT. Don’t get this ruby if you plan on tanking… whats a tank that gets rewarded when one of his party members die?

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This talent is a must if you wish to do GT. Its also quite helpful in pvp, when I was level 27, I Fullishly got this skill instead of more important dps boosting ones and when I was in charge of a party, we owned the entire zone since I could rez fallen comrades during the action. Very useful if you wish to rez a tank in the middle of battle but if you are the tank yourself, this ruby is a waste. Otherwise, get it near endgame.

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Your skills should now look like this:

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Oooh I love this set up! The reasoning behind putting rightous word in position one is because its a great pulling spell. Being right next to your bread and butter skills crusaders blow and sacred sunrise makes it all the more reachable. Basically, the first four skills on the bar are all you need for pve. 5 and 6 will serve as your barrier spamming skills, 7 will stand as your one and only heal which is generally used out of combat or in pvp and number 9 is actually quite reachable if your hands are as big as mine. All the other skills are built for pvp purposes only.

On the top top right hand corner, you may notice I have lots of items (mainly for pvp) hidden there. My warden beers, strange hats, speed pots, horse ect, these are all items of luxury that make pvp and pve a little easier but their quite costly and hard to find so I use them only out of necessity. I find it easier to just click these instead of actually using their hot-keys.

Below this row, I have a row devoted to mainly martyr skills suck as Salvation and Gift. I also have cradled there renewed courage. This skill is manly used for fighting mages and since its so close to warden beer: the best cure to meteor, I can easily spam renewed courage and follow up with my beer.

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Lets talk about pvp bro >:D

Pvp as a paladin is extremely exciting. Pvp in Allods usually occur in two level ranges: levels 24-28 aka the Asee-Teph pvp time period and level 40-47 pvp, the end game pvp. I have therefore decided to split this part of the guide into two sections: the Asee-Teph pvp section and the Kirah and beyond pvp section. Die League >:D

The Battle for the Holy Lands. [24-28]

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The Holy Lands consist of the zones Coba, Asee-Teph, and Eljune but the war for the Holy Lands itself is mainly faught over at Asee-Teph. After the level of 28, players level 20-27 will have the ability to one shot you if you are standing on Asee Teph soil. It is therefor recommended for anyone wishing to make pvp alts to keep there paladins locked at level 28. The advantage of being in Asee- Teph while level 28 is the ability to wear Eljune respected gear. Eljune respected gear will give you a huge advantage over the others at Asee-Teph, all those league will be crying! About your builds, as a pvp alt, you wiilll want to stay physical, no holy paladin schemes unless your level 40. Especially since sword & dagger and finesse-less gear is so rare. Your best bet is to stay physical as that is what will be pumping the greatest amount of dps onto the field.

As a pvp physical paladin your build should look something like this: http://allodsbase.com/ru/talents#-29x5o … w6y20ge6g0

Basically, the paladin, being the most unkillable class at this level, will play the role of carrying the war banner for your party and fraction. You will serve also as the main burst dps. Try to kill your enemy before your energy bar hits zero. If your opponent is still alive by then, let team mates get his attention while you “make a strategic retreat” running as far as you can till you cleared all your barriers and have your energy back to 100%. Then rinse and repeat this strategy till all of the league *ehem* I mean till all your opponents are dead. As the carrier of the war banner you’re going to be the man in charge and be the most hated by your enemies… good luck and happy killing >:D

Savior of the universe and master of time travel. [42-47]

So you finally made it this far did you? You finally made it to endgame, the stage were mind blowing astral pvp comes into play, where raid vs raid action finally occurs, and where youll finally be at the top of everything. After long stretches of questing and leveling you finally make it to endgame. First off, try to get at least three/fourths of your gear in epics and level 4 runes minimum. Once that is settled, it is time for your pvp adventure to unfold.

Pvp in endgame mainly occurs in two locations: Kirah and Arena of Death. Arena of Death is 24 vs 24 pvp, kill anything that moves and don’t be afraid of dying for there is no penalty for it in here. In Kirah, You’ll be facing a area that much resembles Asee-Teph, just pull out a war banner, find a party, march over to League side and start owning everybody. In astral, you’ll wanna camp outside of the league home allod and own anything that leagues the allod.

As paladins, we must follow certain guidelines for honest pvp:

1) If you see a low level enemy, dont kill him unless:
a. you can SoJ off of him to get to your destination faster
b. he’s being babysitted by a high level player
c. Hes a low level ganker ganking even lower levels.

2) Any enemy that has a banner is fair game
a. yes this includes low levels and high levels alike
b. if you have to, gather a group to take them down

3) Dont kill a enemy who obviously isnt in the mood for pvp unless:
a. you can SoJ off of him to get to your destination faster
b. you really really hate him and are in a bad mood

4) For every other kind of pvp interaction, own your enemies bad >:D
a. dont forget to make them suffer!
b. Dance over their floating orb till they purg

Here are your chances of owning various classes as a holy paladin during a 1v1 fight:

Mage [chance of paladin winning: 100%] – a mage has no protection from holy damage which allows us to kill them without effort. Mages are easily killed with condemnation (3 stamps + trinket). Also, do not ignore Sword of Justice, all holy damage goes through barriers.

Warrior [chance of paladin winning: 60%] – presents some risks for holy, as most of the damage is absorbed by stony resilience. Often all damage from sacred sunrise is completely absorbed so it is better to kite and use only condemnation. If the warrior impedes a fear affect on you, immediately use renewed courage. It is best to keep condemnation up and kite the whole battle.

Priest [chance of paladin winning: 80%] – the priest’s healing is a big problem for holy, our primary damage comes from Dots. The melee priest is very well composed. Against him, kite and use barriers constantly… The key to most healers is their low supply of mana.

Paladin [chance of paladin winning: 80%] – Holy paladins have a advantage over physical in pvp. Be sure to kill with Condemnation by slowly torturing them… Often use Sacred sunrise.

Scout [chance of paladin winning: 90%] – Represents no danger. Condemnation (3 stamps + trinket) -> Rightous word -> Crusaders blow (3 stamps) -> sacred sunrise and the battle is over.

Psi [chance of paladin winning: 90%] – this is the same as scout: they represent no danger, they’re just annoying, otherwise they’re a free kill.

Warden [80%] – killed easily. Biggest threat is anti healing potion. Look carefully for stitching debuffs. As soon as pets out of energy, pew pew pew pwn them.

Necromancer [50%] – the most difficult class as they throw DoTs, fear, and constantly kite. Always follow on their tale as there’s no point in kiting a caster class.

Here are your chances of owning various classes as a physical paladin during a 1v1 fight:

Mage [chance of paladin winning: 50%] – The most important thing to do when fighting a mage is to tear down their barriers as fast as possible. This can be done with a trinket, an AoE or by knocking them out one by one. After their barriers are gone, burst dps them till they fall to the ground.

Warrior [chance of paladin winning: 100%] – With the ability to use barriers while were stunned, warriors and their mass burst chains will be doing little damage to us anymore. Keep on their tale till they die and heal when you need to.

Priest [chance of paladin winning: 80%] – the priest’s healing is a big problem for physical. The best plan of action is to keep on their tale and never give them a second of peace. If they pop a bubble just laugh at them.

Paladin [chance of paladin winning: 50%] – It all comes down to if your enemy is holy or physical, if he’s physical it comes down runes and gear, if he’s holy, remember to silence him and burst dps him as holy paladins generally aren’t well equipped and may be seen running around with leather gear. Take advantage of this.

Scout [chance of paladin winning: 90%] – Represents no danger. You can probably kill a scout in three blows but that’s only if you see him first

Psi [chance of paladin winning: 90%] – this is the same as scout: they represent no danger, they’re just annoying, otherwise they’re a free kill.

Warden [80%] – killed easily. Biggest threat is anti healing potion. Look carefully for stitching debuffs. Be careful of pet army skill, you’ll have to kill the warden quick or he comes up with all these super powerful spells.

Necromancer [50%] – the most difficult class as they throw DoTs, fear, and constantly kite. Necromancers now have rubies to inta- rez a pet in combat so killing the hellion wont work anymore.

Paladin Videos.

Level 26 pvp by Yatta:

Level 27 pvp by Pint:

Level 40 pvp holy by Ahoryu:

Level 45 holy pve by Phoe:

Level 42 physical paladin own league by Barut:

level 40 physical pvp by Greynord:

level 42 pve solo red ring by Galleberger:

Conclusion.

I hope you enjoyed this guide, I will adding / fixing this guide with the coming and going of future patches. I would also like to see comments in what to add to this guide. Thanks for taking your time to read and dont forget to leave a comment!



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