Chant Level |
Name |
Base Points healed |
Actual Points healed |
Range |
2 |
Minor Refreshment |
3 |
3 |
1500 |
5 |
Lesser Refreshment |
5 |
5 |
1500 |
8 |
Refreshment |
8 |
10 |
1500 |
12 |
Major Refreshment |
11 |
13 |
1500 |
16 |
Greater Refreshment |
14 |
17 |
1500 |
20 |
Crusader's Refreshment |
17 |
21 |
1500 |
26 |
Saint's Refreshment |
22 |
27 |
1500 |
35 |
Angel's Refreshment |
29 |
36 |
1500 |
45 |
Archangel's Refreshment |
37 |
46 |
1500 |
|
Battle Line
|
The battle line of chants give a Paladin extra power in
battle. This chant adds a certain amount of damage to each attack
that a group member makes, if they are in range of the Paladin (range
is 1500). Once this chant is started, it influences an entire
cycle.
It is important to note that since v1.47 the Battle Line stacks with
other damage adds such as the Wizard/Theurgist spell Earthen Fury and its
counterparts (Lesser,Greater, etc.). When the Battle Chant stacks with
these spells, it is only half effectiveness, but it is still enough to
consider using it in conjunction with these spells. The Battle Chant does
not stack with other Battle Chants from other Paladins in a group.
A Paladin will only do about 60% of the damage an armsman of same
level will do, but if the Paladin has the highest of these chants
available to him, this increases to 80%. Also if you credit the
increased damage from other group members to the Paladin running this
chant, the Paladin can easily outdamage an Armsman.
|
Chant Level |
Name |
Damage Increase |
Range |
3 |
Battle Fervor |
1 dps |
1500 |
7 |
Greater Battle Fervor |
1 dps |
1500 |
10 |
Battle Vigor |
2 dps |
1500 |
15 |
Greater Battle Vigor |
2 dps |
1500 |
21 |
Battle Fury |
3 dps |
1500 |
28 |
Greater Battle Fury |
4 dps |
1500 |
36 |
Battle Zeal |
6 dps |
1500 |
46 |
Greater Battle Zeal |
7 dps |
1500 |
|
Crusader Line
|
The crusader line of chants give a Paladin extra protection in
battle. This chant adds to the armor factor of all characters in a group
within range (range is 1500). Like the battle chants, this chant affects
the entirecycle. It will also stack at full effectiveness
with other spec line buffs.
One a side note, if you are playing with a Friar, it is
important that you do not use the Crusader Line.
Friars also get a self Armor Factor buff similar to our Aura
Line. However, whenever we pulse our Crusader Line, their buff
gets dropped! So, we can basically debuff any Friars in our
group. It is better to let the Friars cast their own self buff
and to not use the Crusader Line unless you get their okay first or
the group as a whole will benefit more.
Each new Crusader Chant has has a base level of Armor Factor increase,
which is the number you see when you delve (do a Shift-I) on the
chant. Because chants are specced, the actual AF increase is higher
(roughly 160% in the case of the Crusader chant).
|
Chant Level |
Name |
Base Armor Factor Increase |
Actual Armor Factor Increase |
Range |
4 |
Crusader's Ward |
24 AF |
38 AF |
1500 |
9 |
Crusader's Shield |
33 AF |
53 AF |
1500 |
13 |
Crusader's Guard |
40 AF |
64 AF |
1500 |
18 |
Crusader's Barrier |
51 AF |
82 AF |
1500 |
23 |
Crusader's Defense |
61 AF |
98 AF |
1500 |
29 |
Crusader's Shelter |
75 AF |
120 AF |
1500 |
38 |
Crusader's Protection |
99 AF |
158 AF |
1500 |
48 |
Crusader's Mantle |
127 AF |
203 AF |
1500 |
|
Single Resist Buffs (added v1.47) -
Body, Mind, Energy, Heat, Cold and Earth Lines
|
These chants provide increased resistances to different damage
types relating to spell effects. These actually consist of six
different lines (one for each of the six damage types for spells
and magic effects in the game) that have two different levels.
The first set, named Wards, give a 10% resist buff, while the
second set, named Shields, provide a 20% increase. Resistances
do not increase ones' ability to avoid the effects of a spell,
but reduces the result of the spell. For instance, with a 10% resistance
to a particular spell, if the spell were a damage spell, it would
do 10% less damage. If it is a debuff or other timed spell, it
would last 10% less.
Poisons are a special case "non-magical" attack that
are body based. Starting with v1.53, poisons are able to be resisted
along with spells in the same way that spells are affected.
|
Chant Level |
Name |
Resist Type |
Amount |
Range |
25 |
Body Ward |
Body |
10% |
1500 |
26 |
Mind Ward |
Spirit |
10% |
1500 |
27 |
Energy Ward |
Energy |
10% |
1500 |
28 |
Heat Ward |
Heat |
10% |
1500 |
29 |
Cold Ward |
Cold |
10% |
1500 |
30 |
Earth Ward |
Matter |
10% |
1500 |
44 |
Body Shield |
Body |
20% |
1500 |
45 |
Mind Shield |
Spirit |
20% |
1500 |
46 |
Energy Shield |
Energy |
20% |
1500 |
47 |
Heat Shield |
Heat |
20% |
1500 |
48 |
Cold Shield |
Cold |
20% |
1500 |
49 |
Earth Shield |
Matter |
20% |
1500 |
|
Consolidated Resist Buffs (added v.1.53) -
Soul and Elemental Lines
|
These new lines of resists were added to complement our baseline
resists as well as those that Clerics and Friars can cast. Each of the
lines covers three different resists and uses power while in use. While
this may seem redundant with our other resists, these new resists will
stack with the baseline resist chants. Like the previous Ward lines,
each of these chants come in two levels, but instead, the first chant
in each line adds 5% to three of the resist types, while the second
chant will add 10%. This may not seem like much compared to the Ward
chants, it does add the same bonus to three resist times, and when the
upper level resists are used together, you will hit the cap of 26%
on resists.
|
Chant Level |
Name |
Resist Type |
Amount |
Power Per Pulse |
Range |
25 |
Soul Ward |
Body/Spirit/Energy |
5% |
8 |
1500 |
27 |
Elemental Ward |
Heat/Cold/Matter |
5% |
9 |
1500 |
44 |
Soul Sield |
Body/Spirit/Energy |
10% |
15 |
1500 |
46 |
Elemental Shield |
Heat/Cold/Matter |
10% |
16 |
1500 |
|
Endurance Regeneration Line (added v.1.53)
|
A line of chants to increase the endurance recovery rate of all group
members within range (range is 1000), this line also takes power like the
consolidated resist chants. A useful chant to sprint longer, use the
engage skill longer, style longer, or generally offset the endurance used
by twisting. The chant does not stack with other paladin-run endurance
chants. Like the combination resist chants, each pulse after the first
costs power.
There are five levels of the endurance chant, received at at chant
spec-level two and every ten levels of chant thereafter. Each pulse of the
chant lasts five seconds, and regenerates a small amount of endurance each
second. You can re-twist the endurance chant at any time (unlike other
chants, there is no recast delay).
Our initial experiments show the amount of endurance gained per second
is the level of the endurance chant (1-5) as a percentage of your total
endurance, so the highest chant will restore 5% per second and fill your
entire bar in twenty seconds. The highest level chant also allows a paladin
to sprint with no endurance loss until he runs out of power (two paladins
can trade off and sprint forever).
As with all chants, starting or switching to this chant will cost about
5% of your endurance. However, the first pulse does not cost any
power. If you leave the chant on past the five second duration of the pulse
it will re-pulse and cost 2, 5, 7, 11 or 14 points of power depending on
chant level. Repulses cost power, but not endurance.
One important thing to note is that unless another paladin is also
running the endurance chant it is always beneficial to include the
endurance chant in your twist, because it
recovers much of the endurance lost in twisting. In particular, the highest
level endurance chant will allow you to twist a total of five chants at
once (including the endurance chant) with no loss of endurance. Twisting
with the endurance chant also costs no power, because the first pulse is
free.
|
Chant Level |
Name |
Endurance Recovered Per Pulse |
Power Per Pulse |
Range |
Pulse Duration |
2 |
Chant of Endurance |
5% |
2 |
1000 |
5 seconds |
12 |
Chant of Stamina |
10% |
5 |
1000 |
5 seconds |
22 |
Chant of Persistence |
15% |
7 |
1000 |
5 seconds |
32 |
Chant of Resilience |
20% |
11 |
1000 |
5 seconds |
42 |
Chant of Perseverance |
25% |
14 |
1000 |
5 seconds |
|
Aura Line
|
The aura line is not really a chant. It is a spell that
provides a buff to your own armor factor for a period of time,
and must be recast when it wears off. This will provide a base
buff that will stack with the Crusader chant to give you a
greater benefit.
Like your other chants, each new Aura spell has has a base level of
Armor Factor increase, which is the number you see when you delve (do a
Shift-I) on the chant. Because chants are specced, the actual AF increase
higher (roughly 160% in the case of the Aura spell).
As of 1.53, the aura-line buffs will stack with other caster buffs.
|
Spell Level |
Name |
Base Armor Factor Increase |
Actual Armor Factor Increase |
Duration |
1 |
Aura of Protection |
14 AF |
22 AF |
10 minutes |
6 |
Aura of Deflection |
19 AF |
30 AF |
10 minutes |
11 |
Aura of Safety |
24 AF |
38 AF |
10 minutes |
17 |
Aura of Defense |
30 AF |
48 AF |
10 minutes |
24 |
Aura of Indestructability |
37 AF |
59 AF |
10 minutes |
33 |
Aura of Invincibility |
46 AF |
74 AF |
10 minutes |
43 |
Aura of Salvation |
56 AF |
90 AF |
10 minutes |
|
Taunt Line (added v.1.51)
|
The Taunt Chant is an insta-cast spell that causes invisible
"aggro-damage" to the mob. No real damage is afflicted,
but the mob becomes angry with you and can aggro on you instead
of other members. This has a fairly decent range (1350) and it is the
only pulling ability available to the Paladin. However, it is on
a 30 second timer, so use it well. This Taunt Chant will get
widely used in a Paladin's career. It can be used in the
middle of combat to help control aggro.
One important aspect of the Taunt line is that it can
interrupt spell casters, interrupt archers, drop speed classes
out of speed (when you use it, it will also drop you out of any
speed buffs you have) and prevent a stealther from re-stealthing.
This is very important in RvR and equally important in PvE. You can
prevent a mob from casting if you Taunt them in the middle of the
cast. They will then run towards you and forget that they can
keep on casting. The same is true for any mob who is an archer.
You can Taunt them and they will run within melee range. For RvR,
the Taunt line works the same (except they won't run at you)
but because it's on a 30 second timer you need to use it
wisely.
|
Spell Level |
Name |
Aggro Generated |
Range |
Recast Delay |
5 |
Provoke |
5.2 |
1350 |
30 seconds |
15 |
Aggravate |
17.1 |
1350 |
30 seconds |
30 |
Enrage |
38.7 |
1350 |
30 seconds |
40 |
Infuriate |
55.6 |
1350 |
30 seconds |
|
Revive (Resurect) Spell
|
At 30 in chants the paladin receives the Revive spell, which can bring a
dead realm-mate back to life. This is perhaps our most useful ability, as
it can save huge amounts of time otherwise spent waiting for groupmates to
release and horse back to their grave. Unlike the Cleric or Friar Resurect
spells, our Revive brings the person back with only 10% health and no
power. This means it may be better to let a Cleric do the resurection,
assuming he isn't doing something better with his power like keeping
ream-mates alive in an RvR battle.
|
Spell Level |
Name |
Power |
Casting Time |
Range |
30 |
Revive |
Percent of total power, based on
target's level |
4 seconds |
1500 |
|
Skills
Paladins are meant to defend those around them. In order to do
this, we have trained ourselves in certain skills that allow us
to do this effectively. These skills are detailed below and
should be learned and used wisely.
|
Guard
|
The Guard Skill is a very useful and powerful shield skill in
both RvR and PvE. The Guard skill allows you to block attacks on
a specific person from enemies. All you have to do is select a
player to Guard and activate the Guard ability. Whenever an enemy
attacks that person...and you are nearby...then there is a chance
that you will block that enemy. The best thing to do is to always
Guard the person that gets the most aggro. In most cases it will
be a 2-Handed Paladin.
|
Engage
|
The Enage Skill is another powerful shield skill, and the only
of the four defensive skills with which you select an enemy to
use. More desciption to come.
|
Protect
|
The Protect Skill is useful in PvE situations. When you
protect somebody, you are trying to draw the Aggro off of them.
Sometimes it works and other times it doesn't. You just
select a player and Protect them and whenever they do anything
that draws aggro sometimes you will see a "You distract
[monster]" or something like that. Usually it is best to
either Protect the one you are guarding or Protect your
Clerics/Casters from getting aggro. In the case of an All Paladin
group, the 1-Handed Paladin should protect the 2-Handed Paladin
so that the 1-Handed Paladin can grab aggro every so often.
|
Intercept
|
The Intercept Skill is useful skill in any situation.
Intercept allows a Paladin to take damage for another character
when they are attacked by an enemy once per minute. This may not
sound like a good thing at first, but when you are depending on a
theurgist's bladeturn or a healers heals and they are about
to die, it is important. Those weaker characters can not take as
much damage as your Paladin can, and it also gives the added
advantage of not interrupting their casting. Or how often have
you been in a situation where a healer casts a spell on a tank
just as they take the death blow? You can give those extra few
seconds with intercept. The big limitation of this skill is that
you must be close to the character for which you wish to take
damage and you must have them selected to use it (i.e. you can
not attack while targeting a friendly character). This can also
be used in a group of Paladins to help distribute the damage and
make refresh more effective. Learn to use it well, and you will
be loved.
|
Styles
|
The choice of damage type is influenced by a number of factors, but
two of these stand out amongst them. The first is the combat styles you
will be able to use with the damage type, and so we discuss each of these
in turn below. Second is the different resists or vulnerabilities the
armor types have to a damage type. At the end of this section, we have
given tables to show the different resists/vulns available by realm.
|
Slash
|
Slash is probably the most popular weapon base type for the paladin, at
least partially because of the image of the sword-wielding knight in
shining armor. However, the style is also good for more practical
reasons. First, there tend to be more slash drops than other weapons,
though this will matter less when Spellcraft is implemented. Second,
Paladins autotrain in slash.
Ruby Slash (2) - Your first anytime style,
with only a medium damage bonus and a high fatigue cost. You'll trade this
out for Uppercut in a few levels.
Cross Slash (4) - Use from beside your
target. Low fatigue cost, medium damage, medium bonus to hit and a medium
bonus to your defense. Combined with Bloodletter, this will be a mainstay
for when you don't have aggro for quite some time.
Uppercut (6) - This replaces Ruby Slash as
your basic anytime style, and will have to do until you get Amethyst
Slash. Medium fatigue and damage bonus, with a small bonus to hit.
Enrage (8) - This is your taunt, used to
generate extra aggro and get the creature you're fighting to face you. A
properly placed taunt can make or break a fight in PvE, but with the medium
fatigue, low damage bonus and a medium penalty to your defense you're
better off using your Taunt Spell if you can.
Bloodletter (10) - Use after Cross Slash. This
style has medium fatigue cost, high bonus to hit, medium bonus to your
defense and produces a short-duration bleed. The damage on this style is
only so-so, but the bonuses and bleed make up for it.
Reflect (12) - This is your detaunt, which
reduces the aggro your target feels towards you. Medium fatigue cost, but
gives you a high bonus to defense. Because of the defense bonus, the style
is useful even in RvR, where the detaunt effect is meaningless.
Opal Slash (15) - Use after Uppercut. Medium
fatigue and damage bonus, low bonus to hit. Causes a short-duration
bleed. Uppercut / Opal Slash will be your default anytime combo until you
get Cleave.
Riposte (18) - Use after blocking target (for
yourself or when guarding someone else). Low fatigue, high damage, medium
to-hit bonus and medium bonus to defense. An all-around good style if you
spec in shield. Your default when soloing should now be Riposte for when
you block, while alternating Uppercut and Opal Slash as your backup
style.
Side Slicer (21) - Low fatigue cost and low
damage bonus, and produces a short duration snare which slows down target
attack and movement speed. Side Slicer does less damage than Cross Slash,
so you may want to keep the Cross Slash / Bloodletter combination as your
default side positional style unless you want the snare effect.
Cleave (25) - Use after Uppercut. Low fatigue,
medium damage and medium bonus to hit. The extra damage and improved
bonuses easilly out-perform the bleed effect from Opal Slash. Uppercut /
Cleave should be your new anytime combination.
Amethyst Slash (29) - The last of your anytime
styles, and one of the best weapon styles in the game. Medium fatigue,
medium damage bonus and a high bonus to hit. Replaces Uppercut.
Befuddler (34) - Use after successful
riposte. Medium fatigue, bonus to hit and damage. Causes a medium duration
stun, which is nice, but if you spec high in shield you'll probably be
using the shield-slam for that effect instead. Riposte/Befuddler with
Amethyst Slash is a great combo for the slash-and-shield paladin who has
aggro.
Back Slash (39) - Use from behind. High
fatigue, medium damage bonus, high bonus to hit. A generally good style,
and many would argue the last style that's worth the points.
Sapphire Slash (44) - Use after enrage. Low
fatigue, medium damage, medium bonus to hit, high penalty to
defense. Causes medium duration bleed. While the damage isn't bad on this
style, the defense penalty and fact that it chains off of the low-damage
enrage makes this one of the weaker styles.
Diamond Slash (50) - Use after Amethyst Slash.
High fatigue, high bonus damage and very high bonus to-hit. Great damage,
but generally considered to not be worth the spec points it takes to get
it. Spend the extra points points on chants and shield/parry, and use
spellcrafted gear and realm rank to get your slash skill up to 50+
instead.
|
Crush
|
Daze (2) - Your first anytime style. High
fatigue and only medium damage. You'll be replacing this soon.
Back Crush (4) - Use from behind target. Low
fatigue cost, medium damage and medium bonus to-hit. This style is also the
first of many you'll receive with a short-duration stun effect.
Maul (6) - Your next anytime style, replacing
Daze. High fatigue cost still, but high damage and to-hit bonus. Low
penalty to your defense.
Bludgeon (8) - Your taunt style. Unlike the
taunt in other weapon types, the bludgeon style is actually a chain off of
Maul. This makes it less useful, since usually you only taunt when you want
to get a creature off of someone quickly. Luckily, paladins tend to rely
on their enrage chant instead of taunt styles anyway. Medium fatigue,
damage and to-hit bonus, with a medium penalty to your defense.
Bruiser (10) - Use after a successful Back
Crush. Medium fatigue, damage and to-hit bonus, and produces a
short-duration bleed.
Concussion (12) - Yet another anytime
style. Medium fatigue and damage bonus, with a low to-hit bonus. Concussion
also reduces your target's attack speed.
Contusions (15) - Use after a successful
bludgeon. Medium fatigue, damage bonus and to-hit bonus, and produces a
medium duration stun.
Blackjack (18) - Another style after
Maul. Medium damage and to-hit bonus, with a short duration stun effect.
Protector (21) - Your anytime detaunt style,
useful both for controlling aggro and raising your defense. Medium fatigue
bonus and medium bonus to defense. Reduces your target's aggro to you.
Divine Hammer (25) - Use from behind
target. Medium fatigue, damage and to-hit bonus.
Skull Breaker (29) - Use after target is
blocked. Low fatigue, medium damage, high to-hit bonus, low penalty to your
defense.
Side Crush (34) - Use from beside
target. Medium fatigue, damage and to-hit bonus.
Bone Crusher (39) - Use after parrying
target. Low fatigue, medium damage and to-hit bonus, medium bonus to
defense, and produces a long-duration snare. Note that with its defense
bonus, you are more likely to parry again after doing a Bone Crusher.
Body Masher (44) - Use after Skull
Breaker. Medium fatigue, damage and to-hit bonus, and has a heavy attack
speed buff effect.
Devastate (50) - Use after the Side Crush
ability. High fatigue, high damage, high to-hit bonus and medium penalty to
your defense. It also produces a long-duration stun. Great style if you can
get off the side position, but costs a lot of spec points.
|
Thrust
|
This skill is used to determine damage and styles when using thrust
weapons. If you are using 2Hed weapons, this line of styles will not be
important to you. But if you are 1Hed, you should become familiar with
the styles.
Thrust is a line many people say 1Hed Paladins shouldn't take for two
reasons, which we disagree with. The first is that Paladins don't get
any Dex as they level and thrust is based on Str/Dex. But for Paladins,
who have Str as a tertiary stat, they only get one point in Str every
three levels or fifteen points total. As this is then averaged with Dex
only half of this goes towards influencing damage, or another way of
looking at it is that at most a Paladin loses eight stat points to
determine damage. Not enough to make any significant impact in the
forumula.
The other reason is that there are evade keyed styles in this line
and Paladins do not get evade as a skill, so they will never be useable.
While true, there are a number of styles that are usable. One of the
styles (Puncture) is the only anytime style available to Paladins that
will cause a bled effect, which is good for interrupting casters and
prolonging the time until a speed buff can kick in or a stealther can
stealth.
Thistle (2) - This is an anytime style, with
only a medium damage bonus and a high fatigue cost. You won't be using
this style for long.
Ratfang (4) - Evade based. No further
comment necessary for a Paladin.
Puncture (6) - Your second anytime style
which will be your mainstay for a long time to come. This also has a
medium bonus to hit and a medium damage bonus, but the fatigue cost is
only medium. It also causes a light bleed effect on excecution.
Sting (8) - This is your taunt style to
generate a little bit of extra aggro. It has a medium fatigue cost and
in addition to the taunt effect, it also has a low damage bonus and a
medium bonus to hit. One drawback to this style is it gives a high
defense penalty for the next round.
Wolftooth (10) - Keyed of a successful
Ratfang. In other words, unusable by a Paladin.
Bloody Dance (12) - The second in a chain
following a successful Puncture. It has a medium fatigue cost, a
medium bonus to damage, a medium bonus to hit, and a medium duration
bleed effect. It also has a small defensive penalty to the next round.
Beartooth (15) - Used after you parry an
enemy, this style's fatigue cost is low. It produces a medium bonus
to damage, a medium duration stun, and a high bonus to hit.
Tranquilize (18) - This is the detaunt
style used to reduce the aggro you have generated. In addition, it
gives you a high defensive bonus and has a medium fatigue cost.
Lunge (21) - This style can be used in
place of Bloody Dance after a successful Puncture. It has a medium
damage bonus and a high bonus to hit. The fatigue cost for this style
is medium.
Ricochet (25) - Used after your target
blocks. For a low fatigue cost, it causes a medium duration bleed and
a high bonus to hit. However, it does give a medium penalty to your
defense for the next round.
Pierce (29) - Used from behind your enemy,
it has a medium fatigue cost. It also gives medium bonus to damage, a
high bonus to hit, a medium penalty to defense and produces a medium
duration bleed effect.
Liontooth (34) - Used after a Wolftooth, yet
another you can't use.
Basiliskfang (39) - A style to be used from
beside your target, it has a medium fatigue cost. For that cost, you
get a medium bonus to your damage, a small bonus to hit, a small bonus
to defense, and it produces a heavy attack speed reduction. All in all,
a very good style to use after a Slam.
Wyvernfang (44) - Used after a successful
Beartooth, you may not get the opportunity to use this much if at all.
It gives medium bonus damage, a medium to hit bonus, as well as a long
duration movement reduction for a low fatigue cost.
Dragonfang (50) - Evade based, too bad too,
as this is a great style.
|
Two Handed
|
The two-handed skill is used to determine your damage when
using any two-handed weapon, no matter the base damage type. This
is considered one of the " advanced" weapon skills
along with Polearms, Dual Wield and Albion's Critical Strike,
as you must also raise your "basic" weapon skill to maximize
your damage output. The two-handed skill determines the maximum
damage, or the damage cap. The other skill, whether thrust, crush
or slash determines the minimum damage for you can do, so to
raise this skill will narrow the damage range and increase your
average damage.
Half Moon (2) - Half Moon has a high
fatigue cost and only gives a medium bonus to damage, but will
remain one of your main styles until skill 12.
Double Back (4) - This style
requires you to be behind an enemy to properly execute the
attack. While difficult to do, it is much better than Half Moon,
as it does the same damage, takes less endurance, adds a medium
bonus to hit and causes a short stun. This if best used when
someone else has the aggro and you can position yourself behind
the creature, or before they have noticed you, if you can sneak
close enough before the creature does so.
Rile (6) - As the name indicates,
Rile will generate an additional amount of aggro when you use it
on a MOB. In addition, it gives a low damage bonus, a small bonus
to hit, and a medium penalty to defense for the next round.
Forget this style. Two-handers generate enough
aggro with their styles, taunt chants and heal chants to keep aggro
focused on them without it. Plus, as your swings are so slow, the
rile will often not come in time and leave you at a defense
penalty for a long period of time.
Pacify (8) - You will find this
style useful at times, as it reduces the aggro you have generated
for the creature. As a two-handed paladin, giving up aggro will
often be one of your more difficult tasks. In addition, this
style also increases your defensive bonus for the next round, but
does not cause any extra damage as a tradeoff. All told, the
medium endurance cost will be more than worth it when you need
this style.
Two Fists (10) - Finally, your first
chain style arrives. This is keyed off a successful Double Back
and gives a medium bonus to both damage and to hit. It also gives
a short duration bleed, all for only a medium fatigue cost.
Bone Bruiser (12) - Your next anytime-damage
style. Bon Bruiser has a medium fatigue and bonus to damage and a low bonus
to hit. It also produces a medium duration snare (movement speed reduction)
on your opponent. Replaces Half-Moon as your basic anytime damage dealer.
Onslaught (15) - Your first side-positional
style, Onslaught has low fatigue cost, a high damage bonus and a medium
to-hit bonus, and also produces a medium duration snare. Good basic style
for PvE when someone else has aggro.
Fury (18) - Use after target is parried. Fury
has a low fatigue cost, a medium damage and to-hit bonus and causes a light
bleed effect. However, it also gives you a high penalty to defense.
Bone Splitter (21) - Used after a successful
Bone Bruiser, Bone Splitter is the second style in your basic anytime
chain. The style has a medium fatigue and damage, low to-hit, and medium
duration snare.
Recenter (25) - Used after a sucessful
Fury. Low fatigue, medium damage, low bonus to-hit, and a high bonus to
defense.
Bone Breaker (29) - This is the third in your
anytime chain (use after a successful Bone Splitter). Medium fatigue and
damage, low bonus to-hit, and best of all a short duration stun.
Obfuscate (34) - Use after a successful
Fury. Medium fatigue, damage and to-hit bonus, plus a heavy attack speed
debuff for your target.
Doubler (39) - Your last main anytime
style. High fatigue cost, medium damage bonus and low to-hit bonus.
Two Moons (44) - Use after successful
Onslaught. Low fatigue, medium damage and high to-hit bonus, and a long
duration stun to your target.
Sun and Moon (50) - The fourth and last in
your anytime chain (use after a successful Bone Breaker). Medium fatigue
and a low to-hit bonus with no other modifiers, but produces a heavy
bleed.
|
Shield
|
As you gain skill in Shield, not only do you block/guard more
effectively, you also gain the ability to attack with your
shield. These attacks can be very strong, do high damage and even
stun your opponent. The style the epitomizes the Shield spec line
is the Slam style that you receive when your Shield skill is
level 42. This style is an anytime style that has a long duration
(9 seconds) stun.
Numb (3) - The Numb style is the first
style that you get at level 3. This is an anytime style that does
a short stun (1-2 seconds) and medium damage. It is a good opener
for the lower levels.
Stun (8) - At level 8, you receive Stun.
This is a reactionary style based on a block. This will end up
doing more damage than Numb and it also has a short stun on it.
This is an excellent style to have in your quickbar especially if
you are guarding someone and block for them.
Disable (13) - You receive Disable at
level 13. This is a side-positional style and is sometimes hard
to get off. However, it has a longer stun than the previous
styles and could be worth it if you are not the main aggro, which
is highly unlikely if you are running the refresh chant.
Incapacitate (18) - This is one of the
better lower level Shield styles at level 18. It is a reactionary
style based on a block, but you also get a medium stun and some
extra defense after you use it. If you are using the Stun style,
you should now replace it with Incapacitate.
Paralyze (23) - At level 23 you receive
Paralyze. This is a back-positional style and is very useful in
the Battlegrounds when your enemies are trying to run away. You
dish out some mean damage and a medium length stun which is
effective in stopping enemies in their tracks. This is a must
have in the Battlegrounds.
Bash (29) - This is the next reactionary style
based on a block after Incapacitate. Although you lose the defense bonus,
you gain more damage. If you are using Incapacitate you should replace it
with Bash.
Mangle (35) - At level 35 you receive Mangle
which is a side-positional attack. It is hard to get off, however, it is
the first style you receive that has a long stun (9 seconds) which is only
one second short of the best stun in the game.
Slam (42) - This is one of the strongest
Shield styles and should be what you try to attain if you decide to use a
Shield. It is an anytime style that has medium bonus damage and a long
duration stun (9 seconds). This is an excellent style to use in RvR because
it gives you an advantage. It's a great opener against casters or other
enemies who like to run away. You can also use it near the end of a battle
with someone so that they cannot run away as well. The only drawback is
that it has a very high fatigue cost associated with it. You can only do
about 3 or 4 Slams, unless you use the new endurance regeneration chant
which at high chant levels will allow you to slam until you run out of
power.
Brutalize (50) - Brutalize replaces Bash as
the reactionary style based on a block. It has one of the longest duration
stuns in the game (10 seconds, a second longer than Slam) and medium bonus
damage. Furthermore, the fatigue cost is low, which means that you can do a
Brutalize many times. Brutalize is an excellent style, but the main
advantage of Brutalize over Slam is the low fatigue cost, which is less
important now that we have the Endurance Chant.
|
Weapon Resists and Vulnerabilities (modified v1.52)
|
Hibernian Armor |
Armor Type |
Classes |
Slash |
Thrust |
Crush |
Cloth |
All |
Neutral |
Neutral |
Neutral |
Leather |
Bard, Blademaster, Champion, Druid, Hero, Nightshade, Ranger, Warden |
Resist |
Neutral |
Vulnerable |
Studded Leather |
Bard, Blademaster, Champion, Druid, Hero, Ranger, Warden |
Resist |
Neutral |
Vulnerable |
Scale |
Champion, Druid, Hero, Warden |
Vulnerable |
Neutral |
Resist |
|
|
Midgard Armor |
Armor Type |
Classes |
Slash |
Thrust |
Crush |
Cloth |
All |
Neutral |
Neutral |
Neutral |
Leather |
Beserker, Healer, Hunter, Shadowblade, Shaman, Skald, Thane, Warrior |
Vulnerable |
Resist |
Neutral |
Studded |
Beserker, Healer, Hunter, Shaman, Skald, Thane, Warrior |
Vulnerable |
Resist |
Neutral |
Chain |
Healer, Shaman, Skald, Thane, Warrior |
Resist |
Vulnerable |
Neutral |
|
|
Albion Armor |
Armor Type |
Classes |
Slash |
Thrust |
Crush |
Cloth |
All |
Neutral |
Neutral |
Neutral |
Leather |
Armsman, Cleric, Friar, Infiltrator, Mercenary, Minstrel, Paladin, Scout |
Neutral |
Resist |
Vulnerable |
Studded |
Armsman, Cleric, Mercenary, Minstrel, Paladin, Scout |
Neutral |
Vulnerable |
Resist |
Chain |
Armsman, Cleric, Mercenary, Minstrel, Paladin |
Neutral |
Vulnerable |
Resist |
Plate |
Armsman, Paladin |
Neutral |
Resist |
Vulnerable |
|
|
|
Realm Abilities (added v1.50)
|
More info to come. In the meantime, you can browse Mythic's
list of realm abilities for the paladin.
|
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