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Paladin Character Development
 

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How to Build a Paladin

Please keep in mind this is only a guide. It is a guide to help you maximize the abilities of your Paladin. You can make and play your paladin any way you choose and as long as it fits into the role you define and which you will enjoy, you will have fun.

Race and Attributes

The first thing that you need to do is to choose a race and assign some attributes. It is important to remember that as a Fighter, your main attributes are going to be Strength for damage (unless you choose to use thrust which uses Strength and Dexterity), Constitution for hitpoints, Dexterity for to-hit bonuses and shield/parry blocking bonuses and Quickness to influence attack speed. However, as a Paladin the manual says that you need Piety. Piety is good for determining how much Power you have in the game, however, this will only influence the use of the new chants introduced in patch v1.53 (Endurance Regeneration and the stackable, combination resists). The other two spells that use power available to Paladins are our Aura (self Armor Factor buff) which takes very little power and Revive (resurrection) which is percentage based (50% of your total power total doesn't care if you have a lot of power or a small amount of power, it still uses half).

Two races that make good Strength Paladins are the Britons and the Highlanders. The Britons are good because they can fit any bill and they have no disadvantages, however, they do not get any bonuses either. The Highlanders have good Strength and Constitution, but they lack a little in the Dex/Quickness area. If you choose these two races, you definitely want to use either the Slash or the Crush weapon styles because both of these use Strength as their base damage..

If you want to go for a truly defensive Paladin, you can choose to be a Saracen or an Avalonian. While they do not get the base Strength that the Highlanders/Britons get, but they do get a higher Dexterity and Quickness. This gives them higher parry and blocking chances and is really good for the defensive Paladin. If you choose to go this route, then it is best to go with a Thrusting weapon because that type of weapon is based off of Dexterity/Strength combined instead of Strength alone.

Remember, choose your race accordingly so that you get the bonuses that you want but are able to handle the minuses as well. Of course, the choice of race is not too important, as by lvl 50 the buffs from a cleric or friar will outweigh any stat differences at this point. So a more important consideration for you might be the "appearance" or "role-play" aspect of your character. If this is the case, pick any race that fits you better, and you will still have as much fun and can excel at the game.

The Basics

We all start off as a fighter and we need to raise to Level 5 before we can become a Paladin. At that time you need to seek out a Paladin Trainer (Lady Tryss in Camelot for example) and get yourself up to speed with your class, however, before you get to this point I would like to make a suggestion.

As you level from 1 to 5, give some thought to what kind of Paladin you would like to play. Try to avoid training any of your skills using the specialization points that you get because you do get some extra skills as a Paladin, and you don't want to waste specialization points on skills you may choose not to use. Also, try to avoid spending any money during this period. This might sound hard but you can hold off buying any sort of weapon because you get a good one from your trainer. Also, you can get various armor drops from the different monsters that you first fight. When you are ready to become a Paladin, you have sizable pool of specialization points that you can use to raise the skills that you want. You will also have a nice little nest egg to begin your adventuring days as a Paladin.

At this stage, you have been receiving a number of specialization points equal to your level, so, if you haven't spent any you should have 13 points to spend. Also, when you talk with your trainer, they will ask you what kind of weapon you would like to start off with. Depending on if you want to be an Offensive or Defensive Paladin, choose one accordingly, just remember that this will be your one good weapon for the early levels, so be careful. You might want to read ahead if you don't know what you want to choose.

As a Paladin, we get 2 x Level specialization points to spend on skills. This allows us to specialize in various important skills, the most important being Chants. You are not a Paladin without Chants, so it is EXTREMELY important to max out Chants at every level. That means that you should be training so that your Chant level is equal to your own level without any bonuses from items. This will insure that you get the best chants as you level, plus, when you finally reach Level 30 you can gain the Resurrection spell, which is based on your Chants skill being level 30.

The other points that you get to spend should be put into your skills accordingly. Which skills are they? Well, it depends on if you want to be an Offensive or Defensive Paladin. An Offensive Paladin uses a 2-Handed weapon and a Defensive Paladin uses a 1-Handed weapon and shield.

1-Handed Defensive Paladin

The role of this Paladin is to protect and guard his/her group members. This type of Paladin can take a fair amount of punishment. It's not because they have a lot of hitpoints, but rather, they have the Shield skill that they can specialize in a lot earlier than a 2-Handed Paladin can specialize in Parry. This allows them to block more often in the lower levels, and at the higher levels their Shield skill should be better than the Parry skill of the 2-Handed Paladins.

All Defensive Paladins should try to specialize in Shield up to level 42. This will give them the Slam ability, which incurs an 8-second stun on an enemy which is excellent in both RvR and in PvE.

So how should you spend your points? It depends on HOW defensive you want to be. If you wanted to be UBER-Defensive you could max your Shield as you max your Chants. This will give you a very high blocking rate at the expense of weapon damage because you won't be able to specialize in any of the weapon skills. If you do this, then you are able to take advantage of the Paladin's Auto-Train skill, which is Slash, and you can just concentrate on maxing Shield until you feel it is necessary to get some better damage.

The other way to spend your points it to go half and half. One level spend your points in Shield, and the other level spend it in whatever weapon you are using (Slash, Crush, Thrust). This will allow you to get better damage as you level, but you are not as strong defensively. Remember, you will still be strong defensively compared to a 2-Handed Paladin, but not so if someone maxed their Shield. Also, if you happen to train in Slash, then you lose any ability to Auto-Train in it afterwards (which might or might not be a good thing).

With the addition of the endurance chant in 1.53 and fixing of armor-factor caps for our chants, high chants are now extremely valuable. We now recommend a minimum of 42 in chants to get the highest endurance chant, and most paladins are now training chants to 48 or 49 to get the highest-level armor chant. The most common defensive paladin spec is now 42 shield, 39 slash, 48 chant and 15 in parry, relying on items and realm rank to raise slash and shield to 50. Other specs are equally valid, so experiment with the Online Character Builder.

Advantages:

As a Defensive Paladin you are able to use a shield and block incoming attacks more frequently then a 2-Handed Paladin (until they get Parry). You also get some decent Shield styles that you can use in battle, the best being the Level 42 Slam ability which causes enemies to have an 8-second stun. You also get the Engage ability, which is good for some crowd control. The Engage ability allows you to "engage" an enemy and use all of your attacks to block. While you are doing this, you lose endurance but you end up blocking about 90% of their attacks. When you run out of endurance you stop engaging and have to fight normally. This is good for both RvR and PvE because you can Engage archers who like to fill you with arrows. You can also hold aggro a little better because you don't get hit as much.

Disadvantages:

You don't hit as hard as a 2-Handed Paladin, so it will take you longer to kill monsters if you are soloing. Damage can sometimes be really weak against harder monsters such as Reds and Purples.

In RvR, this low damage can also cause problems as you may not be able to finish an oponent fast enough. Also, in RvR, the block rates of your shield skill will be lower due to the use of styles by your opponents which increase their chance to hit, though block rates have improved markedly since bug fixes in 1.53.

2-Handed Offensive Paladin

The role of the Offensive Paladin is to hit hard and do as much damage as possible and as quickly as possible. This type of Paladin can dish out a fair amount of damage.

A good rule of thumb for creating an Offensive Paladin is to max your 2-Handed skill as you max your Chant skill. Don't put any points into the weapon styles (Slash, Crush, Thrust) until the higher levels. This will give you the best 2-Handed styles as fast as you can, plus, you end up doing the max damage that you can per level. The 2-Handed skill raises your maximum damage whereas the weapon skills raise your minimum damage. Also, if you only max 2-Handed you can switch between the various weapons that are dropped by monsters. You can also take advantage of the different weapon weaknesses of different monsters if you hold on to different types of weapons.

When you reach Level 15 you get Parry. This is your only skill that gives you any defense from the onslaught of your enemies, so it is wise to spend some skill points in it. It would also be advised to raise your shield skill to at least 7, as this is where you will receive the "engage" ability. You will probably find this skill useful in RvR to ward off some of the ranged attacks; you would then switch to your 2-Handed weapon when close to your enemy.

Like with the one-handed paladin, we recommend training chants to 48 or 49, though not everyone takes them that high. One viable template at 50th level is 48 chants, 39 two-hand, 29 slash/crush/thrust, 33 parry and 7 shield, relying on items and realm rank to raise two-hand skill up to 50. More offensive specs would raise two-hand or the base weapon skill and reduce parry or chants.

Advantages:

You can dish out a large amount of damage. The 2-Handed skills are fairly powerful, and there are some really good 2-Handed weapons in the game. While powerful, these weapons are slow, so use the first "free" strike in combat wisely. While a 1-handed paladin can often do better by staying in combat mode leading up to a battle (i.e. blocking ranged attacks with their shield), you depend on that first strike to maximize your damage.

Disadvantages:

You take a lot of damage. Because you don't get Parry until Level 15, you don't get any defense until then. After you get it, you are still behind a 1-Handed Paladin in terms of defense because they already have a head start on their Shield skills and they also have parry as a base skill. Also, because you hit so hard you tend to be the "Aggro King", especially if you use the refresh chant. Paladins with a 2-Handed sword can easily take aggro from any other character, even if they are several levels above you.

In RvR, you also face the problem of Pulsing Blade Turn. This is a defensive chant of which each realm has a variant. At its highest level, it generates a "skin&qout; that deflects the first physical attack that hits it once every six seconds for each member of the group (and dissapates after this first hit). Due to your slow weapon speed, you may not be able to get through this defense to do any damage, unless you have multiple attackers on the same target.

Also, in RvR, your Parry skill will not help you as much. This is partly due to the use of styles by your opponents which increase their chance to hit.

Auto-Training

As a Paladin, we get to Auto-Train in two skills: Slash and Chants. What is Auto-Training? Well, if you DON'T put any skill points into Slash, then the trainer will give you a FREE skill point every 4 levels. This happens at 8, 12, 16, etc. until you are level 48. At that point, you will have a Slash skill of 12 (which is really low for that level) and you would have saved yourself 77 points. If you happen to be a Slashing Paladin, this is good, because then you can spend some points on the Slash skill and start off at Level 14 in Slash.

The first time that you train in Slash, however, you CAN NOT Auto-Train anymore in that skill. The Trainer will not touch your Slash skill anymore, no matter how high your levels get. So, if at Level 5 you train your Slash skill to 2, and then don't touch it until level 50, then you will stay at level 2.

Is Auto-Training good? To a certain degree yes. Auto-Training allows a 2-Handed or a 1-Handed Paladin who maxes out Shield to get some minimum damage bonuses from a Slashing weapon. However, taken to the extreme it can be dangerous.

  • As a 1-handed Paladin, if you leave your Slash skill that low until level 40 or so, you won't be able to compete with either the monsters or the players in RvR. Your maximum damage will be too low to be of any consequence.
  • As a 2-handed Paladin, this is far more feasible, but you will be far less effective, as your average damage will start to drop below a 1-handed Paladin's maximum damage. This will take away your advantage over being a 1-handed Paladin, but 2-handed Paladins often consider this trade-off worth it until level 40, 44 or 48 to get those last few points.

If you do wait until upper levels to train your slash skill, remember to save enough specialization points to raise this skill to a reasonable level.

One clever technique is to use the single-line skill respecs you get at levels 20 and 40. To use this trick, do your first 20 or 40 levels using either the thrust or crush line (either with shield or two-handed). Then respec that line to slash. You can not spend your respec points elsewhere (i.e. you can't spend your auto-trained slash points on crush), but you can move the points you spent on crush or thrust over to slash. Just be sure to respec shortly after 20 or 40, as you lose the ability to respec after you level.

As for autotraining Chants, this is a road that cannot be done well, and should not be chosen lightly. If you do chose to do so, you will basically be an armsman with your damage decreased by 40% and your ability to take damage significantly reduced. Be warned if you decided to try this that it will make levelling very difficult.

Chants

Chants are the backbone of all Paladins. Without Chants we would be rather weak fighters because we don't have the hitpoints like an Armsmen or a Mercenary does. Our Chants skill is what makes us strong in groups, and even stronger if we all group together.

Refresh Line

The refresh line of chants gives a Paladin their healing ability. This chant provides a certain amount of healing to each group member at the start of each cycle while that person is in range (1500 with v1.53) and in combat. A cycle is a period of time you may think of as combat rounds or turns that lasts about six and a half seconds. Refresh will stack with other refresh chants or healing spells. Stacking refers to the ability of a spell to work with other spells of the same type. If a spell does not stack, then only one spell of that type can influence a character at any given time. One important feature about using it in PvE, refresh draws a large amount of aggro.

Each new Refresh Chant has has a base level of hit points healed, which is the number you see when you delve (do a Shift-I) on the chant. Because chants are specced, the actual number of points healed are higher (roughly 125% in the case of the Refresh chant).

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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