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Trekloss' Paladin Guide

Trekloss' Paladin Guide

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Paladin Guide

Introduction

The Paladin is an alliance only class. As a human or dwarf, you have the option to be a paladin. At first, the paladin can seem as a warrior, but with healing. That's pretty far from the truth, as the warrior is a tank and pretty good dmg dealer in solo if specced right, while the paladin is far more a hybrid.

That means that the paladin isn't best at anything. But it's at least second best at taking a lot of dmg (can use plate and shield).

As a paladin and hybrid, you cant fight, and you kill slowly, but you can make yourself invulnerable, stun, heal yourself and others, prevent enemies from fleeing, making them replenish your hp and mana (:O) and a lot more.

So, when soloing, you will be almost invulnerable
That sounds tempting and overpowered, but considering the perhaps lowest dps in the game, it sure evens out (paladins get low xp-rates as they kill slowly)

How to Play

When soloing, use a 2h weapon with nice dmg output and heal yourself when necessary. Try to choose the right seals, judgements and buffs (did i mention that the paladins have most buffs in the game?)

And when talking about buffs, everybody wants them. When soloing, use Blessing of Might or Blessing of Kings (if protection specced). These will
help on your dmg output. Casters will always want Blessing of salvation or Wisdom (More mana or less aggro) I always give the priest Salvation, as a healer wipe means a party wipe
Rouges should have Blessing of Might and the tank should have Blessing of Kings or Blessing of Might (Pref. BoK)

Paladins also have some interesting auras. Use the armor one, if there is many palas, try to use the concentration aura as well.

As for seals and judgements, in instances the judgement of justice (no fleeing) is a must. You can have it on many mobs at a time, and it usually lasts the whole fight, meaning no fleeing and adds at all!
In solo, use what judgements you deem worthy All depending on the situation. I usually use anti-flee. If you are fighting non-fleeing enemies, i use the judgement of the crusader to increase my SoC dmg.

I usually use the Seal of Command, at about 15% of your hits, you almost get double dmg To get it, you need the retribution talent tree, which you should have some points in anyway until higher lvls. If you get low on mana, use seal of wisdom, which gives you a fast mana regen rate when in combat. The Seal of the Crusader (Inc. attack speed) is only good when fighting casters, mostly in PvP. The Seal of Rightousness gives some extra holy dmg, but i never use it. It CAN be good for offtanking though, as you get more aggro combined with righteous fury. This was the most important seals, at least i think so.

Talents

As all classes, paladins have talents :P
The paladin talents is divided in the Holy, Protection and Retribution talent tree. The holy tree is mostly used by high lvl players, as you`ll want to max dmg with the retribution tree when lvling. The holy tree gives extra
int and str (who i reccomend anyway), better healing, less mana output and our only ranged attack The negative is that you lose the dmg output or extra defense from the other trees.

The Protection tree makes the paladin a better tank, giving better shield skills, better aggro gaining and such. I build this tree up to Blessing of Kings, who is arguably the most useful buff we have. (Deps. on where we use it: Healers and casters shouldnt have it on, as mana and reduced aggro is more important.) When getting the BoK, you can improve shield skills (only if you want to offtank alot) or get 10% more amour, who applies when you use 2h too

The Retribution tree is bent on maxing your danmage output. You get the Seal of Command, who ROCKS when soloing You also get 5% more crits in melee, 6% more 2h dmg, 8% faster running and riding, better BoM, Repentence (stunning for 8sec) and such. This is the tree i reccomend if you want to solo and lvl fast. Respec later if you want to.

I dont like maxing the trees, as i like a decent mix. BoK is good everywhere, so is extra armour. The SoC is a must for soloers, and so is the danmage. The int and str increse is sure nice from the holy tree
When lvl 60, think about respeccing to a pure holy pala or something, depending on ypur playstyle. (Holy is probhably what you are needed for by your guild, and OFC Blessing of Kings )

PvP

In PvP, i think that Paladins is underestimated.
As a paladin, you wont nuke em dead in 2 seconds, but you wont be nuked dead in 2 seconds by others either What you have to be careful of is hunters that use concussive shot and mages that freeze and chill you. This is dangerous, as you cant shoot! Always use a 2h weapon in PvP, and with the shields and heals, i think paladins are one of the classes that lasts longest in PvP. As a paladin, i have managed to kill 3 equal lvled players ALONE in PvP by killing one, stunning, healing, shield, heal, kill, and so on. Try, you`ll at least not waste too much time dying

In Instances:

In instances, paladins should not be tanks (You don't keep aggro well)
And not heal until high lvls, as a paladin who wants to lvl wont have holy talents (at least not very many). In addition, a normal paladin below lvl 60 usually wont have all too high int. meaning low mana.

What IS good about the paladin in instances is the very diverse and powerful buffs and auras, and the fact that you are a hybrid, as mentioned earlier. If the tank loses aggro of a mob or a patrol comes from behind: no problem! The casters are safe, as a plate wearing part-time tank can hold em off until the warrior gets em! And if the healer doesn't have more mana? No problem! The paladin can heal long enough for the healer to get some more mana (hopefully) And if your healing aggros the mobs?
Invulnerable bubble Blessing of Salvation Plate armour There are many good ways to solve it

With this, paladins are very useful, even if they aren't dmg dealers, super tanks or superhealers. As long as you dont think you are any of them, you`ll be fine. When not needed, just slam your 2h weapon in the side of some mob until the healer or tank cant manage their role. That is the time when people finds that paladins aren't so useless as they thought just because they are hybrids (And when you resurrect them afterwards :P )

 



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