Paladin: Difference between revisions

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*'''Tactics:'''
*'''Tactics:'''
**Shieldbash
**Shieldbash
***Damage based on current WIS
***Your primary alpha attack.
***Your primary alpha attack.
***Requires wearing a shield.
***Requires wearing a shield.
Line 142: Line 143:


==Buffs & DeBuffs==
==Buffs & DeBuffs==
'''Buffs'''
{| class="wikitable"
!Level
!Skill Name
!Affects
!Adept
!MinPos
|-
|12||float||not walk||75||fighting
|-
|12||invis||invisibility||95||standing
|-
|1||armor||-20 AC||90||fighting (evasive)
|-
|5||bless||-6 Sv Spell, +6 HR||fighting
|-
|7||detect poison||Show poison flag||60||standing
|-
|9||detect hidden||Show hide flag||75||fighting (berserk)
|-
|22||breath of heaven||aqua breath||85||resting
|-
|30||benefic aura||Protection||85||fighting (evasive)
|-
|35||crusade||Group +10% healing||95||standing
|-
|35||sacral divinity||Sanctuary||75||standing
|-
|42||divine armor||-60AC, +5 R:UNHLY, +15 R:DRAIN||95||fighting
|-
|48||righteous stand||25% Damage Reduction||95||fighting (aggressive)
|-
|}


=Skills=
=Skills=
{| class="wikitable sortable"
!Level
!Skill Name
!Adept
!MinPos
|-
|2||fountain of faith||80||standing
|-
|3||vitality||90||fighting (aggressive)
|-
|5||continual light||85||fighting (evasive)
|-
|9||bethsaidean touch||75||fighting (evasive)
|-
|10||aid||80||fighting (aggressive)
|-
|13||expurgation||85||fighting (defensive)
|-
|13||hezekiahs cure||85||fighting
|-
|14||refuge||90||resting
|-
|15||dispel evil||90||fighting (aggressive)
|-
|16||identify||75||fighting (evasive)
|-
|18||remove curse||85||fighting (evasive)
|-
|27||bind wounds||85||fighting
|-
|39||fortify||75||fighting
|-
|45||tend||90||standing
|}
*'''Notes:'''
**Vitality: Heal (self) 24-32hp
**Bind Wounds: Heal (others) 24-27hp
**Hezekiah's Cure: Heal (any) 80hp
**Tend: Heal (any) 100hp
**Bethsaidean Touch: Cure Blind
**Expurgation: Cure Poison


=Equipment & Align=
=Equipment & Align=


'''Equipment Info:''' [[Paladin EQ]]


Equipment Info & Examples: [[Paladin EQ]]
Shieldbash (primary alpha attack for avatars) is based on Wis, so dress to max Wis first and foremost. Then HP. After that, AC is probably most important, along with additional stats that impact fighting in general (Con, Dex, Lck).


'''Align:'''
Paladins must be Devout or they lose access to some skills/spells.
*Neut/Evil align Paladins lose access to the following:
**Feast of faith
**Fountain of faith
**Vitality
**Bethsaidean touch
**Solomonic invocation
**Expurgation
**Hezekiahs cure
**Refuge
**Dispel evil
**Breath of heaven
**Bind wounds
**Benefic aura
**Ward of divinity
**Crusade
**Sacral divinity
**Fortify
**Tzadkiels touch
**Divine armor
**Tend
**Righteous stand
It's basically all the spells for a Pally, so neut/evil pallys become just a straight fighter tank with basically no special sauce.


=Gameplay=
=Gameplay=


'''Quests:'''
'''Quests:'''  
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor|The Dragonlord's Battle Armor]
**None of this gear is super useful, especially given the effort, and is easily outclassed by other stuff.
 
 
 
'''Mobs & Runs:'''
*Paladin's are great for solo killing of a ton of lowbie or entry level AV mobs. Great gear-fetcher for lowbies and basic av equipment.
*Pally's need to be the primary target of a mob to shieldbash, so mobs which change tanks render Pal's useless in a group (unless they rescue the new tank to resume tank position)
*Rescue tactics are possible, so two Pal's can share tanking.
**Only downside is the guy who isn't tanking is worthless, since they can't shieldbash, so in this case the 2 Pal rescue tanks would be strictly limited to ONLY healing, rescuing, tanking, repeating.
*Pally can solo Justice, tank Beholder, and other mobs like that where you just need 1 tank to focus on tanking the whole time.
 
 
*'''When to not use a Paladin:'''
**If the mob changes tanks, it's likely not worth your time to try to tank on a pally and keep rescuing the 'new tank' so you can shieldbash again, you will waste time and dps doing that so better to just use chars that can both tank and hit.
**Mob align might matter, if its a dev mob that progs devout, or if the mob has the 'defense against devout' spell affect (protection for evils).
**Warriors/Rangers get higher Dex, which helps Dodge/etc land more. Rogue Genre chars get 25 dex which is even better, plus get things like tumble in addition to dodge. Ultimately if you need to avoid more melee hits then something with higher dex should be considered. Paladins do eat the majority of melee - and they can take it, but only to a point. Something that is more agile may allow you to avoid more damage and get more hits in while tanking.


=Summary=
=Summary=


Within the Fighter genre,  
A paladin is a brick shit house. They can walk into mobs and stand there and shrug off most the impact.
 
I use mine mostly for non-runs, when I need to go fetch some lowbie gear or basic av gear where I know the mob is a grind, I'll throw a Pally in there and let him tough it out.
 
What they suck at is navigation - they don't get scry or scan or track or anything like that. Walking around or leading a group through some tricky paths can be annoying.


Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Paladin| Rodpedia Page]
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Paladin| Rodpedia Page]


=Prestige=
A Paladin may prestige into a Knight


*Knight:
**Max Str 26
***Max carry weight 1100 while at 26 str.
**Slightly faster shieldbash.


=Prestige=
There are undoubtably more 'under the hood' improvements for them, but not any hard-facts I know of. Overall, my knight is definitely a bit more stout than when he was a regular Pally. The faster shieldbash is only slight, not major.
Knight Info

Latest revision as of 04:42, 27 February 2026

About

  • Genre: Fighter
  • Races: Dwarf, Human, Elf, Half-Elf.
  • HP Gain: 15 - 19 per level (Prestige: 16-21)
    • Prestige: 2 - 7 per level (Prestige 3-9)

Stats

  • Primary: Strength
  • Secondary: Wisdom
  • Deficient: Intelligence


Max Warrior Stats
CLASS Str Int Wis Dex Con Cha Lck
Paladin 25 18 22 20 20 20 20
Knight 26 18 22 20 20 20 20

Fighting

  • Weapons: (95% Adept)
    • Bludgeons - "Crushing, Pounding"
    • Long Blades - "Slicing, Slashing"
    • Polearms - "Hacking, Thrusting, Raking"
    • Paladins get "Two-Handed" and "Dual Wield" weapon skills


  • Tactics:
    • Shieldbash
      • Damage based on current WIS
      • Your primary alpha attack.
      • Requires wearing a shield.
      • Requires being the primary combatant engaged with a mob (i.e. tanking)
    • Two-Handed Weapons
      • Paladins can wear two-handed swords, such as the long sword "Nasr, Claymore of Sovereignty".
      • Wearing a two-handed weapon requires not wearing a shield, so Paladins will lose their ability to Shieldbash.
    • Rescue
      • In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. Note that while not-tanking, the Paladin will not be able to shieldbash.


Combat Passives

Level Skill Name Adept MinPos
1 Enhanced Damage 90 fighting (berserk)
1 Parry 90 fighting (aggressive)
10 2nd Attack 95 fighting (berserk)
12 Dodge 75 fighting (aggresive)
20 3rd Attack 90 fighting (berserk)
32 Grip 95 fighting (berserk)
37 4th Attack 75 fighting (berserk)
50 5th Attack 49 fighting (berserk)


Combat Styles
Level Skill Name Adept
1 Standard 95
8 Aggressive 95
14 Evasive 70
23 Defensive 70
46 Berserk 40

Combat Actives

Alpha Attacks
Level Skill Name Adept MinPos
2 strike 95 fighting (aggressive)
10 spurn 85 fighting (berserk)
15 punt 95 fighting
19 lunge 95 fighting (aggressive)
25 punch 90 fighting (aggressive)
40 tzadkiels touch 85 fighting (aggressive)
43 shieldbash 90 fighting (aggressive)
Combat Skills
Level Skill Name Adept MinPos
9 bethsaidean touch 75 fighting (evasive)
9 rescue 80 fighting (berserk)
13 expurgation 85 fighting (defensive)
15 dispel evil 90 fighting (aggressive)
39 fortify 75 fighting
48 righteous stand 95 fighting (aggressive)
49 shieldblock 50 fighting (aggressive)
  • Notes: A lot of these could fall under the Buffs or Utility Skills sections, or here, but I think it makes sense to highlight them here.
    • Bethsaidean Touch is 'cure blind'
    • Expurgation is 'cure poison'
    • Dispel Evil I have never used in my life and have no idea what it does
    • Fortify is highly unlikely to be used, but, technically falls in this category
    • Righteous stand is a Group Buff, but also listing here as its a common Pally combat function

Buffs & DeBuffs

Buffs

Level Skill Name Affects Adept MinPos
12 float not walk 75 fighting
12 invis invisibility 95 standing
1 armor -20 AC 90 fighting (evasive)
5 bless -6 Sv Spell, +6 HR fighting
7 detect poison Show poison flag 60 standing
9 detect hidden Show hide flag 75 fighting (berserk)
22 breath of heaven aqua breath 85 resting
30 benefic aura Protection 85 fighting (evasive)
35 crusade Group +10% healing 95 standing
35 sacral divinity Sanctuary 75 standing
42 divine armor -60AC, +5 R:UNHLY, +15 R:DRAIN 95 fighting
48 righteous stand 25% Damage Reduction 95 fighting (aggressive)

Skills

Level Skill Name Adept MinPos
2 fountain of faith 80 standing
3 vitality 90 fighting (aggressive)
5 continual light 85 fighting (evasive)
9 bethsaidean touch 75 fighting (evasive)
10 aid 80 fighting (aggressive)
13 expurgation 85 fighting (defensive)
13 hezekiahs cure 85 fighting
14 refuge 90 resting
15 dispel evil 90 fighting (aggressive)
16 identify 75 fighting (evasive)
18 remove curse 85 fighting (evasive)
27 bind wounds 85 fighting
39 fortify 75 fighting
45 tend 90 standing
  • Notes:
    • Vitality: Heal (self) 24-32hp
    • Bind Wounds: Heal (others) 24-27hp
    • Hezekiah's Cure: Heal (any) 80hp
    • Tend: Heal (any) 100hp
    • Bethsaidean Touch: Cure Blind
    • Expurgation: Cure Poison

Equipment & Align

Equipment Info: Paladin EQ

Shieldbash (primary alpha attack for avatars) is based on Wis, so dress to max Wis first and foremost. Then HP. After that, AC is probably most important, along with additional stats that impact fighting in general (Con, Dex, Lck).

Align:

Paladins must be Devout or they lose access to some skills/spells.

  • Neut/Evil align Paladins lose access to the following:
    • Feast of faith
    • Fountain of faith
    • Vitality
    • Bethsaidean touch
    • Solomonic invocation
    • Expurgation
    • Hezekiahs cure
    • Refuge
    • Dispel evil
    • Breath of heaven
    • Bind wounds
    • Benefic aura
    • Ward of divinity
    • Crusade
    • Sacral divinity
    • Fortify
    • Tzadkiels touch
    • Divine armor
    • Tend
    • Righteous stand


It's basically all the spells for a Pally, so neut/evil pallys become just a straight fighter tank with basically no special sauce.

Gameplay

Quests:

  • Fighter Genre Quest: Dragonlord's Battle Armor
    • None of this gear is super useful, especially given the effort, and is easily outclassed by other stuff.


Mobs & Runs:

  • Paladin's are great for solo killing of a ton of lowbie or entry level AV mobs. Great gear-fetcher for lowbies and basic av equipment.
  • Pally's need to be the primary target of a mob to shieldbash, so mobs which change tanks render Pal's useless in a group (unless they rescue the new tank to resume tank position)
  • Rescue tactics are possible, so two Pal's can share tanking.
    • Only downside is the guy who isn't tanking is worthless, since they can't shieldbash, so in this case the 2 Pal rescue tanks would be strictly limited to ONLY healing, rescuing, tanking, repeating.
  • Pally can solo Justice, tank Beholder, and other mobs like that where you just need 1 tank to focus on tanking the whole time.


  • When to not use a Paladin:
    • If the mob changes tanks, it's likely not worth your time to try to tank on a pally and keep rescuing the 'new tank' so you can shieldbash again, you will waste time and dps doing that so better to just use chars that can both tank and hit.
    • Mob align might matter, if its a dev mob that progs devout, or if the mob has the 'defense against devout' spell affect (protection for evils).
    • Warriors/Rangers get higher Dex, which helps Dodge/etc land more. Rogue Genre chars get 25 dex which is even better, plus get things like tumble in addition to dodge. Ultimately if you need to avoid more melee hits then something with higher dex should be considered. Paladins do eat the majority of melee - and they can take it, but only to a point. Something that is more agile may allow you to avoid more damage and get more hits in while tanking.

Summary

A paladin is a brick shit house. They can walk into mobs and stand there and shrug off most the impact.

I use mine mostly for non-runs, when I need to go fetch some lowbie gear or basic av gear where I know the mob is a grind, I'll throw a Pally in there and let him tough it out.

What they suck at is navigation - they don't get scry or scan or track or anything like that. Walking around or leading a group through some tricky paths can be annoying.

Full Skills List and other info: Rodpedia Page

Prestige

A Paladin may prestige into a Knight

  • Knight:
    • Max Str 26
      • Max carry weight 1100 while at 26 str.
    • Slightly faster shieldbash.

There are undoubtably more 'under the hood' improvements for them, but not any hard-facts I know of. Overall, my knight is definitely a bit more stout than when he was a regular Pally. The faster shieldbash is only slight, not major.