Combat:Paladin

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Class Summary

Paladins are a close-range sword-using, predominately melee class designed to quickly kill single opponents. They are nimble and quick, focused on using with a variety of abilities centered around inflicting bleeding upon their opponents while building up Shin energy through successful strikes, which they then use to power more devastating abilities.

Skills

Chivalry - slash slash slash.

Devotion - pray pray pray.

Forging - clink clink clink.

Recommended Learning Order

  • Learn Chivalry until Transcendent because your accuracy with doubleslash correlates directly with your skill in it.

Stats

As a Paladin, the most beneficial stat to you is probably Constitution, followed by Strength, Constitution is most important due to the nature of Paladins, heavy offense while partially (though not entirely) lacking in defense. The added health from Constitution will help you survive long enough to get in those last few hits and end a fight. Strength is a close second, influencing the amount of damage you do with each hit, if damage is the option you desire to go for. In hunting the same order applies for importance of stats, for roughly the same reasons.

Traits

The following traits are often considered desirable for Paladins:

  • Nimble - This is an example explanation of why you'd want Nimble (if indeed BMs want nimble).
  • Trait 2 - Another explanation.

Paladin Equipment

Swords! Very important! (need to write this section) Also, armor!

Basic Combat Strategy

The core combat ability of a Paladin is separated into three key aspects - slashes, infusions and strikes. Slashes and infusions are found exclusively within the TwoArts skillset and form the bulk of a Paladins offense, whilst strikes are trained solely within the Striking skill. The art of Shindo offers Paladins a slew of utility skills which increase their resilience on the battlefield, and allow them to perform superhuman feats such as leaping and bounding across open spaces, and launching themselves high in the sky.

Slashes utilize the Paladin's sword to inflict limb damage and bleeding on an enemy, with a number of different slashes available for use. These range from the humble Drawslash, to the nimble CompassSlash. These may be enhanced with infusions of Shin energy with only minimal training in Shindo, allowing the Paladin to infuse his sword with a number of different elements which will afflict enemies upon landing a slash.

Directly after most slashes, a strike may be used. Strikes are quick attacks designed primarily to inflict or hinder opponents, and when under the effects of the ShinTrance found in the Shindo skillset, produce Shin energy, which is used for various Shindo abilities and the infusion abilities found within the TwoArts skillset.

There are many different ways to plan an offense as a Paladin, as the class has a myriad of options for doling out death at its disposal, ranging from focusing on causing as much bleeding as possible to simply damaging an opponent out with the sheer strength of a Paladin's slashes, particularly through the formidable multislash.

The most frequently used method is to cause an opponent to bleed enough so as to allow use of the Brokenstar ability, which will instantly kill them. This is usually performed by "preparing" an opponents legs by damaging them until they are just about to break, then doing the same to the opponents torso. The Paladin then breaks both the target's legs in one legslash and sending them to the floor with a strike to the knees, allowing the Paladin to impales them upon their blade. While the foe is impaled, the Paladin may twist their blade within them to cause massive amounts of bleeding, edging the foe closer and closer to death. Particularly resilient opponents may be slashed while impaled upon the blade, inhibiting their ability to reduce their bleeding and making it easier for the Paladin to cause more internal damage.

Once a Paladin has discerned that their target is bleeding enough, they may begin the deadly Brokenstar, which will then instantly slay the foe where they stand.

Artefacts for Paladin Combat

The most helpful ones for Paladins are probably:

  • Paladin Bands
  • Health Sip Rings
  • Bows

Each level of Paladin band increases the damage and speed of slashes by 5%, resulting in slightly more than a 10% increase in damage per second for each band level. This is an incredible return for the price and should almost certainly be a Paladin's first artefact purchase. Keep in mind that this affects limb damage- you will have to adjust your limb counting after attaching a band to your blade.

While constitution increases your total health thus boosting the amount of your sip, the abilities of many classes scale off of maximum health, reducing its effectiveness. A sip ring not only provides a large bonus to the amount of health regained from an elixir but it does so without raising your maximum health and thus increasing the damage you receive.

A bow is not the right choice for everyone. Those who prefer hunting over group combat should skip this, for example. However Paladins who are interested in Achaea's constant raids should consider purchasing a bow because the class lacks even a single ranged ability. While Paladins are deadly once a melee has begun, they are often left twiddling their thumbs on the sidelines for significant portions of a raid while the arrows are flying. A bow allows you to be useful during this phase of group combat.