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General Strategies Paladins, end gameFollow

#1 Mar 24 2015 at 11:06 PM Rating: Good
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Linden Ofhonor / The Rathe
105 Paladin 13,600 AA's
Member of Frayed Knot

A few things to consider, first, I would never suggest making a heroic Paladin..Take your time and get to know and develop your class..Its extremely important to understand class abilites, and how they work in conjunction with Discplines, spells, etc....Take the time to build and experiment with various configurations. But..To each his own..I run EQ on a 42 flat screen using 1920/1080 resolution, My GUI consists of 12 hotbars (120 hotkeys total), which i have carefully setup up, Understanding Discplines AA's and the timers they run on is crucial, setting up the GUI and building upon it as you level and add to your abilities will make you that much better. The combinations I use are unique to each situation, Ill post some for each Style of play I cover. At the end of this, Ill mention some AA's that I waitied WAY too long to get, and should be a priority as soon as possible, anyway, Ill start with Soloing.



(SOLOING)
Spell configuration...Brilliant Vindication, Wave of Grief, Crush of Povar, Impose for Honor, Ardent Force, Force of the darkened Sea, Force of Adency, Staunch Stance, Burst of dayspring, Burst of sunrise, Contrition, Grief, Sorrow..Thats my standard configuration using a Wizzy merc, (Depending on the zone, i may add Consecration for added and increased DPS for those huge 400k Slay undead crits that can result, Albeit rarely, but it does..When Soloing Wizzy is on Burn nonstop, unless splitting a pull using Balefire AA, then "Passive", Fade, Burn. With some AA into your wizzy merc (Hate modifiers, etc), keeping and maintaining aggro should not be a problem at least it isnt for me, using a set lineup of Aggro spells. On those occasions it happens, Divine Call works great to pull the mob away. or Simply stun.

With that said, and wizzy set on Burn...Ill pull with Force of Disruption AA, (2) Impose of Honor (3) Crush of Povar (Force of Disruption, and those 2 spells will be more then enough to maintain aggro over your wizzy burning]. begin stunning (Those three stun spells I use primarly because they are on independant timers and do not push, If an addtional stun is needed, I have Divine Stun as a backup (With the Push however). ** TIP ** We get a really cool AA called, "Blessing of the faithful", this is an awesome DPS increase when utilized properly, this can be done, by turning your wizzy merc to Passive when the mob is down to around 10 percent, this will ensure that you strike the killing blow to the mob that will proc Blessing of the Faithful. This is a 2 minute buff and increases dmg and healing, when I solo in Chapterhouse, i can usually keep the proc up most of the time. Verses undead, you can expect Slay Undead procs for around 235k (Using Lance of the Bloodfiend) (double the normal Slay undead crits). and heals for double..Now at this point, if you really wanna kick up and max out 100 percent DPS....Here is how you do it....After proc (dont forget to put wizzy back on burn), activate the following...(1) Second Spire of Holiness (2) Holyforge (3) Valor of Rage (4) Intensity of the Resolute (5) Infusion of the faithful..While these are all running you do more then double the DPS your merc will on Burn.
Other solo spells, "Brilliant Vindication, when cast, grants a 15 second duration boon that doubles the healing power of your next healing spell...the rest of the spells should be self explanatory.
Defensive configuration I use for those times I get 3-4 mobs in chapter house on me...(1) Third Spire of Holiness (2) Armour of the inquisitor (3) Holy Guardian Discipline With those activated, Ill hit Beacon of righteousness for AE aggro, depending on hate meter, I might use "Unflinching Affirmation" to pull immediate aggro off my merc, if thats not up..Divine Call is a good one too. Balefire AA, and Shackle AA for splitting and pulling singles, Halt undead AA is a alternate pulling Ability, Snares the mob and allows time to get off all aggro abilities and spells usually before the mob gets to me. So thats solo mode for me. a few adjustments hear and there on different zones. Grouping.

Grouping, this has several approaches for me, mainly I MT. So my spell configuration looks like this. (1) Brilliant Vindication (2) wave of Grief (3) Crush of Povar (4)
Impose for Honor (5) Force of the darkened Sea (6) Force of adency (7) Ardent Force (8) Staunch Stance (9) Burst of Dayspring (10 Burst of Sunlight (11) Grief (12) Sorrow...Stun on incoming, then hate abilities and spells, then the chain stun...This works well for me... In most groups, Tanking without a healer should not be an issue. Our AA's and healing depth is enough for the group. Yes, Tank and MAIN healer in a group, a Paladin is more then able. Add Puller too....This is unique to our class...Most self sufficient class in the game...Throw in some Undead mobs and we are DPS too...So..Group healer, Group Puller, Group tank, and DPS.....Warriors and SK's, Sorry. ADVANTAGE: Paladin.

For Raiding...Now this is the cool thing about us Paladins...While we are not gonna parse on Dmg, our utility and role is basically everything else, From Offtanking, to backup Healing, Group heals, AE Heals and cures via Splashes, And when needed we can tank several Bosses and hold our own. Our skills are many, in the course of one raid, we might be used for ramp, fall back to healing, switch to offtanking, AE heal, then in a rotation to MT. This is what I love most about raiding with my paladin, I look to improve my contributions on knowing when to step up and what actions best serve the raid at those moments when something goes wrong.
My general spell configuration for most raids is like this...(Not everyone will agree with this, but ill explain it)...(1)Brilliant Vindication(2) Wave of Grief (3)Wave of Sorrow (4) Wave of contrition (5) Splash of Atonement (6) Impose for honor (7) Steadfast Stance (8) Blessed Light (9)Burst of Dayspring (10) Burst of Sunrise (11)Grief (12) Sorrow.....Heres why..Our best ability is healing, yes Healing, i know some Pallies dont like to think of themselves as "Back up healers", but, our spells and abilities/AA's just work like that..Every cleric in a raid loves a paladin that knows when to start chain casting Group heals, boosted up with the clickies and healing AA's for maxium group heals. a Paladin should parse somewhere in the middle or higher on heals. go with this as a general configuration, because if needed to pull a mob off a caster, or offtank, Aggro AA's work well....Well, I could go on dozens of more pages but gonna cut it short....If your thinking about creating a well rounded and fun class, make a paladin...you wont regret it...

Oh, as for the AA's, I wish I had gotten much sooner then I did..(1) Divine Call, (2) Quickened Stuns, and (3) Blessing of the Faithful.
Linden
105 Paladin / The Rathe.



Edited, Mar 25th 2015 10:00am by RatheLinden
#2 Mar 25 2015 at 5:49 PM Rating: Excellent
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Couple points I'd add. Mostly about soloing.

In conjunction with making sure you get the kill shot when soloing because of the Blessing of the Faithful AA, you should also *always* have the level 75 buff "Remorse for the Fallen" up and running. It's something that an heroic character will almost certainly miss, but is huge. The buff gives you a short duration buff when you kill something (lasts a few minutes). It provides two counters of double healing. So the next two direct heals you cast will heal for double their base values. Massively valuable if you're soloing and self-healing. You usually wont need to use more than the two counters in each fight, and you get them again if you get the kill shot on the current mob (which you should, right?). This in turn synergises with the vindication line of spells (which twincast your heals), allowing for a *ton* of healing.

I'm not sure I agree with keeping either the wave or stance line in the spell list when soloing. Wave actually makes zero sense if soloing, so ditch it for something else IMO. It's a group spell. If you need to heal your merc, just target and heal. More important, take agro and leave him be. Stance is questionable. I've personally not found the line that useful. It's additional hps, but the very long recast time (2.5 minutes), and relatively short duration (4 minutes?) means you must basically commit a spell gem to this *forever*, or abandon it entirely. I've personally found that using up a spell gem just to give myself a relatively small percentage more total HPs just isn't worth it. As you said, a well played paladin can do a lot of different things. I find myself struggling to balance them with the limits of spell gems. Wasting a slot for this just isn't practical. I can't remember the last time I went below 50% HPs while soloing. So adding more HPs to the total isn't helping me. Adding another spell, even a situational one, might.

And speaking of spells I'd rather have loaded. You mentioned one spell that has a "target's target" effect (vindication line), but I tend to try to have them all loaded if possible. And IMO, you missed the two that I actually use the most. The Admonish and Protective Proclamation lines are *huge* both soloing and grouping, and I'm not sure why you'd leave them out. Protective Proclamation hits the target with a nuke and the target's target with both a heal *and* a smallish melee guard effect. I use this when soloing and I'm taking damage a bit faster than I'd like in favor of healing first. Do this first *then* heal as needed. You'll find you need less healing and you don't lose any melee damage switching targets to heal yourself. Same deal with the Admonish line. These are straight up nukes on your target with a heal on the target's target. I use this spell whenever GoM pops up, since it's literally the highest mana cost spell you have and is pretty much always going to be useful. Both of these spells are useful soloing, grouping, and raiding.


Oh. I've also never found the "adjusts healing based on how damaged you are" (grief in the 101-105 range) line to be super valuable to me. Even at the best mana/heal ratio, it's only marginally better than Burst, and I'd rather not use a spell slot on a heal that is only better than one I already have loaded if I wait until my target is below 25% health to use it (actually have no clue where the top heal level kicks in). As mentioned above, I tend to like to keep my health in the top 50%, just to avoid potential calamity if you get a damage spike right in the midst of a fizzle run or get stunned, or whatever. Paladin's get so many different sources of healing, it just seems silly to treat our own hp bars like a yo-yo just to get the most use out of a very situational spell. Doubly so if we're using up a valuable spell gem for the privilege of doing that in the first place. Seems self defeating.


Also, if you're using a wizard merc, why not actually make use of it and not try to compete with it for damage? Ditch using holyforge for damage. Ditch using once every 4 hour AAs for damage or other means of upping your damage (use as needed, but don't rely on them because they aren't going to be steady, which is what you need for soloing). Use the "Armor" line of combat abilities whenever up. They last for about 2 minutes and recast every four. They're basically an "I win" button for Paladin tanking, yet you didn't mention it at all. When up, you probably don't have to heal yourself at all. Depends on what you are fighting, of course. When not up, use other damage mitigation effects and self heals judiciously. You should never even come close to dying. Just focus on keeping the mob(s) on you, and yourself alive.

Paladins get like 4 different lines of defensive combat abilities. They all cycle at pretty decent rates. Used correctly, you can almost always have one in use, and another one or two "on deck" for when that named mob pops and you need a bit more protection and healing. I find this to be a much better strategy than trying to increase damage. Don't get me wrong, we do fantastic damage against undead, and not terrible damage against everything else. But our abilities really shine with regard to defensive stuff. I choose what kind of merc to use based on the conditions of the mobs I'm fighting. Against some undead, I ditch the wizard merc because he's not going to increase my kill rate enough to make up for the exp he's sucking up. If I'm fighting really tough mobs (which means I'm drop hunting and not exp grinding), I'll actually use a healer merc sometimes (cause I'll take it down eventually as long as it can't kill me). Then I'll use the more offensive stuff. I just don't find that our offensive abilities add much in the long run. When you consider the downtime periods, and assume we're hunting for any length of time, they're really a quite small total increase (maybe 2% or so overall).


Stuns I totally agree with. Use them early. Use them often. I've often written that when it comes to paladins, when in doubt, hit something with a stun. The great thing about stuns is that they will generate agro for the paladin, but not actually do damage to the mob. In groups/raids, they are totally safe to use (no fear of breaking mez for example). Now doing this whilst someone else is in the middle of a pull and you're not the person being pulled to might not be a good time to use one, but just about any other time is. The one negative to stuns is that they don't trigger GoM. So you need to make sure you've got some kind of relatively cheap direct damage spell in there. There are a couple options, of course. The Crush line basically exists solely for this purpose IMO. I also will often load up the anti-undead line that does limited damage to regular mobs (and yet some other damage to summoned ones). It's a lot more mana than crush or stuns, but still far cheaper than our more expensive spells and it actually does a decent amount of damage (unlike crush which has basically meaningless damage). Oh. And it doesn't take up a stun timer. Not that you'll usually load up the knockback stuns, but if you do, you have to remember that they're on the same timer.
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#3 Mar 25 2015 at 10:12 PM Rating: Excellent
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Nice feedback Gbaji...I would agree with you on the Remorse of the fallen (At lower levels), End game, its wasting a spell slot. But then, soloing, The number of spells needed, is minimal. I do not experience any issues with Downtime. Nor do I struggle with limited gems slots in most solo situations. Mana is never an issue...Simple Stuns keep damage intake minimal and the heal procs that result balances out dmg taken. I disagree with you on Holyforge, I use it because I farm Oath of Marr augments and I know the zone extremely well, Running that disciple helps kill faster and improved DPS, granted it runs on Defensive Disc timer but thats ok, Im more concerned with killing fast as possible especially in a zone where I feel comfortable enough to just focus on maximun DPS. Drops rates on Oaths are about 1/3200. Every zone requires changes in tactics, and spells, some slightly, some drastically different, we could write page after page addressing various zones, but i was being general. Thats a great point in regard to protective proclaimation, ill have to experiment with that. . I prefer Holy Guardian over Armor line, for the fact its 36 percent dmg mitgation for 2 minutes plus increase to all heals, Armor line is 20 percent for 2 minutes. Maybe you were referring to Armour of the Inquisitor, if thats the case, Good point, And yes thats a great one indeed.
Nice information though, thanks








Edited, Mar 26th 2015 12:31am by RatheLinden
#4 Mar 26 2015 at 3:49 PM Rating: Excellent
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RatheLinden wrote:
Nice feedback Gbaji...I would agree with you on the Remorse of the fallen (At lower levels), End game, its wasting a spell slot.


I think I didn't explain the spell well. It's a long term buff. It lasts 5+ hours. There's no reason not to have it up and running all the time unless you're worried about buff slots running out (which shouldn't be an issue soloing). What the buff does is that whenever you kill a mob, it creates a short term buff that lasts like 2-3 minutes and grants two counters of increased healing (it's not actually double healing, more like +80% or so, but still massively beneficial). The long term buff is not used up or anything by this. It stays there waiting for you to kill another mob and grant you another super powerful short term buff.

You should always have this spell running. Doubly so if you are soloing and self healing.


Quote:
I disagree with you on Holyforge, I use it because I farm Oath of Marr augments and I know the zone extremely well, Running that disciple helps kill faster and improved DPS, granted it runs on Defensive Disc timer but thats ok, Im more concerned with killing fast as possible especially in a zone where I feel comfortable enough to just focus on maximun DPS. Drops rates on Oaths are about 1/3200. Every zone requires changes in tactics, and spells, some slightly, some drastically different, we could write page after page addressing various zones, but i was being general.


Yeah. I get the Holyforge thing. There were actually a lot of complaints when Pureforge came out that it wasn't much of an improvement over Holyforge *and* it has a shorter duration. Honestly though, the shorter duration is what makes it better because of the Armor line of discs. As I mentioned earlier the Armor line is more or less an "I Win" button for Paladins. You can run it for 2 minutes out of every four (so 50% of the time). It has just a 20% damage reduction, but also procs heals on you and stuns on those who hit you (and procs off hits). It fires a lot. It's basically what the ward line of spells should have been.

The armor line of discs is so powerful an that you'd never want to not use it in favor of running Holyforge. So even if you use Holyforge, you're going to want to kill it to run armor after two minutes anyway. May as well just use pureforge and be done with it.

Use the mantle line when tanking really tough named mobs, and deflection as an "OH ****!" button. For everything else, just use Armor every 4 minutes. Squeeze pureforge in when it's up. I suppose you can use holyforge as well, but you're basically just getting a less powerful pureforge that doesn't refresh as fast unless you use the full duration of holyforge, and IMO you're not likely to want to use holyforge for its full duration due to it blocking Armor. To make holyforge more useful you have to spend more AAs to decrease the reuse time. Honestly, I'm just not sure it's worth it.


Quote:
I prefer Holy Guardian over Armor line, for the fact its 36 percent dmg mitgation for 2 minutes plus increase to all heals, Armor line is 20 percent for 2 minutes. Maybe you were referring to Armour of the Inquisitor, if thats the case, Good point, And yes thats a great one indeed.
Nice information though, thanks


No. I'm referring to the "Armor of XXX" line (starts with Armor of Courage ends with Armor of Ardency). What makes it great for most situations is the proc effect. There are a few "big" defensive abilities that you should really only use when tanking something "tough". Guardian has good mitigation, grants healing when using a shield, but decreases offensive capability. The Mantle line grants similar mitigation, and a heal on fade, but no other effects. There's also a group heal line in there somewhere that I can never remember the name of. Point being that these are all abilities you trigger when tanking a big nasty mob. The Armor line is just a generally awesome ability to use all the time. It's primary benefit is the defensive proc, so it's best when soloing or if you are the tank in a group. And in that role, it's amazing. Anything that I don't absolutely need those higher mitigation abilities against, I'll use this. And when swarming? It's ridiculously powerful. And it can be up and running for 50% of the entire time you are hunting. Given that while using it, you often do not need to heal yourself, this ability by itself will cut your healing requirements in half, freeing that mana for other things (like offensive spells).



Again, the reason why holyforge isn't that valuable isn't because it's not a good ability, but because the Armor line is so much better that you can't really justify delaying activation of Armor just to keep Holyforge running. The only time I'd use holyforge (past two minutes anyway, which just makes it a weak version of pureforge) is if I'm in a group and I'm not the tank. No reason not to increase my damage a bit in that situation. In a soloing situation where I'm self healing? Not even remotely a choice.

Oh. And you should never be thinking in terms of Armor *or* other defensive abilities (like Guardian or Mantle). Those other abilities have much longer recast times (15+ minutes IIRC). They are situational. You hold them until you need them. The Armor line has a 4 minute recast. Use it whenever it comes up. Period. If you find yourself in a bad situation (big named pops on top of you say), just let it expire (it's damage based, so it'll drop pretty fast if you're getting beat on heavily), then drop one of those other bigger defensive abilities. Oh. And Armor of the Inquisitor isn't a discipline (it's an AA), so you can stack it on top regardless of what other disc you are using.

Edited, Mar 26th 2015 3:04pm by gbaji
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#5 Mar 26 2015 at 6:21 PM Rating: Good
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(Quote)
Again, the reason why holyforge isn't that valuable isn't because it's not a good ability, but because the Armor line is so much better that you can't really justify delaying activation of Armor just to keep Holyforge running. The only time I'd use holyforge (past two minutes anyway, which just makes it a weak version of pureforge) is if I'm in a group and I'm not the tank. No reason not to increase my damage a bit in that situation. In a soloing situation where I'm self healing? Not even remotely a choice.

Hmm...Holyforge is a 200 percent increase too all Skills, with a 20 percent increase to Crippling blow...Heres the major difference...140 Percent increase to Slay Undead, Pureforge does nothing to increase damaged on SU crits. But it does HUGE contribution to DPS....290 percent with all Skills, 25 percent to cripple, 30 percent increase to triple attack..Pureforge does not effect Slay Undead. Soloing, at least for me, my major focus is damage. Adding 7 total minutes out of every 30 minutes to increasing DPS is HUGE., Mobs dont hit when they are chain stunned, and the few hits I do take, are covered by the healing procs that result from stuns, I believe in most soloing, if not all, the best Defense for a paladin is good offense. Stun baby Stun. Save your defensive disciplines for raids and group affairs and in certain cases when soloing named, it just plain makes more sense, Groups dont need our DPS, nor do raid, so, naturally, its all about mitigating damage, Soloing: A paladins woes come in the form of ****** DPS: So naturally, turn to our offensive disciplines and abilities every chance you get. Grief and Sorrow, Lay hands, Hand of Peity, Thunder of Karana, and quick heals if you have those "Oh **** Moments", but lets keep it real..Any raid geared, AA maxed out Paladin, simply does not need Defensive Disc when soloing 99.99 percent of the time. Maybe you are soloing zones where stuns do not work, I prefer to stick to zones or camps that are Ideally suited for my Paladin.

As for the information on Remorse for the fallen crusader, I was not aware of the full potential. Thank you for helping me improve my game.





[i

Edited, Mar 26th 2015 8:47pm by RatheLinden
#6 Mar 26 2015 at 6:46 PM Rating: Excellent
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#7 Mar 26 2015 at 8:20 PM Rating: Good
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RatheLinden wrote:
Hmm...Holyforge is a 200 percent increase too all Skills, with a 20 percent increase to Crippling blow...Heres the major difference...140 Percent increase to Slay Undead, Pureforge does nothing to increase damaged on SU crits. But it does HUGE contribution to DPS....290 percent with all Skills, 25 percent to cripple, 30 percent increase to triple attack..Pureforge does not effect Slay Undead.


Those numbers are +200% to critical chance with all skills, not to the skills themselves, while pureforge is +310% (assuming rkII). +20% crippling blow chance versus +30. And pureforge has +35% chance to triple attack versus holyforge having a +1.4% chance to SU. Yes. The "Slay Undead (140)" in the description actually means +1.4%. That's it. It's an almost unparseable increase to your chance to get a slay. You should never use holyforge in favor of pureforge even if fighting undead. The increased triple hit chance (more hits means more slay chances) alone swamps the direct SU increase from holyforge. The biggest increase in slay chance from using holyforge is because of the increase to base crit chance, which is what is used to calculate base slay chance. But, of course, pureforge has an even higher modifier to crit chance.

This is not to say that holyforge is useless. If you're not doing anything else with your disciplines, then it doesn't hurt to use holyforge. But I still believe that it's probably not useful to have it up more than 2 minutes because the Armor line is almost always going to be more useful when soloing. I don't think you understand how powerful the armor line of discs is:

Quote:
1: AC_2 (1912)
5: Mitigate Melee Damage by 20%, 547800 total
8: Add Defensive Proc: Armor of Ardency Strike II rate mod 360


So right off the bat, you get 20% mitigation and an AC boost. But it also procs defensively (so when you are hit in combat), this effect:

Quote:
1: Decrease Hitpoints by 2097
2: Stun (1.00 sec/110)

Recourse Effect Armor of Ardency Heal II

1: Increase Hitpoints by 3028



This means that every time this thing procs (which it does quite often), you get healed for 3k, the mob gets damaged for 2k, and stunned for a second. While not as sexy as a 200k slay, this adds up seriously over time. It adds a significant increase to your overall combat ability when tanking. The only time I'd ever want holyforge up instead of this ability is if I'm not tanking. If I'm tanking, I want to use this. Always. Every time it's up.


Quote:
Save your defensive disciplines for raids and group affairs and in certain cases when soloing named, it just plain makes more sense...


Again, don't confuse the Armor line of discs with the higher mitigation "tank a boss mob" abilities. It's not intended to be used that way. Those you save until you are fighting something particularly tough. The Armor line you should be using every time it comes up if you are soloing or tanking for a group. Period. Doesn't matter what you are fighting at the moment. It's possibly the single most important ability to use as a paladin because of the massive positive effect it will have over time. You get this ability up 50% of the time and you should endeavor to have it running that full 50% of the time.

Quote:
Soloing: A paladins woes come in the form of ****** DPS: So naturally, turn to our offensive disciplines and abilities every chance you get


Sure. But not at the expense of something that provides a much greater benefit. Holyforge just doesn't add that much to overall dps. You might think it does. It might even feel like it does (placebo effect in action). But if you actually parse the damage you do while it's up, and compare to the damage you do over a similar period of time when it's not, you'll find that it's maybe giving you a net +10% or so to total damage. As you say, every bit helps, and I suppose if you really are having no problems killing mobs without ever having mana issues, so healing isn't an issue, then I guess using this instead of armor is fine. On the other hand, as I noted above, you seem to have a lot more heal spells loaded than I do. I use the direct damage (with bonus to undead) spells instead. That's where I get my extra dps. And yes, as a result I do things like pay attention to when GoM pops and make use of it. And for me, using armor is huge because it means that I have to spend less mana for heals and thus have more for nuking.

I suppose there's some playstyle aspect to this, but it seems like you've never used the armor line before based on your comments, which I find kinda shocking. The first time I gained access to it, I was like "OMG! This is the most amazing ability we have". At that point I'd been using holyforge for like a decade or so, and it was never more than "meh". It's also possible that you don't swarm (or do anything like swarming). If you're pulling several mobs at once, you're counting on riposte damage to increase your total dps significantly. But this requires that you be able to survive the hits from multiple mobs at a time. Defensive procs like that on the armor line are the key to doing this. And by using it, you can massively increase your kill rate compared to just increasing dps via something like holyforge. Yes, it will also increase the damage you do while riposting, but if the cost is not having the armor disc up, it's a no brainer. I can handle 2-3 times as many mobs at a time if I have the armor disc running. That's a massively greater increase to my kill rate than I'll ever get by using holyforge.


Normally, I'd just say play your character however you want, but your post was specifically attempting to provide a guide for other Paladins, so you'll have to forgive me wanting to make sure those paladins have the benefit of all the information. It's not as simple as "increase dps to increase kill rate". There's more to consider.
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#8 Mar 26 2015 at 9:43 PM Rating: Good
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Thanks for the feedback..Lets just leave it alone, we can go back and forth all night, to compare individual styles, is pointless, when its done for EGO. I prefer my steak well done, wanna argue that I burned it. Preference and individual style is subjective, Swarm pulling, of course will require different tactics, as will soloing undead, or soloing a Mission. To one player, soloing a mission is completely wasteful when you can do it in a group and finish quicker, I see it as challenging to complete.Spell line-ups change, Of course I use Armor Disc, I just dont use it when I solo. Swarm pulling I see pointless. But im not gonna knock a nother Paladin who specifically prefers it. Swarm pulling, while entertaining, just hasnt produced a big return on experience or loot, obviously Defensive disciplines would come into play. My post serves not as a guide, but rather as a means of opening up dialogue in attempts to share with others and in the process learn as well. It seems you feel some need to be vastly intellectually superior to others, perhaps to compensate in some way for
what might be lacking in real life. A little annoying, but looking past your arrogance, I see a well developed paladin. Go ahead ill leave you the final word.



Edited, Mar 27th 2015 12:09am by RatheLinden
#10 Mar 27 2015 at 5:56 AM Rating: Excellent
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I thank you both for the information and insights regarding the Paladin class..

As up to date Paladin strategy, useful AA abilities and information etc is hard to find since the last class site alive with info for the Paladin class (that I know of) are hardly updated nowadays.

For a few years I have had my Paladin alt stalled at 84 or 85 which is hardly played nowadays as I rarely if ever see up to date info on the class from any one source.

This information allows me to understand what the Paladin is capable of, at or near max level. So armed with this new information and strategy's my Pally alt may well get "the call up" to join my main crew in the near future.

Thanks again and good luck.
#11 Mar 27 2015 at 1:38 PM Rating: Good
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Oooh. Yeah. I honestly found the 80-90 level range to be the most fun for my pally. Seems like that's where you get a bunch of the really cool abilities and where itemization really takes off. Sadly, Hill of Shade is currently a hotzone, so you run the risk of zone disruption, but I leveled most of that range killing blackwaters and fishermen there. Ridiculously fast exp rate, and enough random spell/defiant drops to keep your trader nicely stocked. Look for Grounds groups to join up (or any HoT stuff really), since that's where you can pick up some teir2 armor upgrades, but other than that you can pretty much just grind and sell and buy bazaar stuff to keep your gear in line.

Fun times!
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#12 Mar 27 2015 at 6:41 PM Rating: Good
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For me, the toughest leveling was from 70-90, I almost quit playing out of boredom with the class at level 93. It wasnt until level 85ish, that I realized I needed Combat Stability, Combat Agility more then I needed, Slay undead. I misplaced most of My AA's in the "feel good" area. I also didnt understand how to use defensive AA's in groups, so naturally i kept getting smacked down, hard in HoT zones. I was using a 2 hander and taunt to hold aggro. I just did it all wrong. And the end result was frustration which almost lead me to quit. Personally, for me, the game became fun again, at level 95..If i remember correctly, its at level 95 that we got back the ability to Chain Stun mobs again (3 stuns on seperate timers), and Quickened Stuns..The AA's and spells really improve greatly from 95 on....And I thank gbaji for sharing a wealth of information about our class, I learned a few things that will improve my game.

Edited, Mar 27th 2015 8:45pm by RatheLinden
#13 Mar 29 2015 at 12:26 AM Rating: Excellent
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Yes, I cant wait to get my Paladin into HOT content, and then to a high enough level to contribute with my highest characters.

As he has hardly played and has not tanked since level 80-just the odd p/lvl with my Necro main for the last 4 or 5 levels gained. So when I log him in now to actually look to tank, I've forgotten what half of my hot keyed AA abilities were, then taking the AA grant on the character amplified the situation more. The other day I was scanning the internet, looking for up to date Paladin information on the abilities, discs, spells and latest strategies and it was few and far apart for anything recent.

For me, levelling is not an issue as he can get plenty support from my higher characters. But my faded memory of the Paladin classes abilities, the lack of info and my lack of playtime (I have plenty alts competing for limited time) has created a need to relearn it. Nice to know at level 95+ there are useful improvements to its abilities also.

Thanks again for this information, it will help me a lot when I start to work on my Paladin again.. I even printed it out for future reference..no kidding.


Edited, Mar 29th 2015 2:50am by hexeez
#14 Mar 31 2015 at 1:24 PM Rating: Decent
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Any tips you have for un-stunnable situations... TDS
#15 Mar 31 2015 at 6:54 PM Rating: Good
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tenkenturtle wrote:
Any tips you have for un-stunnable situations... TDS


Self heal. It's going to be more mana over time than stunning mobs to nothingness, but it's still quite doable. As I mentioned above, there are three lines of "target's target" spells. One of them (protective proclamation at highest level) heals the target's target (that's you when soloing) and places a small melee guard on the same. I'll usually try to drop this early in a fight so as to gain the most effect from the guard. Another one (admonish at highest level) hits the target with some damage (scales depending on whether live, summoned, or undead), and drops a heal on the target's target (you). The third (brilliant vindication at highest level), hits the target with some damage (which also scales based on type), and drops a healing twincast on the caster (you). The latter two are both expensive (well, for paladin spells anyway), so I usually wait until I get a GoM and then pop one or the other depending on need. If I'm ok health wise, I'll use the first one since it's damage with healing to me. If I'm hurting health wise, I'll use the second one. It's similar damage, but the twincast then allows me to cast a burst heal and get a lot of healing. Takes an extra spell cast though, so YMMV. Of course, to get those GoMs, you have to drop nukes. The crush line is great for this. And I'll tend to drop the direct damage (scaling to type) spells (consecration at highest level) as well since it's a .5 second cast time and easy to squeeze in. Stuns do not trigger GoM, so keep that in mind when planning how to set up your spells.

As mentioned before, always keep Remorse for the Fallen running, and you'll get two counters of increased healing for every mob. This allows your heal spells to be more effective. Remember that on top of that paladins get a ton of auto heal stuff. Can't remember the names right off the top of my head, but there's one that basically just procs a self heal while we attack. All the time. Another procs a group heal when we land stuns. So just by attacking and stunning (even if the mob is stun immune I think), we're getting health back. Probably not a bad idea to have a vampire proc in your weapon as well. Depends on what you want to do really. Given that we get the full set of healing increasing AAs, a seemingly small heal can actually do quite a bit. Stacking a bunch of minor effects really does add up.

And I'll repeat my love for the Armor line of combat abilities. When soloing you should just have this up all the time it's available. It's a massive decrease to damage taken. Pop that every 4 minutes and you likely wont have to heal at all for the next 2. Use that to either switch mana to more nukes, or to regain mana so you have it to cast heals during the two minutes it's not up. If a named or tougher mob pops up, use one of the bigger defensive AAs instead (ones with like 30%+ mitigation). That's usually plenty to make up the damage intake difference. Plus you'll usually find you just aren't desperately healing or anything. Unless you're really stretching what you can kill, even against unstunnable mobs, you're probably going to be healing at a nice easy pace that's easily sustainable. In the right hunting spot, the only thing that should make you have to stop killing is endurance.

Oh. And I forgot. You can also use the Ward line of spells for additional healing (plus HOT). It's a counter based defensive proc (so a chance to go off when you are attacked). This is up to you though, since it's replaced (and blocked) by a particularly useful offensive ability that you may want to use instead. Obviously also, the choice between using a 1h+shield or 2h weapon can have a significant effect on your relative damage dealing versus damage taking. That's gear dependent though.

Edited, Mar 31st 2015 5:59pm by gbaji
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