Nairdin's paladin guide: Difference between revisions

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Why 15 ranks of Summoning Lore?
Why 15 ranks of Summoning Lore?


Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]]without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt]]. Paladins don't bolt.
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]]without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don't bolt.


Having 15 ranks also gives bonuses to:
Having 15 ranks also gives bonuses to:
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*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.
*1605: +2% DF. The next DF bonus is 18 ranks. You can move here for the extra 1% DF but... meh.
*1605: +2% DF. The next DF bonus is 18 ranks. You can move here for the extra 1% DF but... meh.
*[[Sanctify (1625)]]: Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).
*[[Sanctify (1625)]]: Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).


==Other Skills==
==Other Skills==

Revision as of 15:34, 1 April 2017

Posted by GALADOS 27 May 2015

Ok, I've seen a lot of different posts about paladin hunting and I'm seeing the same thing over and over so I'm putting in my two cents because I'm sick of the "Glass Cannon" stereotype most paladins have because they have a 600+ AS but die in just a couple hits.

Keep in mind, we're referring to paladin training for pre cap to cap. (lvl 100)

Weapon Options

First off, let's discuss weapons.

Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.

Your weapon is your choice. A paladin can make anything from brawling (utilizing sancted gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from Arm of the Arkati (1605) and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I'll explain when we get to spells.

I am a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I can. (crush only damage, best fatal crit percentage for head/neck shots) I have also used edged&shield/pole/brawl&shield.

Training Dilemma

Growing up as a paladin, you have to choose. "Do I want extremely high AS, or massive DS and an average AS?" the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training Religion lore for Zealot and adding massive AS, but so much is lost, DS loss from not having a shield and lower DS from having a lower Blessings lore is only a portion of it (see above "Glass cannon" reference). If you train 65 Blessings lore, you'll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That's HUGE!!

Lore Training

Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks paladin spells for Divine Intervention (Beseech) and 20 ranks of Minor Spirit for 120's nice DS/Spirit TD bonus. After that you can choose more lores or more paladin spells, but Wall of Force (140) is only really viable if you stay in chain hauberk. The casting RT from keeping Faith's Clarity (1603) up all the time for low spell hindrance in plate is just too dangerous in a swarm.

At cap 65 Blessings, 30 Religion and 15 Summoning is perfect. Train more lores post-cap.

Blessings Lore

Why 65 ranks of Blessings Lore?

Religion Lore

Why 30 ranks of Religion Lore?

  • 85% chance to make a target kneel with Divine Strike (1615)/Judgment (1630). Both are awesome, no doubt. I use 1615 when I need something (quickly fading enemies like spectral triton defenders in Nelemar) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike. This strategy ONLY works if 1615 makes the target kneel. If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don't think 1630 causes RT or at least not as much RT, even when it makes the target kneel.
  • Higher Vision (1610): +4 more DS (seed 5)
  • Aura of the Arkati (1614): A PALADIN'S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against critters/player characters in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won't be as much but the evade/block/parry penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.
  • Zealot (1617): A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE'RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We're referring to someone newly capped or growing. Remember, it's a guide, not a manual.
  • Crusade (1618): Religion lore adds an unknown chance of potential for flares.
  • Faith Shield (1619): A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50.
  • Divine Word (1640): 2x per day with 30 ranks religion, 3x with 40. Have a cleric do it. you can't use Chrisms anyway and it doesn't fill your head.

Summoning Lore

Why 15 ranks of Summoning Lore?

Easy. Specifically, 15 ranks because I like to be able to cast Web (118)without having to stance down first. Once you get 20 ranks of summoning lore web becomes a bolt spell. Paladins don't bolt.

Having 15 ranks also gives bonuses to:

  • 1602: adds +1 RT for a total +3 on a failed warding roll.
  • 1603: max benefit.
  • 1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.
  • 1605: +2% DF. The next DF bonus is 18 ranks. You can move here for the extra 1% DF but... meh.
  • Sanctify (1625): Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).

Other Skills

Remember, just a guide, not a manual of how you MUST do it.

Combat Maneuvers

1x Combat Maneuvers (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don't listen to people that say it's a waste because you get "132 phantom cman that's capped at the 202 bonus for maneuver defense and open ambush." So what? You're not getting 162 ranks of paladin spells for that bonus ANY TIME SOON. Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.

Physical Fitness

1x Physical Fitness to cap, make it a first priority to 2x post-cap.

Armor Use