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Paladin


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One day you're rolling an evil, the other you're rolling a Savant, and then another you're rolling a cleric, and now a Paladin?

I HOPE YOU STICK TO THIS ONE!

Good offense, good defense, extremely hard to land kills unless who you're fighting is a bloody idiot. You should be able to survive just fine. Find a sword/shield, mace/shield, and polearm combo, and you'll be absolutely fine.

You'll want to dual wield versus anything NOT melee (we're talking clerics, invokers, shamans, etc) and you'll want to gear for -mals' and a lot of +hitroll.

It's also a fun, CHIVALROUS class to play ^_^

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Well nothing was sticking... Anume has spoke to me several times about sticking to a character, I've narrowed it down to two. Both are steadily climbing the leveling tree. Except now both are locked at mastering some skills before progressing any further. Hoping to make hunting easier...

Also keeping my fingers cross these two characters will keep me interested.

Sorry all for always switching it up... This is my honest attempt at keeping a character until the end.

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Paladins are probably my favorite class. They are extremely well-rounded, able to handle themselves in melee, dish out some serious damage from spells, and having curatives equal to a cleric's. If you want more detailed advice, feel free to toss me a PM - jibber also recently had an excellent paladin, he'd be another good one to seek tips from.

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Paladins have many strengths and many weakness.

To me they are a class for younger players.

More experience players will find a Dark Knight more to their likes, due the greater options and lower RP limitations.

Sanctuary at will, cure blind/plague/poison are all good, but you can deal with those with consumables.

Cure critical is excellent. But their lack of weapons knowledge means that they will take damage faster in Meele.

Weapon selection is not so great, lacking offensive types and good offhand weapons.

Bash locks are a pain. Even worse than DK's, for where the DK can defend, the Paladin will be hit more often and hope he has brought a shield.

Mounted combat is nice, but you will find yourself dismounted many times.

Heroism is interesting, until you notice that you must be alone, and you lose access to frenzy.

Now Wrath is great. Especially versus Undead.

Dispel evil has almost no aplication, as you are better of with Flamestrike.

Flamestrike while good, it can be saved with much ease.

And AFF saves is the first most PKer seek.

If elven Paladins used to be great, the rise of blademasters and the trend of Elven+Giant anatomy choice has made their lives quite dangerous.

My advice is to go full on Hit/Dam, with some Mental and aff saves. Something like 30 aff and 35 mental.

Get a no drop polearm for charges.

A blessed sword and the Protection Shield.

And a good exotic for offhand, Dragonslayer.

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Just buy a pinn from Zrothum :)

That being said, I spent ~6 years not having a pinn. Those were the days of a noob.

Pretty sure they closed zrothums character store after lawsuits were filed for suspicions of insider trading, price gouging, and failure to adhere to the FCC's quality control standards.

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Paladins have many strengths and many weakness.

To me they are a class for younger players.

More experience players will find a Dark Knight more to their likes, due the greater options and lower RP limitations.

Uh, no...
Cure critical is excellent. But their lack of weapons knowledge means that they will take damage faster in Meele.
What?! They'll take less damage than a DK' date=' 9 times out of 10.
Weapon selection is not so great, lacking offensive types and good offhand weapons.
Eh, I'll give you this one. But it's all in the attrition.
Bash locks are a pain. Even worse than DK's' date=' for where the DK can defend, the Paladin will be hit more often and hope he has brought a shield.[/quote']Although I was bash locked by venom-sack eating giants, after investing a lot of -AC, that and mounted combat made it VERY hard for me to be bash locked.
Mounted combat is nice' date=' but you will find yourself dismounted many times.[/quote']So keep an eye on when you dismount. Several skills/spells will make you dismount, and there are a few which don't tell you that you were dismounted. I like to type mount every so often before and after pks, just to be safe.
Heroism is interesting' date=' until you notice that you must be alone, and you lose access to frenzy.[/quote']Heroism is like advanced frenzy. You lose 1 move per room you move through (regardless of terrain), your holy wrath damage is nearly doubled, and you stand up easier to evil opponents.
Now Wrath is great. Especially versus Undead.
Remember that it can curse' date=' and is wonderful versus non-undead in that aspect. Otherwise, flamestrike is your friend.
Dispel evil has almost no aplication, as you are better of with Flamestrike.
Not always.
Flamestrike while good' date=' it can be saved with much ease. And AFF saves is the first most PKer seek.[/quote']I fire blinded a lot of people with extreme ease. Especially since flamestrike is one round lag, it's worth the effort. And it definitely not saved as easily as you make it out to be.
If elven Paladins used to be great' date=' the rise of blademasters and the trend of Elven+Giant anatomy choice has made their lives quite dangerous.[/quote']Not sure how this has anything to do with paladins... lol
My advice is to go full on Hit/Dam' date=' with some Mental and aff saves. Something like 30 aff and 35 mental.[/quote']This advice will get you killed. -mals, and some -mental, and all hitroll is the best way to go. In most circumstances. My Tribunal Paladin, Dirmin, went all HR/DR and did very well, but was pwnt by shamans. I was able to do very well with Istendil because of the ease of getting +40/+30 and having awesome saves.
Get a no drop polearm for charges.

A blessed sword and the Protection Shield.

And a good exotic for offhand, Dragonslayer.

Polearm doesn't NEED to be nodrop, but it's nice. Blessed sword? Make sure you bless all your weapons and shields with your friendly neighborhood clerics. And yeah, dragonslayer is an OKAY mundane exotic to use, but if you have a sword, or anything else like a mace, it would be better than the dragonslayer.

And some more advice from me, and probably even Pali: NEVER fight blind. Unless of course you think you'll lose your opponent and want to goad them into sticking around. Otherwise, flee every time you're dirt kicked, blinded, or fire-blinded. Especially if you don't have a no-disarm polearm/sword/mace &shield.

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I actually found blms to be very easy to handle as a paladin, even those with my mastery. Killing them isn't easy, but you can easily attrition them.

And yes, very rarely will you want to fight a melee blind, even with a norem or nodrop weapon. It'll be rare that they can bash lock you to death while you can see, but get out once a giant warrior or zerk dirts.

And if I weren't posting at work only iPad, I'd happily elaborate on my many disagreements with mya's post... Maybe when I get home. For the most part, listen to jibber.

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Don't stress yourself out about it. I haven't played in two months, since I cane back I've tried about 6 chars and got blocked by one thing or another. I still have no one char that's truly active, or my "main". Sometimes it just takes rolling the dice more than once to find that sweet spot.

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One of the few classes I never pinned so I cannot say much. Fighting them is always a pain because they are hard to pin down, have the most annoying blind, and can finish you off swiftly and easily if you are not careful and low on HP.

I think the downside is that they are quite EQ dependent to get PKs with and they probably also take a lot of time and skill to master.

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Paladin was how I first pinn'ed and engaged in PK relatively well. The only downside you will have is getting equipment stats at 50. There are scrolls and cabals, but you then have to take each piece and spend currency to learn. Other than that downside the Paladin can get around almost every class except a venum sacked lucky decked giant with bash/body, or a decked vampire will eat you(with a small amount of luck).

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If Paladins had Identify they would be kings of newbies. The ideal starting class.

Which reminds me, why does a no PK application scroll like identify costs 3500 gold coins. Something newbies desperately need. And Veterans almost never use.

Same with Brambus, why he has such a long cooldown?

Once per hour identify would be great. And tone down newbie grinding.

Remember Paladins get no haggle and pay full price for items.

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Paladins have to buy the same things other half mages do.

They just don't need to buy detect invis pills.

They buy:

Recalls

Shield

Stoneskin

Flight

Identify

enchant weapon

armor

weapons

Mounted combat is not flight.

Most veteran player will have both.

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I very rarely used fly, except when fighting battlemages. (their dance weapon would trip). Mounted combat makes it so you can't be tripped (it says your feet aren't on the ground).

Why stone skin? Why identify? Why enchant weapon? Why armor? Why buy weapons? Recalls, I can see, but you can do without haggle.

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Ditto regarding jibber's comments on fly - barely ever used it. Shield staves are very cheap, stone skin's easily accessible for free through herbs or spell books if you don't want to risk addiction, ID through Brambus (and the scrolls aren't that expensive for the few times you'll need them, but either way, any class without the spell isn't ideal for eq learning)... And really? Armor and weapons? How often do you buy those in stores? I don't think I ever do... And I'd prefer to wait for a friendly invoker than waste eq by blowing it through low-level enchants.

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I very rarely used fly' date=' except when fighting battlemages. (their dance weapon would trip). Mounted combat makes it so you can't be tripped (it says your feet aren't on the ground).[/quote']

I always found that strange. Perhaps it's a bug.

*shrug*

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