Guides · Paladin
1.19.07 PAL Creation Guide
Paladin
Creation
by Joshmvii |
Archetype: Defensive Fighter Primary Attributes: DEX, CON, STR Continents: All |
Dexterity, constitution, and strength are the Paladin's primary attributes. Dexterity helps the Paladin evade or mitigate damage. Constitution gives him plenty of life points and higher resistances. Strength enables the Paladin to do enough damage to keep the attention of enemies.
Building a good Paladin takes some careful planning at the character creation screen and requires you to learn a handful of tactics in the lower levels.
Selecting
the Right Race
Paladins of all races start with the same attributes, but the
choice
of race can affect how many points the Paladin automatically gets
placed
into its prime attributes.
Starting
attributes:
| STR |
CON |
DEX |
VIT |
INT |
WIS |
| 35 |
50 |
40 |
35 |
25 |
25 |
Each character
gets 20 attribute
points
(AP) per level, starting at level 10. 6 of your AP are placed
for you automatically--one per attribute (STR, CON, DEX, VIT, INT,
WIS). 4 points are assigned to attributes based on your race if you are
not a human (humans are kojani, mordebi, qaliathari, and thestran).
You can
place 10 (14 for humans) wherever you want to within soft caps of 5 per
level.
Additionally,
characters get
racial bonuses to their soft caps. These
are called preferred stats and allow characters of a race to flesh out
in a way that reflects the traits of the race. Non-human races get 4
bonus points to soft caps (usually two or three attributes only) while
human
races get 6, 1 for each attribute. Thus, a human can be more balanced,
while a non-human becomes more specialized.
The table below shows the attribute scores at level 50 before
gear
and buffs for
the Paladin based on the race selected. We've highlighted the best
results for each of the primary attributes for you. It is possible to
reach the soft cap for three attributes as a human, but those soft caps
may be lower than those attainable by other races.

Racial
Abilities
The other important factor to consider when picking the race for your
Paladin is racial abilities. With their short durations and long
recasts,
racial abilities are less important than attributes in the selection
process, but they can be used to pick between races that are otherwise
equal. The racial abilities are listed below.Thestran: Inspirational Commands
You will have 3 inspirational commands at your disposal: Inspirational Presence, Inspirational Wisdom, and Inspirational Tactics. Each command is a group buff that will add either 2% to mitigation, a 3% reduction to mana cost of all spells, or a 2% increase in damage. You may only maintain one command at a time, however you may have all 3 effects active at the same time. Recast is instant.
Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Dwarf: Earthen Embrace
For 60 seconds, this ability will turn your body to stone. Along with removing all poison effects, you will mitigate 25% damage and become immune to movement impairing spells such as knock back, stun, and snare. Recast is 30 minutes.
Small Race: 2% bonus to evasion
Crafting: +10 Finesse
Harvesting: +5 Mining
High Elf: Arcane Balance
This ability will take the cumulative amount of mana in a group, add 25% to that number, and evenly redistribute it to all members. Recast is 15 minutes.
Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Reasoning
Harvesting: +5 Reaping
Kojani: Spirit of Jin
This ability will immediately restore 45% of energy and hit points to the target. This ability has a diminishing effect on any target that has benefitted from this ability (used by another player) in the last 10 minutes. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Raki: Planar Shift
While this ability is active, you will gain a 50% mitigation to all spell damage. Recast is 30 minutes.
Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Reaping
Qaliathari: Swiftness of the Sands
For this next 10 seconds, you will evade all melee attacks and spells. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Mordebi: Curse of the Ancients
This ability stuns the target for 8 seconds, and reduces the aggro range to 0. The target will not assist/aggro while stunned, and the effect does not generate any aggro. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Reaping
Level 1-10 Tactics
In the early levels of the game, you are mostly getting introduced to your general area, and you’ll find a multitude of ‘newbie’ quests to complete to help you make some progress. These early levels go by pretty quickly, and you will be able to solo through them without must trouble. While Paladins don’t do the kind of heavy damage that makes some classes good at soloing, the Paladin can heal themselves and have decent buffs as well. In spite of this ability to solo, it is a good idea to try to make some friends early, or at least get into a group. You will find that in a group is where the Paladin really shines.Combat Tactics
Whether soloing or grouping from levels 1 to 10, you will find that Holy Strike will be your main staple. As long as you have the endurance to use it, you can repeatedly use this attack. At level 2 when you get Smite, you will use it for pulling and to finish off monsters when they try to flee at low health. Smite also adds hate, so it’s not a bad idea to keep using it as soon as it refreshes. At low levels, you’re not using much energy, so you won’t have to worry about running low. Don’t be afraid to throw in some healing when party members need it. Healing Touch is a good solid spell, and Lay on Hands is an amazing tool to use, and as long as you don’t use it on a Paladin, it is completely free to use once every five minutes!
Gifts of Virtue are special Paladin abilities that really define the class. You may notice that your Lay on Hands ability that you get at level 1 uses 3 virtue points, but only when used on a Paladin. The real Gifts of Virtue start at level 10, when you get Dictum of Valus. This is a single target damage spell. With the exception of Smite, Paladins don’t get ranged attack spells, so this is a good tool for situations when you really need to kill a monster that is trying to run, or just a big damage burst quickly. You gain other Gifts of Virtue later, such as Zeal, which will makes all your special attacks hit twice, and Paragon of Justice, which gives you a huge boost to your stats as well as your accuracy and damage. These abilities really define the Paladin, and using them at the right times to turn the tide of battle will be very important to being a successful Paladin.
Make friends!
The Paladin is a great class in Vanguard. They are nothing like Paladins have been in previous games where they were weak Warriors with weak healing spells. They bring their own unique set of skills to the table in Vanguard, and along with their buffs, auras, and warcries, the Paladin really shines bright in a group. You will be the protector of your party members, taking the brunt of the enemy attacks, as well as playing savior with timely heals. There is little better than saving your entire group from wiping with a well timed used of Lay on Hands. Have fun, and enjoy being a Paladin in Telon!
Other
Paladin Resources at Ten Ton
Hammer
- Paladin Class Guide
- Paladin Skills & Abilities (coming soon!)
- Know Your Role - Defensive Fighter
- Guide
to Vanguard Statistics