Paladin Guide
I found this paladin guide on a message board post. I forgot to put the address on it, but I'm posting it anyways. I did not write this, but I find it to be a good guide for us Paladins.
Here's the guide:
Paladins are the holy knights of Norrath. They stand for all that is good and
just, and they will destroy all that is unholy and evil. A true paladin will
never leave a comrade behind and will stand and fight until all of his allies
have escaped. A true paladin will treat others with respect and will give his
life to save another's. The paladin is a strict follower of the code of chivalry
and as such it is perhaps the hardest class to properly role play in the game.
Not only can the role of paladin be mentally challenging it can also be very
difficult from the pure gaming aspect. Paladins are 3/4 warrior and 1/4 cleric.
At higher levels this can be a very powerful combination but at lower levels
things will prove to be very difficult. You suffer a 25% experience penalty for
being a hybrid which means that you will usually level slower than most other
classes.
The hardest task of a paladin compared to other classes will be reaching level
9. At level 9 you receive your spells and things will begin to get much better
for you. Until that time you are basically a warrior who does not have the
benefit of kick and has 3 less hit points per level. At level 6 warriors get
dodge which you will not see until level 10 further widening the gap between the
two classes.
The saving grace of low level paladins is the ability to Lay Hands. This allows
you to heal close to 1000 hit points even at low levels. You can only use this
skill once per game day(about every 1 1/2 hours in realtime) so you will want to
use this only in emergencies. I've seen some paladins use this skill to try to
take monsters that are normally too difficult to kill figuring it can nearly
double their hit points. This is a mistake in this paladin's opinion. You should
always keep this for emergencies. You never know when you or more importantly
someone else will need you to lay hands to prevent death.
At level 9 you will gain your first spells. The spells that you can cast at this
level are the same spells that a cleric can cast at level 1 although you will
not gain the benefit of using all of the spells of any circle. Paladins get the
most important cleric spells however and this is key. You get all three lines of
cleric buffing spells(though you won't gain the third line until level 30). This
is great if you are soloing or if your party does not have a cleric along. These
spells grant you additional armor class and hit points and are perhaps your
second most important type of spells.
By far your most important type of spells are your healing spells. At level 9
you get minor healing which will reduce the time you will have to sit and rest
and also allow you to heal yourself in combat to some extent. At level 15 you
get lesser healing which is the same spell that level 15 druids and shamans will
still be using. You are the only hybrid class that will ever be able to cast
greater heal which is also very helpful. Though a paladin is not as good of a
healer as any of the pure priest classes your healing spells are important for
two reasons. First and foremost they cut down resting time if you are soloing or
do not have the benefit of a priest type class in your party. Secondly they can
be a lifesaver when the going gets tough. I can recall a time when we were
fighting a hill giant and things were going sourly. We thought our tank would
surely die as both the cleric and the druid were totally out of mana. At that
point our paladin calmly stepped back and began healing the tank. By the time he
had run out of mana both the cleric and the druid had regained enough mana to
get off another greater heal and we won the encounter.
In my opinion your third most valuable line of spells is the ward undead line of
spells. These spells make paladins very effective when soloing(and no less
effective when grouping) undead beasts. Only clerics and necromancers can
outperform paladins when it comes to these beasts. Sure pure casters such as
wizards can outdamage you spell wise but when you add up the damage you can do
with your weapons plus the damage you can do with your spells and add the amount
of damage you can take I would take the paladin in this encounter 7 days of the
week and twice on Sunday.
At level 22 paladins get the root spell. This is very important if you don't
have another player in your party who can cast it and a neccessity if you are
soloing in dungeons. This spell will prevent those monsters from running away
until you can finish them off.
A very underated line of paladin spells is the lull->soothe->calm spells.
These spells allow you to walk past normally aggressive monsters and more
importantly allow you to calm a few members of a group of monsters so you can
pull one away and fight it alone.
Another line of paladin spells is the yalup and yalup 2 spells. These spells
only last for a short period of time but give the paladin a strength and armor
class bonus. Since they use a relatively low amount of mana they can be a great
addition to your spell collection.
Level 22 sees the addition of invisibility to undead. This spell can be a big
help in undead dungeons as it allows you to bypass the monsters you do not want
and get to the ones you do. It also allows you to do some recon on an area if
you haven't been there before.
At level 39 you get the cancel magic spell. This spell is plain and simple a
lifesaver. There are times during the game when someone in your party will get
charmed or rooted and death will appear a certainty. Cancel magic allows you to
cancel the spell effect(though it may take a few casts) and save their lives. It
also can be used on yourself when you are suffering from those particularly
nasty spells such as blood boil.
The rest of the paladin spells are a mixed bag of cure spells, endurance
spells(which give a player a bonus to his saving throws) and a couple of utility
spells(such as reckless strength). A couple notable exceptions are holy
might(which you gain at level 49) which is a stun spell which also does a small
amount of damage, spook the dead which is a fear spell that affects undead
beasts and hammer of wrath(level 15) which summons a magical warhammer which can
be useful at that level.
Now that we have covered the cleric side of things let's cover the warrior side.
Paladins gain all of the attacks that a warrior does with the exception of kick
and duel wield. The catch here is that they receive these skills 3-5 levels
later than a warrior.
At level 6 you get the bash skill. Bash is the only secondary attack you will
ever gain as a paladin so it is important. The problem with bash is that it
requires a shield to use. Basically this reduces paladins to using one handed
weapons or else forfeiting their only secondary attack. So how does bash compare
to kick? It does a bit less damage especially at lower levels but it does stun
your opponent.
At level 10 you get the dodge and bind wounds skills. Bound wounds is utterly
useless at this level because you can already heal yourself. Bind wounds does
not heal very much damage, it takes time to do and it requires a bandage(which
can get costly). It is also very ineffective at lower levels. You will
doubtfully ever use this skill. Dodge however is very useful. This skill causes
you to get hit less and anything that can do that is a welcome addition.
Level 14 grants the meditate skill. This is NOT a meelee skill it is a skill
that allows you to regain your mana faster.
You get parry at level 17. This skill is much like dodge in that it allows you
to get hit less and thus is a very welcome addition. Fighters gain the parry
skill at level 12 so if you want to compete with them as a tank this is an
important level.
At level 20 you get the most important of your meelee skills. This is the
ability to double attack. At level 15 warriors get the ability to both duel
wield and double attack and become much more effective at damaging their
opponents than you are. While you can never duel wield double attack will allow
you to close the gap between a paladin and a warrior in dishing damage.
A paladin gains the riposte skill at level 30. This skill will cause you to get
hit less similar to dodge and parry.
The last of your meelee skills is gained at level 40. This is the disarm skill.
This allows you to knock a weapon from your opponents hands. NPC's hit harder
when they are wielding a weapon so this winds up being a very effective attack.
Not only does it cause you to take less damage but it also allows you to pick
their weapon off of the ground and use it or steal it.
Paladins can use most of the weapons in the game and can also wear most of the
armor including platemail. Paladins also get some very special weapons in the
form of their holy swords. The first of these swords is ghoulbane. This weapon
is not only very powerful damage and speed wise but it also randomly casts
dismiss undead which will cripple your undead foes in no time. Higher level
weapons have not been discovered at the time this guide is being written but I
have no doubt the fiery avenger will be nothing short of astounding.
So what race makes the best paladins? This is really subjective. Dwarves have
all the right ability skills and also have infravision(they are my personal
favorite). They pay for this however in the form of an experience penalty. High
elves can also be paladins however they have low base strength and this can hurt
when it comes to the warrior side of things. When all is said and done most
paladins are human. They are the middle ground and level faster than the other
races.
To play a paladin you have to be a certain breed of player. To properly role
play the class you have to be prepared to give your own life to save the life of
others and you can expect to be outleveled by most of your friends early on. You
will never be as good in battle as a warrior and your spells can not come close
to those of a clerics. However the parts of the two can be greater than the
whole of the others if you play this class properly at higher levels. To get the
most of this class you have to be prepared to spend a lot of time to reach the
higher levels of the game. When you do however you will be rewarded with one of
the most powerful and one of the funnest classes in the game.
This is a paladin reference guide. This is not a class guide. If you are looking for our paladin class guide then you can reach it by clicking
here. The purpose of this guide is to make it easy for paladins to find areas of interest in the game.