Meirii replied

536 weeks ago

Paladin

Requirements
☺Level 30 Gladiator
☺Level 15 Conjurer


Attributes
Full Vit
Reasoning:Strength (and Dexterity for that matter), work in Tiers increased,
not in individual points increased. Meaning increasing your Strength by 30 points
might not bring you to the next Tier of damage mitigated, which basically means
those 30 points might do nothing for your survivability. Overall testing showed
that STR Tiers increase roughly every 40 points of STR increased for Parry and roughly every 80 points
for Block.




As Strength would increase your attack power as well, and therefore your enmity
generated, you might think you still get something out of it, but the truth is, if you
really are dependant on the Strength to generate enough enmity, there are other
things you have to improve than your survivability first.

Conclusion: Put all of your points into Vitality. It increases your maximum Hit Points,
which does also increase the amount of damage absorbed through
Stoneskins for example. A good healer will use Stoneskin on a regular
basis, so there is more to the table than just the benefit for your own
performance. You might think you did well enough on the content you
experienced thus far, but let me tell you, that once you are in the Coil of
Bahamut…you REALLY need the Hit Points. Just a difference of 100HP
can decide over life and death in these situations.
posted byTirion Crey


Abilities
Sword Oath–-Level 30–-Increases the potency of auto-attacks by 50. Cannot be used with Shield Oath. Effect ends upon reuse.
Cover–-Level 35–-Takes all physical damage intended for another party member for 12s. Can only be used when the party member is 6y or closer.
Shield Oath–-Level 40–-Reduces damage received by 20% and increases enmity, while lowering damage dealt by 20%. Cannot be used with Sword Oath. Effect ends upon reuse.
Spirits Within–-Level 45–-Delivers an attack with a potency of 300. Potency decreases as HP decreases.Additional Effect: Silence Duration: 1s
Hallowed Ground–-Level 50–-Renders you impervious to most attacks for 10s.



Cross Class Abilities

Conjurer
Cure–-Level 2–-Restores target's HP. Cure Potency: 300.
Protect–-Level 8–-Increases the physical defense of all party members within range of target for 30 mins.
Raise–-Level 12–-Resurrects target to a weakened state. Cannot be used when in combat.
Stoneskin–-Level 34–-Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP for 30mins.

Marauder
Foresight–-Level 2–-Increases defense by 20% for 20 sec.
Skull Sunder–-Level 4–-Delivers an attack with a potency of 100. Additional Effect: Increased enmity
Fracture–-Level 6–-Delivers an attack with a potency of 100. Additional Effect: Damage over time with potency of 20 for 18 sec.
Bloodbath–-Level 8–-Converts 25% of the damage dealt by next successful offensive ability into HP Buff duration: 15 sec.
Mercy Stroke–-Level 26–-Delivers an attack with a potency of 250. Can only be executed when HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.




Skill Rotation:

Group of enemies(2+):
1. Shield Lob (pulling) -> Enemies will start to gather
2. Flash -> Circle of Scorn (CoS only if Mage didn't Sleep a mob close-by)
3. Fast Blade -> Savage Blade -> Rage of Halone (tab through mobs if wanted)
4. Flash -> Circle of Scorn (to keep un-attacked mobs attention on you)
5. Fast Blade -> Savage Blade -> Rage of Halone (tab through mobs if wanted)


Repeat step 3 to 5 from here. Flash+CoS only if 2 or more mobs are left.

Use Actions like Shield Bash, Shield Swipe, Spirits Within etc. on ocassion when
they make most sense and/or are ready. If the Mage slept one mob, you can pull
back the rest of the group to use Circle of Scorn as well.
If you have access to Mercy Stroke from Marauder, use it to your best advantage
and try to kill the enemy with it, so it will regenerate 20% of your max HP.

Single Enemy (Boss):
Fight or Flight -> Shield Lob (pulling) -> run towards the enemy
2. Circle of Scorn -> Flash -> Bloodbath
3. Fast Blade -> Savage Blade -> Rage of Halone
4. Fast Blade -> Savage Blade -> Rage of Halone
5. Circle of Scorn (whenever it's ready)


Repeat step 3 to 5 from here. Just as on groups use Actions like Shield Bash,
Shield Swipe, Spirits Within etc. whenever they make most sense and/or are ready.
Keep Actions like Bloodbath and Fight or Flight on cooldown.

When it comes to defensive Actions like Awareness, Sentinel etc. use them
accordingly. If a Boss has a self-buff that raises his critical hit rate for example,
counter it with Awareness. If he has a buff that raises his overall damage, counter
it with Rampage and/or Sentinel, or if he has an add phase, you want to have them
ready for these, so you make life easier for your Healer. If nothing of these
examples apply, just use the first action early in the fight and alternate all of them
and from there on keep them on cooldown.

If you want to use 2 self-buffs in a row use a damage based action in between.
There is a delay after using a self-buff before you can activate the next one,
however damage based actions are not affected by this delay, so use the first
self-buff, then use whatever damage action you want to and use the second
self-buff right after. This has the advantage that they don't affect each others
Global Cooldown and you can use self-buffs while you're still in the animation of
the damage based action. This way you will get the most out of your actions to
time ratio and self-buffs don't interrupt combo actions, so you can use them
with any action and just move on with the combo after.
posted by Tirion Crey

How to tell If you have agro:

The little White bar under you class symbol is your agro meter.

When you have a Full red square you have the monsters agro. If you have a red flashing square you are loosing agro.

When you have an orange guitar pick you are building agro

If you have a yellow triangle you are the lowest on the threat meter.

If you have a green circle you have no agro

Meirii replied

536 weeks ago

Here’s the golden rule for Paladins (tanks):

Priority 1: Reach the required Accuracy Cap 559
Priority 2: Get the highest vitality/armor possible (left side iLevel)
Priority 3: Most amount of Parry possible.
Understandably, mixing and matching gear to fit your accuracy cap whenever you get a new piece is the life of tanks. So make sure you have a good stock of gear to rotate, and these two pieces of food to make your life easier:


Final coil BiS Gear
Dreadwyrm Blade
Augmented Ironworks Magitek Shield
Dreadwyrm Coronet Of Fending
Augmented Ironworks Armor Of Fending
Augmented Ironworks Gauntlets Of Fending
Augmented Ironworks Belt Of Fending

Augmented Ironworks Trousers Of Fending


Dreadwyrm Sabatons Of Fending

Dreadwyrm Choker Of Fending
Augmented Ironworks Earrings Of Fending
Augmented Ironworks Bracelet Of Fending
Dreadwyrm Ring Of Fending
Augmented Ironworks Ring Of Fending


Bacon Bread


This will get you a bit over the acc cap @ 561 acc(this includes food buff)

Final Coil BiS w/ Augmented weapons

Augmented Ironworks Magitek Sword
Augmented Ironworks Magitek Shield

Dreadwyrm Coronet Of Fending

Augmented Ironworks Armor Of Fending

Augmented Ironworks Gauntlets Of Fending

Dreadwyrm Tassets Of Fending
Augmented Ironworks Trousers Of Fending
Augmented Ironworks Sabatons Of Fending
Augmented Ironworks Choker Of Fending
Augmented Ironworks Earrings Of Fending
Augmented Ironworks Bracelet Of Fending
Dreadwyrm Ring Of Fending
Augmented Ironworks Ring Of Fending

Bacon Bread

This set w/food should put you @566


If you have your zeta weapon you will have to play around with gear till you get 559
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