Paladin
From House Paladin Wiki
About this Guide
This guide is basically everything I wish someone had told me when I started playing Paladin. It was written by Aikirussan and goes over pretty much everything a person needs to know to level a Paladin.
Table of Contents
I. A Paladin's Role
a. A comparison between Paladins and other tanks b. Which is the "best" tank?
c. Your attitude as a Paladin
II. How to maintain consistent hate
a. Hate related terms and their application
b. Hate management in a party
c. Should Paladins ever lose hate?
d. A note on +Enmity equipment
III. How to take as little damage as possible
a. Def and Vit
b. General calculation for damage recieved
c. Def or Vit, which should you focus on?
d. Primary Paladin stats
e. Secondary Paladin stats
f. A guideline for choosing equipment
g. A few recommended pieces of equipment
h. Should Paladins use Greatswords?
i. Should Paladins use Staves?
j. Please Do Not Use a Royal Knight's Belt
k. Paladin Food
IV. Paladin Traits, Job Abilities, Spells, and Weaponskills
a. A general Macro suggestion: /recast
b. Cover
c. Defender
d. Shield Bash
e. Flash
f. Spirits Within
V. Paladin Subjob choices
a. Warrior
VI. Paladin Racial choices
a. Paladin stats according to race at level 59
VII. Paladin Tips and Tricks
a. Avoid the Vit loss from wearing +MP rings
b. Avoid AOE Paralysis/Petrify
c. Target mobs the easy way
I. A Paladin's Role
A Paladin's job is to maintain consistent hate while taking as little damage as possible, and you should hold your priorities in that order. Your primary concern as a Paladin is to keep the mob securely focused on you so that it does not directly attack the other members of your party. All the best +Def, +Vit, +Agi, +HP, and -DMG% gear in the game will not matter if you are not the one getting hit. Once you can comfortably maintain consistent hate, you can begin focusing on taking as little damage as possible.
a. A comparison between Paladins and other tanks
Paladins are not the only tanks in this game. However, of the three most common or viable end game tanking classes, War/Nin, Nin/War, and Pal/War, they are capable of generating and managing the most hate. War/Nin specializes in damage output through Dual Wield, damaging Axe weapon skills, and specific pieces of equipment geared toward damage dealing, Nin/War specializes in taking little (or in many cases no) damage through the use of +Evasion equipment and the Utsusemi line of Ninjutsu, and a Paladin specializes in hate through spells and job abilities that generate hate, and emergency job abilities like Cover and Shield Bash that allow a Paladin to manage hate and protect the other members of the party.
Paladin's specialization in hate management is evident from the fact that they have the tools at their disposal to generate and manage hate as the only tank in the party from levels 10-75, whereas other tanking classes will most likely struggle with hate management until the later levels.
War/Nin, for example, do not have many hate tools at their disposal in the early levels, and since they rely primarily on damage ouptut as a means of hate control, most will likely struggle with hate management until level 50+, at which point this class becomes a major damage dealer. As Quor points out in his War/Nin Guide, at 50 War/Nin recieve a Dual Wield upgrade which significantly improves the damage over time (DOT) dealt by one handed Axes, and by this point they are able to equip two Viking Axes (49) and a Lifebelt (48) for a total of +30 Accuracy. At 52 War/Nin get their AF boots, which significantly improve the activation rate of the job trait Double Attack, and at 55 they gain access to the weapon skill Rampage, which becomes a major damage dealer and significantly improves hate management. In the mid to late 50s War/Nin also benefit from the hefty +Enmity bonus provided by the Warrior AF set (+15 total). For the rest of the game War/Nin deal out enough damage to effectively maintain hate, but before they have access to the improved DOT and TP generation resulting from the tier two Dual Wield upgrade, the +Accuracy bonuses from the Lifebelt and dual Viking Axes, and high damage weapon skills like Spinning Axe (49) and Rampage (55), they will most likely struggle with hate management. For this reason most Warriors recommend subbing /Mnk for tanking and /Thf for damage dealing pre 50.
Nin/War also suffer from a lack of hate tools in the early and mid levels. Nin/War rely primarily on enfeebling and elemental Ninjutsu spells to generate hate, but while the first (Ichi) line of enfeebling spells such as Kurayami (Blind), Hojo (Slow), and Jubaku (Paralyze), do generate hate, these spells are frequently resisted by IT++ mobs even with a capped Ninjutsu skill level, and resisted spells generate no hate. Also, the Ichi line of offensive elemental Ninjutsu spells such as Suiton (Water) and Doton (Earth) deal so little damage that they generate virtually no hate. Most low level Nin/War cast Doton:Ichi at least once a fight, but they do so only to keep their Ninjutsu skill capped for when the second (Ni) level elemental spells become available and because the powder required for casting Doton is cheaper than that required for the other elements. The Ni elemental spells, on the other hand, deal a significant amount of damage comparable with many Blm spells, and as a result they generate a substantial amount of hate, but the Ni line of elemental magic is not available until level 40. The only other option for Nin/War in terms of generating hate is throwing weapons such as Shurikens. However, at an average server price of 10k per stack for the level 18 Shurikens, they are extremely expensive. Considering that even with a capped Throwing Skill many Shurikens still miss, holding hate by means of throwing weapons is a prohibitively expensive strategy.
Here are some quotes I gathered while browsing through the Nin/War and War/Nin forums that further highlight Paladin's unique specialization in hate management:
"I made lv32 yesterday, I am holding hate ok unless the blm went nuts spaming firaga and other spell OR a ranger doing the barrage thing. Its true that pass 30 is kinda harder to hold hate, I am looking for other way too."
"You really don't have a lot of options when it comes to holding hate at that level. My best advice is to find a good backup tank and split the aggro."
"As you go up the levels you'll realize that it's pretty tough to hold hate well all on your own without the help of a thief."
"However, without Utsusemi: 2, I wouldn't really try to be the one-and-only- tank. That's the strategy for levels 40 and above. Things go much smoother if your party has a backup tank or alternating tank for the time when you lose hate."
"Remember, every time you get hit, you lose hate. And you will get hit at level 30 because you don't have Utsusemi: 2."
"ninjas cant tank by themselves before lvl 37. they need a backup provoker."
"you won't be an effective main tank, so you need at least another voker in your party "
"NIN is better at reducing downtime, PLD is better at building hate so your dmg dealers can do more. A good NIN never has downtime and rarely looses hate. A good PLD never looses hate and rarely has downtime."
"fact: ninja is a very efficient tank. fact: paladin is by far the best overall tank. paladin is a tank for any situations where ninja is slightly more of a situational tank." -67 Nin
While any tank requires the cooperation of the other members of the party, Nin/War requires a specific party makeup including a backup or secondary tank before level 37 when Utsusemi: Ni becomes available, and both Nin/War and War/Nin require the damage dealers to hold back a little more without a level 30+ Thief in the party for Sneak Attack + Trick Attack.
Paladins on the other hand, generally have more hate tools at their disposal and more job abilities that generate hate at a given level than every other major tanking class in the game, be it War/Nin, War/Mnk, or Nin/War. As a result, Paladins allow for a more flexible party composition than other tanks, and can act as the only tank in the party even in the earliest levels, while it is generally recommended that other tanks use a back-up tank or co-tank with another member of their party in the early stages of the game.
But again, the ability to generate hate is not what truly distinguishes Paladins from the other tanks in the game. The main thing that separates Paladins from every other viable tanking class is our ability to not only generate hate, but manage it as well.
Here is just one example that illustrates how Paladins are able to manage hate and protect the other members of the party:
Let's say that the melees in your party are a little too eager to kill a particular mob as quickly as possible and get the next exp chain, and so they decide to start the skillchain before your second Provoke or before you have had the chance to set the hate threshold. So the Darknight in your party uses Beserk+Souleater and grabs hate while closing the skillchain very early on in the fight since the closer is credited not only with the damage from the weaponskill, but from the skillchain effect as well.
At this point, as a Paladin you can either cast Flash or use Shield Bash to stun/blind the monster you are fighting, then move into position and Cover the Darknight. If you fired off Shield Bash or Flash quickly enough and can rapidly position yourself between the Darknight and the mob you will most likely be able to prevent them from taking a single hit, even though they grabbed hate. If Shield Bash and Flash are down, you should be able to prevent the Darknight from taking more than two hits.
Paladins are the only class in the game that can do this kind of thing.
All other tanking classes would be stuck firing off all their available hate generating job abilities or relying on the Drk/Blm to stun the mob long enough for them to regain hate. Yes it is technically the Darknight's fault for going all out to early, but while this is just a minor annoyance for a Paladin, in parties with Nin/War, War/Nin, or Mnk/War tanks the Darknight will most likely pay for this mistake with their life.
And as if Cover wasn't enough, Paladins are also given the single best job ability in the game in terms of generating an enormous instant hate spike: Invincible. Chances are that no matter what another member of your party does, between these two job abilities you should have no trouble keeping the other members of your party alive under normal circumstances as long as you are on top of things.
The bottom line is that Cover and Invincible are two of the greatest hate tools in the game and distinguish Paladins from the other viable tanking classes as far as hate management is concerned. These and the other Paladin job abilities and spells are invaluable even in parties where everyone seems to know what they are doing because you never really know when someone is going to make a mistake, and the great thing about Paladin tanks is that with Cover and Invincible at their disposal, their party members have a much greater margin of error.
b. Which is the "best" tank?
I am not arguing that Nin/War and War/Nin are not as good at tanking as Paladins. I am simply attempting to highlight the fact that Paladins specialize in hate management, but this is only one aspect of tanking. In many situations Nin/War and War/Nin will actually allow the party to gain far more exp/hour than a Paladin given the drastic reduction in downtime that results from Utsusemi tanks taking little to no damage. However, there are certain situations and mobs that prevent the successful use of Utsusemi. Mobs that double attack or use AOE spells/abilities frequently will usually eat through too many shadows too quickly, preventing successful blink tanking. In these situations against these mobs a Paladin tank is a more reliable choice, though again, there are many mobs that can be successfully blink tanked, and parties that fight these mobs with a Nin/War or War/Nin tank will generally gain more exp/hour on average than if the same party fought these mobs with a Pal/War tank, and for this reason many players prefer blink tanks.
In summary, of the 3 most common or viable end game tanking classes, War/Nin, Nin/War, and Pal/War, each benefits the party in different ways, be it through increased damage dealt, decreased damage recieved, or heightened hate management, each is more suitable in specific circumstances at certain levels against certain mobs, and each requires a different playstyle.
To argue about which one is "better" than the others is a waste of time. All 3 have their purpose, all 3 have their place, and given the drastic lack of viable tanks in this game, all 3 will get frequent party invites.
And most importantly, the reason to level Paladin is not because you or any other player thinks it is the "best" tank in the game, but because you enjoy playing the job.
c. Your attitude as a Paladin
Given your role, as a Paladin you should be prepared to protect the other members of the party, even at the expense of your own life. In other words you should be prepared to be the first member of your party to die. While there is no reason to kill yourself if you can avoid death, you should be the last member of your party to zone, and sometimes you will be required to hold the mob while the other members of your party escape to safety. This means that you will end up spending a lot of time, especially in the earliest and latest levels, lying face down (or face up if you are Elvaan). As a Paladin what you do when you are dead is almost as important as what you do when you are alive. If you take your deaths in stride, realizing it is an unfortunate part of the job, you will develop a good reputation, and how many invites you get when playing this job in the later levels depends almost entirely on your reputation.
II. How to maintain consistent hate
As a Paladin you maintain hate through damage dealt, and the use of hate generating job abilities and spells.
a. Hate related terms and their application
Square-Enix has not provided detailed information regarding the nature of hate and exactly how it works, but many Paladins have reached a kind of general consensus given their own experience and that of other players.
First of all, in order to generate mob hate, you must first be on that mob's Hate List. Each mob keeps a Hate List, or a record of every player that has done something the mob hates. There are several ways to get onto a mob's Hate List:
-Negatively affecting the mob. This includes damaging the mob through physical attacks, spells, or job abilities, hindering or debuffing the mob through spells like Slow that decrease its performance, and "bothering" the mob by walking where it can see or hear you or by healing or sitting near it. -Positively affecting someone the mob hates. This includes healing or buffing someone on the mob's hate list.
Each mob seems to have a Hate Meter that measures the level of hate generated by each individual on their Hate List. It is important to note the effect of Hate Decay: the hate you generate decays, wears off, or decreases in intensity over time. Hate decays even more frequently as the mob hits you for damage as this allows the mob to release some of the hate you have built up.
Once you have made it onto the mob's Hate List and have been assigned a Hate Meter, you can begin to generate hate. The experience of most Paladins seems to indicate that there are two types of hate: Instantaneous or Spiked Hate, and Constant or Gradual Hate.
Instantaneous/Spiked Hate is generated suddenly by certain job abilities like Provoke or Shield Bash. While these job abilities seem to create a high amount of hate which is usually powerful enough to immediately grab the mob's attention, the intensity of this type of hate seems to decay or wear off more quickly than that of Constant or Gradual Hate.
Constant or Gradual Hate is generated by damage dealt, and by spells like Cure and Flash. While Constant/Gradual Hate will not usually generate as much instant aggro as Instantaneous/Spiked Hate, it appears to decay or wear off at a much slower rate, and is therefore considered more reliable. However, the increased reliablity of Constant/Gradual hate comes at a high cost as it requires you to use your MP, which is a valuable and limited resource, to generate it.
Given the two different types of hate, most Paladins attempt to keep both Instantaneous/Spiked Hate and Constant/Gradual Hate as high as possible at all times in spite of the set timers on job abilities and their limited MP. This is accomplished by developing a Hate Routine that alternates between abilities and spells that generate Instantaneous/Spiked Hate and Constant/Gradual hate. An example of a common Hate Routine is:
Flash -> wait -> Provoke -> wait -> Cure II/III -> wait -> Provoke -> wait -> Sentinel -> wait -> etc
Using a Hate Routine like this allows you to generate significant amounts of both Instantaneous/Spiked Hate and Constant/Gradual Hate and keep this hate at a high or constant level, and the fact that you alternate between the two and space them out saves you MP and does not force you to wait exclusively on any of the recast timers for your job abilities.
Using this kind of Hate Routine allows you to set a high Hate Threshold, which is the total amount of hate you have generated up to a certain point on a given mob. The amount of damage the members of your party can successfully deal without grabbing aggro depends on how high you have set the Hate Threshold.
b. Hate management in a party
Hate management is not merely the responsibility of the Paladin, but depends on the cooperation of the entire party, especially in the lower levels before you have access to all of your hate tools and especially pre-Refresh.
If the damage dealers or mages in your party want hate from you, they can pretty much get it at any level. It takes skilled party members to not only recognize where you have set the Hate Threshold, but know how not to cross it. You should have the mindset of generating as much hate as possible without burning up too much of your MP or job abilities and slowing down the exp/hour, and your party members should have the mindset of dealing as much damage as possible without drawing hate, taking too much damage, and slowing down the exp/hour.
Unfortunately you may have a hard time finding a full party of members with this mindset in the lower levels, but things do get better. Eventually the Rangers or Blackmages in your party will realize it is actually more beneficial in terms of exp/hour for them to hold back a little than to go all out and soak up the Whitemage's MP. Until then, if you are having hate managament problems, hang in there, you will likely gain access to new hate tools in a few levels, and your fellow party members will become more successful at controlling their own hate output.
c. Should Paladins ever lose hate?
There are certain circumstances in which it is actually beneficial for the Paladin to yield hate to another member of the party. These include:
-Partying with a Ninja: Pre-37 A Ninja tank relies on a backup or secondary voke (be it from another Nin/War, a War/xxx, a xxx/War, or a Pal/War) due to the long recast timer of Utsusemi: Ichi and the unavailability of Utsusemi: Ni at this level. A Ninja can cast Utsusemi:Ichi for 3 shadows before the pull, then once the puller returns and the fight starts the Ninja will Provoke and then absorb 2 hits before recasting Utsusemi: Ichi, so that as the 3rd shadow absorbs the mob's attack the Ninja gets 3 more shadows. This will allow the Ninja to avoid 6 attacks, possibly more if the mob is blinded, slowed, or paralyzed, or if the Ninja has good +Evasion gear and eats +Evasion/+Agi food. However, once the shadows disappear, the Ninja needs the secondary voker to Provoke and tank until the recast timer on Utsusemi is up again, or if it is up already, until the Ninja can recast it without being interrupted by a mob attack. If the Ninja attempts to tank during this time, or the backup tank is too late with the Provoke, he will take significantly more damage than a Paladin, negating the damage absorbed by the first 6 shadows. A single Provoke from the secondary tank should turn the mob away from the Ninja. Usually the mob will die before the recast timer on Utsusemi is up, if not, the Ninja will Provoke once the shadows are in place and absorb 3 more hits.
Post-37 a Ninja can solo tank once they obtain Utsusemi: Ni because they can alternate casting the Ichi and Ni versions of Utsusemi without the need for a backup or secondary voke, and chances are you will never party with a Ninja after this point (I never have).
Basically Pre-37 if you are willing to work together and co-tank with a Ninja, you will be rewarded with far more exp/hour than you could ever get tanking alone due to the reduced downtime. Learn how to work with a Ninja in your party, and be glad when you have one.
Post-37 dont worry about it, a Paladin+Ninja party past this level is so inefficient that you will likely never find yourself in one.
-Setting up Sneak Attack + Trick Attack: Post level 30 Thieves (and level 60+ classes that sub Thief) have the unique ability to stack Sneak Attack (which guarantees a critical hit) and Trick Attack (which "tricks" the mob into assigning hate to another member of the party). If performed correctly this strong attack can transfer a significant amount of hate onto you, allowing you to maintain hate with less MP and fewer job abilities for faster chains, or allowing you to set the Hate Threshold significantly higher so that the damage dealers in your party can deal more damage for faster mob kills.
Usually the Thief pulls a mob, and on the way back to camp readies Sneak Attack + Trick Attack (also known as Fuidama or SATA). The "trick partner" (any member of the party except the Paladin who has access to Provoke) Provokes the mob. The Paladin lines up with the Trick Partner but stands directly behind the mob, and when everyone is in position the Thief moves directly behind the Paladin, unsheathes his daggers, and attacks the mob with SATA through the Paladin, tricking the mob into assigning all the hate from the attack to the Paladin, not the Thief.
When viewed from above using a Mnk/War as a trick partner, it looks like this: ............................................................................... ....<rdm>>.............................................................. .<whm>>...........<thf>><pal>><mob>><<mnk>... ..........<blm>>........................................................ ..............................................................................
-Using Sneak Attack + Trick Attack + Weaponskill in the Skillchain: Another application of SATA is incorporating it into a skillchain. For example, in a party with a Rng and Thf Skillchaining Slugshot + SATA+Viperbite, the players assume the same position mentioned above (Rng in place of Mnk), except the Paladin begins the fight with Provoke and possibly follows with a Flash a few seconds later but does not use any additional job abilities or spells in order to set a low hate threshold. The Ranger opens the Skillchain with Slugshot, and hopefully grabs aggro. The mob turns its back on the Paladin to face the Ranger just in time for the Theif to land SATA+Viperbite, dealing massive damage as it completes the skillchain and securing massive hate on the Paladin. Ideally the Ranger will have a Ninja sub for Utsusemi so that he takes no damage in between the weapon skills. The Paladin will have so much hate at this point that he will most likely be able to "coast" through the rest of the fight using very few hate resources, and by the time the mob falls the Ranger and Thief should have enough TP to skillchain again toward the beginning of the next fight. With a Blackmage in the party to burst this is one of the most efficient standard party formations.
There are several other instances in which a Paladin should yield aggro, but they are far less common. Chances are if another member of your party asks you to let them gain hate, they are doing it for a reason. As long as they are not merely attempting to raise their Evasion Skill, you will most likely benefit the party by cooperating.
d. A note on +Enmity equipment
Many Paladins describe +Enmity as a "hate multiplier", which means that all actions that generate hate such as damage you deal, spells you cast, and job abilities you use are awarded a hate bonus with +Enmity gear equipped, allowing these actions to generate significantly more hate than they would without it.
It is a common misconception that +Enmity gear is for Paladins with hate management problems, and I personally never wore any +Enmity gear until Paladin AF. I have found however, that the good damage dealers in this game have the mindset of dealing as much damage as possible without grabbing hate and taking damage, and they will usually use the first few fights to determine exactly how much damage they can deal given the Hate Threshold.
What this means is that in a skilled party, the increased hate you could generate with +Enmity gear will allow the damage dealers to do more damage since you can set the Hate Threshold higher. So +Enmity gear is less about correcting your inablity to hold hate, and more about generating as much hate as possible, allowing the damage dealers in your party to do more damage for faster kills and more exp/hour.
III. How to take as little damage as possible
As a Paladin you take as little damage as possible by wearing equipment, eating food, and using job abilities that increase your Defense, Vitality, and Agility.
a. Def and Vit
Defense determines the mob's chance of hitting you at the low end of your potential damage recieved curve, while Vit lowers the curve itself. So Vit determines your potential minimum damage recieved each hit, Defense determines how often you reach that potential.
For example, if you would normally get hit for anywhere from 70-150 points of damage, adding a substantial amount of Vit will lower that overall curve to say 60-140, while Defense will determine how often you actually get hit at the low end of that curve, for say 60-70 points of damage.
b. General calculation for damage recieved
How much damage you take with each hit is determined by comparing the mob's Str vs your Vit, and the mob's Attack modifier vs your Defense modifier. There are other variables involved, so this is a simplified version of the damage recieved equation, but it will still tell you what you need to know.
c. Def or Vit, which should you focus on?
Generally, you should focus on Vit until 50, when you will briefly switch over and focus on +Def until level 55 or 56. After 55 or 56 you will want to start focusing on +Vit again.
Pre 50 even though Def and Vit are both important in the equation, you will get a lot more out of adding +Vit, especially since Defense increasing job abilities and food like Fish Mithkabobs are available. The basic reason why 1 or 2 points of Vit will almost always be more beneficial than a few points of Def is that adding Vit almost always results in a larger percent increase than adding Def, and so results in a greater improvement to your character. You can see this by looking at the number totals themselves. While you should have hundreds of points of Defense thanks to your passive Defense Boosts, your other gear, and your job abilities that boost Defense, you will have less than a hundred Vit given the fact that you recieve no passive Vit boosts or Vit boosting job abilities. Just looking at the percentage increases, a boost of 10 Def to say 300 Def total is less significant (only a 3% increase) than a boost of 6 Vit to 60 Vit total (a 10% increase), so that adding Vit represents a more significant boost to your character in terms of reducing damage recieved.
After 50 the mobs just seem to hit a lot harder due to a higher Attack Modifier. You will notice this in the Boyahda Tree fighting Barking Spiders and later Robber Crabs. Since the mob's Attack Modifier is compared with your Defense when determining damage recieved, most Paladins try to counteract this higher Attack Modifier by increasing their own Defense Modifier with Phalanx Rings (+10 Def each) and by continuing to focus on foods that offer the largest Defense bonus. Even though the percentage increase from the +20 Def provided by the Phalanx Rings is slightly less than the percentage increase provided by the +3 Vit Chrysoberyl or Verve rings, you will most likely benefit more from focusing on +Def in your ring slots at this level based on the mobs you will face in exp parties.
Post 55 or 56 your high natural Defense plus food neutralizes the mob's high Attack Modifier a little, and since the mob will already have a very high chance of hitting the low end of your damage recieved curve, adding additional defense beyond this point wont do as much to reduce overall damage, and so results in a diminishing return. At this point you should focus on reducing that potential minimum itself by adding Vit again. So after 55 or 56 most Paladins go with Chrysoberyl Rings (+3 Vit each) or, if they shelled out the extra gil for Verve Rings early on, put those on again. The other option at this point is Vigor Rings for +4 Vit each, but they are extremely rare and expensive: my Vigor Rings cost me 469k each on Shiva, and very few have ever sold, so its not an option for everyone. As far as food goes post 55 or 56 most Paladins switch over to foods that offer the most +Vit.
Aside from this general guideline, if you take a consistent amount of medium damage from a specific exp mob, then you are most likely hitting the low end of your damage curve frequently, which means you should most likely focus on lowering that damage recieved curve itself by adding Vit. If you take inconsistant damage from an exp mob, occasionally getting hit for high damage, occasionally for low, then you are not reaching your potential minimum damage recieved very often, and should focus on hitting the low end of your potential damage recieved curve more often by adding Defense. However, given the innacurate nature of casual observation in game, you should parse the log results of an exp session in order to get the most accurate information.
d. Primary Paladin stats
The primary stats for Paladin are Vit, HP, and Agi. These are important stats for Paladin because they directly determine our ability to take damage, which is one of the two key aspects of this job.
-Vit: The primary Paladin stat. Except for a few rare or level specific circumstances, boosting Vit is more directly beneficial than boosting any other Paladin stat, and Vit will therefore be the top priority in selecting gear for the majority of the game. Adding Vit directly reduces damage recieved by lowering our overall potential damage recieved curve. -HP: Another very important stat for Paladins as it determines the maximum amount of damage we can sustain. A dead tank is of little use to a party, and adding HP directly improves our survivability, especially end game when facing HNM or doing Dynamis runs, at which point this becomes the primary Paladin stat, with Vit remaining a close second. When you get hit with 50 HP per tick poison while fighting an HNM or have multiple links in Dynamis, any additional HP can provide the Whm with precious additional seconds to land a critical Cure. In these endgame situations even a few extra HP will frequently make the difference between a death and a close call. -Agi: Another stat that reduces overall damage recieved. However, unlike Vit, Agi reduces damage recieved indirectly. Adding Agi increases your chance to block/parry/evade an attack, which also increases your chance to raise these skills, while lowering the mob's chance of scoring a critical hit.
e. Secondary Paladin stats
These stats determine the effectiveness of many aspects of each character, but they are not considered as important for Paladins as Vit, HP, or Agi because they do not directly improve our ability to take damage.
-Mnd: Perhaps the most overrated stat for Paladins in the game. While Mnd determines our resistence to enemy status ailments, Paladins should not focus on boosting Mnd above Vit, HP, or Agi because doing so would be of little benefit in terms of actual play. Anytime you are hit by a status altering spell, your Whm will remove it in a matter of seconds, long before it would wear off naturally due to your high Mnd. Also, the chance of actually resisting a spell from an I.T. mob, regardless of how much Mnd you have, is virtually zero. Mnd also determines how much our Cure spells heal for, but only in the lowest levels before the soft cap comes into effect. By the time you reach level 20 your Healing Skill will play a far greater role, and your Cures should heal for the soft cap limits anyway. Mnd is simply not important or beneficial enough to be focused on above Vit, HP, or Agi for Paladins. Believe me, I am an Elvaan Paladin, I have the highest Mnd in the game, and I'm telling you Mnd is virtually worthless for Paladins.
-Str: Plays an important role in calculating damage dealt. However, Paladins will simply never have the same damage output of any other melee class given our specialization in one handed Swords, which are inherantly low DMG weapons, and weapon DMG plays a far greater role in determining damage output than Str and Attack. In other words, don't expect adding Str or Attack to dramatically improve your damage output as long as you wield a one handed Sword. In addition, just as it takes a significant amount of both Vit and Defense in order to reduce damage recieved, it takes a significant amount of both Str and Attack to increase damage dealt, and Paladins have a naturally low Attack score and are not able to wear many pieces of +Attack equipment since this type of gear usually offers very little in terms of +Vit, +HP, or +Agi. Also, +Str gear will do very little to increase your damage output if you cannot connect with the mob frequently. Most melee struggle with accuracy even though they equip many peices of +Accuracy equipment, and so Paladins with very few pieces of +Accuracy gear should expect to miss I.T. mobs frequently, further reducing the benefits of +Str. Since Paladins wield low DMG weapons, are not able to equip much +Attack gear, and miss frequently, if you would like to increase your hate potential you would be much better off boosting it directly with +Enmity gear, which multiplies the amount of hate generated by every action you take, than by trying to increase your damage output by boosting Str.
When you are invited to a party they will be far more concerned with the damage you take than the damage you deal, and since Paladins were not intended to be damage dealers, you will be better off focusing on fulfilling your role as a tank by boosting Vit, HP, and Agi.
-Dex: While Dex is important for increasing accuracy, +Dex and +Accuracy equipment usually offer nothing in terms of +Vit, +Def, +HP, or +Agi, and so Paladins are unable to wear as much of this type of equipment as other melee who do not need to worry about getting hit frequently. However, if you are really concerned about your accuracy as a Paladin you will be far better off boosting it directly through +Accuracy equipment than attempting to raise it by adding Dex.
-Int: Does very little for Paladins given our specialization in White Magic. Some have speculated that increased Int can decrease the damage recieved from enemy Black Magic, but whatever benefits would result from adding +Int gear if this is even true would pale in comparison to the direct benefits resulting from adding +Vit, +HP, or +Agi.
-Chr: Adding Chr increases the activation rate of "Killer Traits", which means that equipping a lot of +Chr and a Hrotti (which grants the "Dragon Killer" trait) will give you a fair chance of getting The (mobname) was intimidated by (yourname)'s presence messages when fighting dragon type mobs like Fafnir.
However, some Paladins theorize that adding Chr also affects the "strength" of Provoke, or that adding Chr reduces how quickly hate decays, or that adding Chr increases the amount of hate generated by each action in the same way that +Enmity works.
Here are my general thoughts on the question of whether or not Chr affects hate and my responses to some of the common theories regarding Chr's influence on Enmity that I've seen posted on this forum.
First of all, the entire debate is pretty much pointless. Chances are the argument can never be resolved on some forum or message board. Even if it could be proven that Chr does affect hate in some way, that knowledge would most likely not change a single equipment decision. Even those Paladins that say Chr is directly related to Enmity, or those that say Chr reduces the amount of hate lost over time, would not recommend equipping gear that boosts +Chr over gear that boosts +Vit or +Agi or offers -DMG%. No Paladin would argue, for example, that Paladins should wear Allure Rings instead of Vigor Rings. The only gear that offers significant +Chr is the Koenig Set, but Paladins wear this armor for its huge +Vit and +HP bonuses, and because significant amounts of +Chr increases the activation rates of our Killer Traits, not because they think +Chr somehow reduces the amount of hate lost over time.
Theory 1: Chr is directly related to Enmity I've heard several Paladins claim that Chr and Enmity are directly related, so that adding +1 Chr is the same as adding +1 Enmity, or so that 2 Chr = 1 Enmity, etc.
However, there are several items in the game like the Aegishjalmr have both +Enmity and -Chr, which would be a contradiction if Chr directly affects Enmity.
As far as I'm concerned, equipment that boosts Enmity and reduces Chr, or vice versa, demonstrates that adding Chr does not directly increase the amount of hate generated by each action in the same way that +Enmity works.
Theory 2: Chr = Enmity Similarly, I have also heard Paladins on this and other forums state that "Chr = Enmity".
However, if "Chr = Enmity" like these posters have suggested, then they are one and the same and that's all there is to it. So the Aegishjalmr (aside from offering 23 Def, 25 HP, and -7 Mnd) boosts one thing by +7, and subtracts that very same thing by -7 at the same time. This doesn't seem to make any sense, and if it's true, then the net impact of the Aegishjalmr on hate potential would be 0, and Paladins would notice no difference in hate management when wearing one vs the other available headgear. Again, in terms of actual play, this is not the case.
If Chr = Enmity, then the two terms are interchangable, and in essence you can say the Aegishjalmr offers +7 Enmity and -7 Enmity, or +7 Chr and -7 Chr. Again this seems to be a contradiction, which means that Chr and Enmity do not do the exact same thing, and the two terms are not interchangable as I've heard suggested on this board in the past by fellow Paladins.
Theory 3: Adding Chr enhances Provoke I've also heard several Paladins argue that Chr influences or enhances the strength or potency of Provoke. However, Paladins that make this claim forget that Provoke is not a Paladin job ability, it is a Warrior job ability, and Warrior's have a very low +Chr progression (tied with Mnk/Rng for 3rd worst in the game after Nin and Thf/Drk). Many Paladins cite the +Chr boosts from our AF as an indication that Chr affects Enmity/Provoke/Hate Decay, but it is important to realize that the Gallant Leggings are the only piece of Paladin AF to actually boost Chr, and they only boost it by a measly +5. And even then, the fact that the Gallant Leggings also increase the effects of Holy Circle seems to indicate that +Chr merely affects how often our Killer Traits kick in, and nothing more.
And once again, Warrior AF offers no +Chr, a major oversite on SE's part if +Chr does in fact affect the strength or potency of the first job ability Warrior gain access to.
Paladins that argue +Chr affects Provoke also forget that the major source of Chr for Paladins (the Koenig Set) had not yet been introduced when the game was released, not to mention the fact that Paladin wasn't a playable job yet anyway.
So basically, if SE programmed Provoke to be affected by Chr, they forgot to give Warriors +Chr bonuses on their AF, which is clearly designed for tanking judging from the huge +Enmity boosts, while giving them the 3rd worst Chr progression in the game, and failing to introduce any equipment that could serve as a substantial source of +Chr until over a year after the game had initially been introduced.
But arguing about whether or not +Chr affects Provoke is relatively pointless since Asherek has already proven it does not during several tests in which a level 75 Brd friend of his loaded up on +Chr and did not seem to have more powerful/potent Provokes Asherek did while wearing no +Chr equipment.
Theory 4: Adding Chr reduces how quickly hate decays or wears off over time This is by far the most common argument I've seen regarding Chr and Enmity, but in my opinion it is just as flawed as the others.
Spefically, consider the Errant Set, which offers a significant amount of both -Enmity and +Chr. If Chr really did decrease how quickly hate decays or wears off over time, then mages wearing Errant gear would suffer from increased hate management problems towards the end of long fights in exp parties as the hate they generate from casting Cure frequently would not be able to wear off quickly enough. But in terms of actual play, the opposite is the case: mages wearing Errant gear actually benefit from reduced hate management problems resulting from the -Enmity. If you really think adding Chr reduces how quickly hate decays, please explain to me how mages wearing the Errant Set or other equipment with massive +Chr boosts do not seem to build up more hate over the course of long fights in exp parties than mages without substantial +Chr gear.
Theory 5: Chr reduces the amount of hate lost when getting hit by the mob We all know that each time the mob hits you it is able to release some of the hate you have built up. Basically, according to this theory, if you are wearing massive +Chr, you will lose less hate each time the mob hits you than you would if you were wearing little or no +Chr. In my opinion this is the only argument you can make for Chr affecting enmity/hate based on what is already known about the actual mechanics of the game since this is the only theory that attempts to account for the fact that mages with massive +Chr do not suffer from hate management problems during longer fights in exp parties resulting from the hate they have accumulated not decaying quickly enough. Shouta is the only Paladin I've seen make this argument, and it is virtually airtight since it would be very difficult to test reliably.
And this brings me back to my original point that the entire debate is somewhat pointless in that it can never be resolved one way or another on a public forum, and even then, even if everything was known about Chr and Enmity right down to the exact coding, this knowledge would still most likely not affect or change a single equipment choice.
Bottom line: despite what people would have you believe, no one knows for certain whether or not Chr affects hate, though in my opinion the direct evidence from the game seems to indicate quite clearly that it does not. But until SE releases an official statement (don't hold your breath), the Chr debate is completely moot.
I should mention that several Paladins have actually cited this notorious interview in which "someone" from SE explains that "The Charisma attribute score does not affect hate or enmity(aggro). It does, however, affect how a bard's songs and a beastmaster's charm ability are not only used but also resisted. There are also weapon skills that are greatly affected by Charisma" as an official statement from SE that Chr does not affect Enmity.
However, many (myself included) discount this interview since it doesn't provide the specific name or title of the person allegedly representing SE, and online fansite interviews are pretty much universally unrealiable when important information like this is excluded. I personally emailed the admins of that website and asked them who exactly from SE sat/phoned for that interview, but that was about 5+ months ago and they never responded...
The closest thing to an official statement is actually this quote from an SE representative from a recent iGames:
Quote: Community: Does the Charisma stat affect the Warrior ability "Provoke"? Matt Hilton: It's kind of one of those rumors that floated around and just spread. Maybe only the development team knows the true answer for that.
This pretty much confirms for me that until we hear something conclusive from an actual game developer, this debate cannot be completely resolved, though again, based on the direct evidence and what is already known about the actual mechanics of the game, it seems Chr does not affect Enmity/Provoke/Hate Decay.
In the meantime, it is perfectly clear that Paladins would be better off focusing on their primary stats than on one that is still so misunderstood. In other words, if you are ever faced with an equipment decision between +Vit or +Chr, go with +Vit.
f. A guideline for choosing equipment
Generally as a Paladin you should purchase the pieces of equipment that offer the most Vit, HP, and Agi available for your level. You should not buy a piece of equipment that boosts your secondary stats unless it also boosts a primary stat, or unless no gear that boosts a primary stat is available in that slot.
The only real exception to this general guideline of focusing exclusively on equipment that reduces your damage recieved is equipment that increases your hate potential. This includes +Enmity, +MP, and after a certain level, +Accuracy equipment. Some specific examples of this type of equipment are the Mermaid Ring (level 43, +2 Enmity), Astral Rings/Electrum Rings (level 10/40, +25/+20 MP each) or RSE gloves (which usually provide a significant MP boost), and the Lifebelt (level 48, +10 Accuracy).
g. A few recommended pieces of equipment
I generally do not like providing specific equipment paths from 1-75 because they discourage individuality and experimentation, and also because one of the best parts of this job is scouring the Auction House for the latest piece of tanking gear while you are standing around Looking For Party in Lower Jeuno. If you are interested in one of these comprehensive equipment guides there are many available in various faqs and on the Paladin boards (see Links section).
There are however, a few great pieces of Paladin gear that you should be sure not to miss:
-Warrior's Belt +1 Level 15 (Def: 2 HP: 4 VIT: 3) This is a fantastic belt, and can be seen on Paladins as high as the early 70s in certain circumstances, which is remarkable considering you can equip it at level 15. This piece is definately worth picking up as early as possible.
-Power Sandals Level 18 (Def: 3 VIT: 3 Vs. Fire: 7) These are the basic equivalent of Leaping Boots for Paladins, except you don't have to pay 300k-700k or wait for a heavily overcamped NM to spawn. You can obtain them by doing, but not completing, the "Test My Mettle" Quest (see Links section). Given the fact that some Paladins wear these until AF (while some upgrade to Kampfschuhs at level 29 for the same +Vit but 3 additional Def), they are definately worth the effort.
-Eisen/Kampf Sets Level 29 These armor sets provide such large Vit and Agi boosts for their level that many Paladins end up wearing pieces of this gear into the 40s or 50s, and some decide to keep the boots equipped until AF.
-Mercenary's Earring Level 30 (Latent Effect Vit: 2) A great option for Hume, Mithra, or Taru Paladins with naturally high Agi but naturally low Vit since it allows you to get a few valuable Vit points from the earring slot at a relatively early level. The latent effect is activated by setting your subjob to Warrior. Since this earring is rare, you can equip only one.
-Drone Earring Level 35 (AGI: 3 Vs. Wind: 6) With +6 total Agi a pair of Drone Earrings is a great purchase for Elvaan or Galka Paladins, and will dramatically increase how often you block/parry/evade attacks, which will also help you raise these skills significantly. Equip them as early as possible.
-Verve Ring Level 36 (VIT: 3 Vs. Earth: 6) They may be expensive for their level, but you have to wait until level 54 for Vigor Rings (+4 Vit each) before you will be able to get more +Vit out of this slot, and Vigor Rings cost 450k+ each, assuming you can even find them. These are the best Paladin rings for BCNM 40, which is the main source of income for many mid level players.
-Life Belt Level 48 (Accuracy: 10) A great belt that can drastically improve hate management. At 55 you get the weapon skill Spirits Within, which hits for 1/2 your current HP at 300 TP. The ability to deal out 500-600 points of instant damage and the aggro it generates becomes a major hate tool, but without the +10 Accuracy from the Lifebelt you will miss far too often to use Spirits Within frequently. In addition, as you continue to collect your AF pieces with +Enmity bonuses, connecting frequently with the mob can generate significant hate given the effect of the "hate multiplier", even if you are not hitting for high damage. But without a Lifebelt, you will miss far too frequently to take full advantage of your AF.
-Gluttony Sword Level 57 (Dmg: 44 Dly: 295 STR: -1 DEX: -1 VIT: 7 AGI: -1 INT: -1 MND: -1 CHR: -1) I cannot stress how huge +7 Vit is for Paladins. This weapon is the single largest source of Vit in the game until level 73 (at which point you can equip the Koenig gear, which is notoriously difficult to obtain). The ring slot is the bread and butter Vit slot for Paladins, but this single sword offers more Vit than both ring slots combined until level 54, at which point you can equip Vigor Rings, but again, you will have to camp the Auction House for weeks, spend just under a million gil, and use two slots combined in order to get more Vit than the Gluttony Sword offers in a single slot.
The lifespan of the Gluttony sword is just as impressive as the +7 Vit. Most Paladins use the Gluttony sword for 9 full levels (57-66), which is a long life span for a single weapon, especially considering this 9 level span occurs in the 60s. The experience required to level from 60-65 is greater than the experience required to level a job 1-40. Even if you only use the sword 57-66, that is a very long time in terms of actual play, and some Paladins use it all the way until level 75 (though most opt for an Espadon +1, Company Sword, Durandil, or Joyeuse). If you consider that level 62 is the half way point in terms of total experience required to level 1-75, some Paladins end up wielding this sword for almost half the game.
There is only one reason not to buy this sword: you don't have enough gil, and you just don't want to farm/mine/craft/quest for it. And if that is the case, I can assure you that given its huge increase to the primary Paladin stat, as well as its long lifespan, the Gluttony Sword is definately worth the effort.
-Paladin AF Levels 42-60 As a Paladin, your Artifact Armor is pretty much mandatory since it offers dramatic boosts to Enmity, Vit, HP, Agi, and Shield Skill, and will greatly improve your tanking ability. If you take the time to obtain each piece as soon as it is available, you will have a much more enjoyable leveling experience 50-60. Paladin AF, like the Gluttony Sword, has an extremely long lifespan, and there are many circumstances in which Paladins will wear several pieces of AF until level 75. There have already been several helpful posts detailing the requirements for obtaining this armor (see the Links section) so I won't go into that in this guide.
-Jelly Ring Level 63 (Physical Damage Taken -5%, Magic Damage Taken +5%) Chances are by the time you hit level 63 and are able to equip the Jelly Ring you will have been wearing +Vit rings for quite some time. From level 14 on the ring slot is the bread and butter +Vit slot for Paladins, which is important considering Vit is the primary Paladin stat for the majority of the game. There have been several posts on the Paladin forums from those who wonder if it is actually worth it to remove a +Vit ring and replace it with the Jelly Ring. However, the whole reason Paladins focus on Vit in the first place is because doing so reduces how much damage we recieve, and post-60 the Jelly Ring will more directly reduce damage recieved than Vit rings in the same way that a +Accuracy ring will more directly improve your accuracy than a +Dex ring, or just as a +Evasion earring will more directly increase your evasion than a +Agi earring.
The reason for this is that the mobs you fight in exp parties from the early 60s onward will hit harder than most mobs you have fought previously, and for harder hitting mobs -5% Physical Damage will do more to reduce damage received than +4 or even +5 Vit (the most you can get out of the ring slot). To use the example of getting hit for 100 by an Incredibly Tough mob, a Jelly Ring will reduce that damage to 95, while a +3 or +4 Vit ring will only bring that damage down to around 98 or 97, if that. So the Jelly Ring will shave a few points off every standard mob attack, and though this doesn't seem like much it will definately add up.
However, where the Jelly Ring really shines is on mob critical hits and specials. Post-60 it is not uncommon for mob crits and specials to hit for 200-300+, which means the Jelly Ring will save you 10-15 points of damage on each non-regular attack. Again, this is not a huge difference, but over the course of an entire exp session it could end up saving you thousands of points of damage and the healer thousands of MP.
h. Should Paladins use Greatswords? Greatswords are viable weapons in exp parties, even for tanking Paladins. However, the drawbacks of using a Greatsword in an exp party outweigh the benefits. Specifically:
Pros: -Increased damage output. -Increased style/individuality points.
Cons: -Increased damage recieved due to loss of +Def bonus from Shield. -Increased damage recieved due to inability to block attacks with your Shield. -Reduces chance of raising Shield Skill to 0. This skill is hard enough to raise as it is, and should you ever decide to switch back to Shield your skill will be severely underleveled. An underleveled Shield Skill is a very dangerous thing because how often you block with Shield is entirely dependent on your Shield Skill, which in turn determines how often you can get skillups. What this means is that with an underleveled Shield Skill, you will block less often, which further reduces your chance of gaining skillups, which will further reduce your chance to block. -Loss of +stats from Shield. -Loss of +stats from one handed Sword. This is significant considering the many excellent Paladin Swords available 57-75. Using a Greatsword instead of a one handed Sword will cost you +7 Vit during levels 57-66, for example, when most Paladins opt for the Gluttony Sword. At 70 wielding a Greatsword will prevent you from taking advantage of the frequent Double Attacks offered by the Joyeuse, or from wielding the Company Sword, which at 56 DMG and 264 Delay (in a full party) offers a better DMG to Delay ratio than any other buyable Sword in the game. And if you opt for a Greatsword at level 71 you will again miss out on +7 Vit, this time offered by the Durandal and accompanied by +1 Enmity. -Loss of Shield Bash, which generates a significant amount of instant hate should you lose aggro and need to reclaim it immediately. Technically you could macro a change to Shield for Shield Bash, but switching weapons eliminates all accumulated TP, and less weapon skills due to TP loss further reduces the benefit of using a Greatsword. -Inability to use Spirits Within at level 55, which hits for 1/2 your current HP at 300 TP and becomes a major hate tool. -Decreased accuracy resulting from Paladin's "B" skill in Greatsword vs their "A+" in one handed Sword, which will result in more frequent misses, and considering the long delay of Greatswords these misses will be more costly.
Fact: You will miss more often using a Greatsword than if you use a one handed Sword given Paladins "B" rating in Greatsword vs our "A+" rating in one handed Sword. These increased misses will offset the increased damage per hit slightly.
Fact: You will end up taking more damage long term while tanking with a Greatsword due to the fact that you will only have 2 means or chances of avoiding or reducing damage (Parry, Evade), compared with a one handed Sword and Shield Paladin who has 3 means or chances of avoiding or reducing damage (Shield Block, Parry, Evade). Given Paladins "A+" rating in Shield compared with our "C" ratings in Parry/Evade, the loss of the ability to block attacks with your Shield is significant as it eliminates your most likely means of avoiding or reducing damage.
Greatswords are fun for solo, farming, or helping others with quests or missions. For exp parties, if you are concerned about being the most efficient and effective Paladin possible, stick with a one handed Sword and Shield.
i. Should Paladins use Staves?
In my opinion tanking with a Staff in an exp party is highly situational, and is only truly viable from levels 51-55, and post 63.
Pre-50: No Staff justifies the loss of the ability to block an attack with your Shield, and the resulting inability to raise your Shield Skill. This skill raises painfully slowly even with a Shield equipped from levels 1-75, so missing out on the chance to raise it on these early to mid level mobs is simply not worth whatever benefit might result from using a Staff.
Levels 51-55: At level 51 you are able to equip the Earth Staff, which reduces physical damage recieved by -20%.
I personally tanked with an Earth Staff for a few levels in the early 50s while partying in the Boyahda Tree. The -20% damage reduction makes a significant difference against the Robber Crabs and Knight Crawlers, which will most likely hit you for significantly more damage than you are used to.
However, while you gain a -20% damage reduction with the Earth Staff, you miss out on the chance to block an attack with your Shield, which, depending on shield type, can essentially result in damage reduction of up to -60+%. Technically you would need to block 1 out of every 3 attacks with your Shield in order to achieve the same damage reduction offered by the Earth Staff, and while you will not be able to block this often, since your chance to block is based on your Shield Skill, should you ever opt for the Sword and Shield combo later in the game, your Shield Skill will be lower than it would be had you never used a Staff, which will result in fewer blocks and more damage recieved in the long run, diminishing the total return of using a Staff.
Basically by using the Earth Staff in the early 50s I reduced the total damage I recieved during that time. But now I take slightly more damage than I would had I never used the Earth Staff due to my lower Shield Skill level, which results in fewer blocks, and more importantly fewer chances to raise my Shield Skill further. So in the long run it is not clear if using the Earth Staff during this time will actually reduce the total amount of damage you recieve when you consider things in the long term.
Levels 55-63: By the mid 50s the damage you take from exp mobs will even out a little, reducing your need for the Earth Staff. And at level 55 you gain access to Spirit's Within, which in my experience is simply too good to pass up, even for the -20% in damage reduction offered by the Earth Staff. In addition, using the Earth Staff, which offers 4 Vit, prevents you from wielding a Gluttony Sword post 57, which offers 7 Vit.
Post 63: At level 63 you gain access to the Staff weapon skill Spirit Taker, which recovers a certain amount of MP based on how much TP you have when you use the weapon skill and how much damage it deals. Recovering over 100 MP provides you with a significant amount of hate potential as it allows you to cast Flash and Cure II/III more often than you would be able to relying exclusively on juice/Refresh/Ballad.
However, wielding a Staff post 63 also reduces your hate potential a little given the loss of Spirits Within, Paladin's lower natural accuracy with Staff resulting from our lower grade rating in Staff (A-) than One Handed Sword (A+), and the lower DMG/DLY ratio of staves compared with Swords of the same level. So here again the benefits and drawbacks in terms of hate potential may even out in the long run. The one major exception to this is in the mid to late 70s in parties fighting bones or pot type mobs. Since these mobs are weaker to blunt weapons, staves like Kirin's Pole or the Primate Staff can actually outdamage 1 Handed Swords by a fairly significant margain, and when you consider the MP recovery made possible by Spirit Taker, Staves may actually be your best option in this specific situation provided your Staff Skill is adequately leveled.
In summary Staves are a viable alternative to a Sword and Shield in exp parties, but only at certain levels of the game and with a maxed Staff Skill, and even then there are specific drawbacks resulting from wielding a Staff that might ultimately outweigh the benefits. It is also important to note that one handed Swords are excellent weapons in terms of opening and closing skillchains, and for this reason many parties may need you to use a one handed Sword instead of a Staff in order to participate in the skillchain.
For these reasons many Paladins recommend using Staves exclusively in end game scenarios such as Dynamis runs or while facing HNM.
j. Please Do Not Use a Royal Knight's Belt
While the Warrior's Belt +1 is clearly the belt of choice for the first half of the game, at around level 50 and beyond Paladins are faced with a few alternatives depending on specific situations and which aspect of tanking they decide to focus on. Certain belts increase hate management by providing additional accuracy, Enmity, or MP, others reduce damage recieved by offering Defense or Vit, and others improve survivability by increasing total HP, which becomes critical end game when doing Dynamis runs or when facing HNM.
Yet at mid game many Paladins opt for the Royal Knight's Belt (Level 50, Def: 5 STR: 2 DEX: 2 AGI: 2 INT: 2 MND: 2 CHR: 2). Please, please do not use this belt. Regardless of which aspect of tanking you decide to focus on or which specific situation you find yourself in, there is always a better piece of equipment for this slot.
Given that a Paladin's job is to 1) maintain consistent hate 2) while taking as little damage as possible:
1) A Lifebelt will help you generate more hate than a Royal Knight's Belt post 55. At 55 you get the weapon skill Spirits Within, which hits for 1/2 your current HP at 300 TP. The ability to deal out 500-600 points of instant damage and the aggro it generates becomes a major hate tool, but without the +10 Accuracy from the Lifebelt you will miss far too often to use Spirits Within frequently. In addition, as you continue to collect your AF pieces with +Enmity bonuses, it becomes possible to generate a significant amount of hate through damage dealt. While you will never hit very hard as a Paladin, many Paladin's describe +Enmity as a "hate multiplier", so that actions such as spells, job abilities, and damage dealt end up creating significantly more hate than they would without +Enmity gear. With the +Enmity from Paladin AF, connecting frequently with the mob can generate significant hate, even if you are not hitting for high damage. Without a Lifebelt, you will miss far too frequently to take full advantage of your AF.
2) A Warrior's Belt +1 will help you take less damage than the Royal Knight's Belt, because for Paladins +3 Vit, the primary Paladin stat, is far more beneficial and will more directly reduce damage recieved than 3 or 4 additional points of Def and +2 to several secondary stats.
Even in the end game scenarios in which improving hate management or reducing damage recieved becomes secondary to improving your survivability itself, the many race specific HP boosting belts will do more to increase your effectiveness as a Paladin than the Royal Knight's Belt, which will not provide the healers with a larger window to land critical Cures while you face extremely hard hitting mobs in the same way that these +HP belts will.
Again, the Royal Knight's Belt is by far the third or last best choice. Any time you see a Paladin wearing a Royal Knight's Belt they are either 1) broke and saving up for either a Warriors Belt +1, a Lifebelt, a Warwolf Belt, or one of the specific +HP belts or 2) don't really understand a few important mechanics of the game.
Do yourself a favor and improve your effectiveness as a Paladin by equipping something other than a Royal Knight's Belt in this slot.
k. Paladin Food The early December update dramatically changed the effects and duration of many of the foods commonly used by Paladins. While the information below may not yet be 100% accurate, it should provide you with enough information to decide which food will be most beneficial given your level and the specific situation in which you will use it.
Here is a list of the food most commonly used by Paladins and thier respective effects:
Boiled Crab: Vit +2 Def 27, 30 minutes
Steamed Crab: Vit +3 Def 27, 60 minutes
Fish Mithkabob: Vit +2 Dex +1 Mnd -1 Def 25, 30 Minutes
Shallops Tropicale: MP +20 Vit +4 Dex +1 Int +1 Def 25, 180 minutes
Seafood Stew: HP +20 Vit +5 Dex +1 Def 25, 180 minutes
Tavnasian Taco: HP +20 MP +20 VIT +6 Dex +4 Chr +4 AGI +4 Def 25, 30 minutes
Tavnasian Salad: HP +20 MP +20 VIT +6 Dex +4 Chr +4 AGI +4 Def 25, 180 minutes
Since the effects of these foods vary according to level, it seems that for exp parties in terms of budget food Steamed Crab will most likely be the most beneficial option for lower to mid level Paladins until the +Def cap comes into effect, at which point they should consider switching to Fish Chiefkabobs. For higher level Paladins Tavnazian Tacos appear to be the best option for exp parties, while Seafood Stew or Shallops Tropicale are slightly less expensive (and slightly less effective) alternatives, though their higher cost and duration will likely be wasted on bad parties, when doing Dynamis runs, or while facing HNM due to frequent deaths. In endgame situations in which deaths are likely, once again Tavnazian Tacos seem to be the food of choice. If gil is no option, Tavnazian Salad remains the best Paladin food in the game.
IV. Paladin Traits, Job Abilities, Spells, and Weapon Skills
While comprehensive lists of traits, job abilities, spells, and weapon skills are available on many websites (see the Links section), a few are the subject of frequent discussion and debate.
a. A general Macro suggestion: /recast Paladins have so many great spells and job abilities at their disposal that it can be tempting to make a /party chat line for all of them. However, there are two serious problems with this: First, all that party spam can greatly irritate the other members of your party, and secondly, it can cause them to miss important information such as TP%, status ailment removal requests, skillchain notices, etc. In my opinion, for every job ability and spell you would be better off inserting a /recast "job ability/spell name" as the second line of the macro instead of a /party line. This not only keeps the party spam to a minimum, but if, for example, you set your Provoke Macro to Line1: /ja "Provoke" <t> Line2: /recast "Provoke", you can hit the macro every few seconds and it will either fire off Provoke, or tell you exactly how long you must wait until you can use it again, without flooding the party chat.
Of the many Paladin job abilities/spells, In my opinion Cover, Provoke, and Invincible are the only three for which a /party line is justified, and in many cases a party line for Provoke is not needed.
b. Cover
What Cover does: When you activate Cover (you must select a target to use it on), the mob will attempt to hit the target, but you will "Cover" them, and take the damage in their place, provided you are directly in between the mob and the person the mob is trying to hit. Covering a Ranger looks like this when viewed directly from above:
................................................................... ......................<Whitemage>...................... ..<Thief>..<Mob>..<Paladin>.<Ranger>..... .....<Darknight>.........<Redmage>.............. ...................................................................
When to use Cover: You should activate Cover only when 1) another party member gains aggro and 2) you are directly in between that party member and the mob. Activating Cover before you are in position wastes valuable Cover time provided you are unable to regain aggro before Cover wears off, at which point the mob would resume beating the Blm or Rng to death. Activating Cover before the member has aggro wastes Cover time as well, and could be unnecessary if they do not end up drawing hate. Up to the mid September patch, Cover had a 5 min recast timer, which means Paladins had to save it for when we really needed it. Since the patch Cover has a significantly shorter 3 minute recast timer, which means you don't have to wait as long for it to become available again, and can use it less sparingly.
How to know when Cover is working: Check the damage log, you will see:
Cover! The Robber Crab hits (Your name) for xx points of damage.
Instead of:
The Robber Crab hits Legolassz12 for xxx points of damage. Legolassz12 was defeated by the Robber Crab.
Most experienced Blm/Rng will know when they are about to need Cover, and will get in position behind you before casting Freeze or unloading Barrage. If they don't get behind you, then unfortunately you are responsible for running up in front of them and positioning yourself in between them and the mob.
Cover Macros: /ja "Cover" <stpc> /party {Cover} <lastst>
Hitting this macro brings up an arrow by the party list, allowing you to select which party member to use Cover on by pressing the F keys and Enter.
/ja "Cover" <p1> /party {Cover} <p1>
This is the second way to macro cover. This will automatically Cover the first person in your party list besides yourself (you are <p0>, your party members are <p1-5>). Macroing Cover this way means it activates immediatly, and saves you the trouble of fumbling with the F keys and Enter while trying to position yourself. However, you lose a little versatility when you Macro Cover this way since you are banking on one specific party member grabbing hate. If another party member draws aggro unexpectedly, you will have to Cover them manually, which can be risky given how fast higher level mobs can take out mages or low Defense melees. Also, if you set up the macro like this, you will have to edit thefor either the Blm or Rng at the beginning of each new party since they will move slots (takes about 5 seconds). You will most likely not need to use Cover until sometime in the 50s when the Blm begin bursting Ancient Magic and the Rng and other damage dealers get their second or third tier accuracy or attack upgrades, access to damaging weaponskills and job abilities, impressive offensive gear, etc. c. Defender Defender increases your Defense at the expensive of your Attack. Many Paladins wonder if they should always, sometimes, or never use Defender. In reality it's entirely situational. A tank's job is to consistently maintain hate while taking as little damage as possible, and you will need to prioritize the importance of those two objectives in almost every party you join and adjust your gear and playstyle accordingly. It is also important to realize that just because a particular focus or setup seems the most beneficial at a certain level does not mean it will still be your best option a few levels down the road. Basically, some Paladins decide to focus strictly on taking as little damage as possible, and use Defender constantly, while some decide to focus more on generating hate, and never use Defender since it can result in your hits landing for 0 damage, which results in 0 TP gain for Spirits Within, and negates the +Enmity bonuses from your AF. Which strategy is most beneficial given your level, party setup, the type of mob you are fighting, and which aspect of tanking you decide to focus on is entirely up to you, but generally you will want to keep Defender up almost constantly in the early 50s, and will begin to use it less often as you progress into the mid to late 50s since hitting for 0 gives you no TP for Spirits Within and does not activate the +Enmity bonuses on your AF. Post 60 you will begin to notice the diminishing returns of Defense and will most likely end up leaving Defender unused until you begin facing HNM or doing Dynamis runs endgame. d. Shield Bash Since Shield Bash not only deals a minor amount of damage to the mob, but also has a small chance to stun, many Paladins attempt to interrupt mob enemy special attacks like Bomb Toss by Shield Bashing. However, the stun effect does not process every time, and as you begin fighting higher level mobs it rarely takes effect. Shield Bash always generates a large hate spike, however, so most Paladins "save" it for those rare moments in which they temporarily lose aggro and need to regain it immediately. Since the stun effect is random, leave it to the Blm or Drk to interrupt a mob attack by casting their Stun spell, and leave it to the Whm to make sure Barfire is up when fighting gobs to reduce the damage if a Bomb Toss does go off. e. Flash This spell becomes your second most reliable means of generating hate after Provoke. Not only does Flash create a significant amount of hate, it temporarily blinds the enemy, resulting in up to 3+ missed attacks, which prevents the mob from releasing any of the hate you have built up by inflicting damage, and also saves the Whm additional MP since they will not have to Cure you as frequently. In the later levels you will cast this spell every time its 45 second recast timer is up given the fact that, in my experience, it generates as much hate as a Cure III but costs 20 MP less, and since it is almost never interrupted due to its incredibly short casting time. f. Spirits Within Those 55 levels of hitting for less than 50 damage are about to pay off. At level 55 you are granted access to Spirits Within, which hits for about 1/2 your current HP at 300 TP (the actual percentage is 45%HP). The ability to deal out 500-600 points of instant damage and the aggro it generates becomes a major hate tool. With Haste from a Whm you will swing frequently, and with a Lifebelt for +10 Accuracy those swings will connect for TP, allowing you to utilize this weapon skill every 2 to 3 fights. Spirits Within does not interrupt skillchains, never misses, cannot be resisted, and the damage is calculated independant of mob type/defense/resistence/evasion etc. It is important to note that Spirits Within is not worth using at 100 TP. V. Paladin subjob choices There are many viable subjob choices for Paladins in terms of Quests, Missions, and helping other players. However, for experience parties, the only truly viable subjob for Paladins is Warrior. a. Warrior If you compare the three most common or viable end game tanking classes, War/Nin, Nin/War, Pal/War, and even some of the less conventional or level specific options such as War/Mnk or Mnk/War, you will notice that every single one of them has access to the job ability Provoke. And there is a reason for this: Provoke is simply the most effecient and effective means of generating and maintaining hate in terms of exp parties in the game. If you are going to be an efficient tank, Provoke is mandatory. I have personally tanked as a War/Mnk, War/Nin, Nin/War, and Pal/War using Provoke, and even at the lowest levels it is quite apparant that hate management would be extremely difficult without it. You can successfully act as the main tank without Provoke in an exp party, but you will have more hate management issues, and your party will not be capable of dealing as much damage, killing mobs as quickly, chaining as efficiently, and getting as much exp/hour, and in the later levels of this game it is all about the exp/hour. In terms of actual play, whatever theoretical benefits you could get from the spells or job abilities provided by other subjobs will contribute less to your efficiency as a tank than Provoke, which unlike spells, is an unlimited resource. If you are somewhat resentful of the fact that /War is mandatory for Paladins in exp party settings, keep in mind that /War also provides us with excellent Vit and HP boosts, a Passive Attack boost, Double Attack, and many helpful job abilities such as Defender and Warcry. Chances are, even if Provoke was not mandatory, which it is, many Paladins would still choose a War sub for these reasons. VI. Paladin racial choices This is a very sensitive subject on the boards. The first and most important thing to realize when looking at the different racial choices is: ATTITUDE, SKILL, EQUIPMENT, AND PARTY SUPPORT ARE FAR MORE IMPORTANT THAN RACE. Any race can play any job at any level given enough skill and the right gear, and Paladin is no exception. That being said, certain races such as Galka or Elvaan have natural advantages in terms of the primary Paladin stats Vit and HP. However, these races also have natural disadvantages in terms of total MP for generating hate, and total Agi for damage avoidance through blocked/parried/evaded attacks and reduced critical hits. Taru, Mithra, and Hume Paladins on the other hand, have natural advantages in MP and Agi, but natural disadvantages in HP and Vit. Each race should take note of their natural disadvantages, and purchase equipment that compensates for them. Again, every race is viable for Paladin, even if they each require different gear choices and a different playstyle. Basically, on the one hand you can't really ignore that the important base Paladin stats for Galka and Elvaan are higher than those for Hume/Mithra/Taru, but on the other hand it is important not to overstate how much of an advantage those higher stats provide. a. Paladin stats according to race at level 59 For general reference, here are the base stats of the 5 races for a level 59 Paladin/29 Warrior. I am currently working on collecting the stats for each race at level 75, but the stat calculator becomes innacurate post 60. Here are the 59 stats in the meantime: Galka HP: 1249 MP: 97 Str: 66 Dex: 50 Vit: 74 Agi: 40 Int: 37 Mnd: 54 Chr: 48 Elvaan HP: 1130 MP: 188 Str: 69 Dex: 47 Vit: 67 Agi: 36 Int: 33 Mnd: 61 Chr: 55 Hume HP: 1041 MP: 248 Str: 62 Dex: 50 Vit: 63 Agi: 43 Int: 40 Mnd: 54 Chr: 55 Mithra HP: 1041 MP: 248 Str: 59 Dex: 61 Vit: 60 Agi: 50 Int: 40 Mnd: 51 Chr: 48 Taru HP: 863 MP: 428 Str: 55 Dex: 50 Vit: 60 Agi: 47 Int: 51 Mnd: 51 Chr: 55 VII. Paladin Tips and Tricks Here are a few of the tips and tricks I've picked up from my own experiences and that of other Paladins. a. Avoid the Vit loss from wearing +MP rings If you are a Galka or Elvaan Paladin you may struggle a little with MP before level 41, at which point Redmages get Refresh and MP conservation becomes a little less stressful. If this is the case, I recommend picking up your RSE gloves and a pair of Astral/Electrum Rings depending on gil/level. However, many Paladins are afraid to do so due to the Vit loss that results from wearing +MP instead of +Vit rings. Fortunately there is a way to bypass this problem. You can equip your +MP gear via a macro and rest to full MP in between pulls. Once the fight starts, cast Flash or Cure II/III as normal until you have used the additional MP provided by your +MP gear, then switch back to +Vit Rings via another macro. If you have used the 40/50 additional MP from Electrum/Astral Rings, your maximum MP will go down after the gear switch but now your MP bar will be full, and you can wear your +Vit rings for the remainder of the fight. If you ever have any questions regarding the specific commands for this kind of equipment change macro, use the general formula: /equip LOCATION "ITEM NAME" and type: "/? equip" while in game for the list of locations. The macro for switching rings would look like: /equip R.ring "Astral Ring" /equip L.ring "Astral Ring" and vice versa for the change back to +Vit rings. Please note that the item name in quotes in your macro must be identical to how that item name appears in your inventory. b. Avoid AOE Paralysis/Petrify/Silence Certain mobs have AOE Paralyze, Petrify, or Silence abilities that can throw off your hate routine. However, many of these AOE attacks are Line of Sight based and do not effect you when you are not facing the mob. When you see Lizards ready their Gaze attack, for example, simply press the * button to unlock, tap down once to turn around, and wait for the Lizard to use its ability. Once it has, tap up and hit * again to resume target lock. If you time things correctly, you can avoid getting Paralyzed, Petrified, or Silenced. This also works on Sand Cockatrices in Cape Teriggan, which have a Line of Sight Petrify attack, and Toramas in the Labyrinth of Onzozo, which are notorious for Silencing and Paralyzing Paladins simultaneously. Toramas are an absolute nightmare to fight without a skilled Whitemage backing you up since it is essential to the safety of your party members that these status ailments be removed immediately. While it is unlikely that you will be able to successfully avoid every single attack of this type, you will find that anything helps. c. Target mobs the easy way One of the most irritating things low level Paladins do is frantically tab through all the enemies in range attempting to target the mob the puller just brought back to camp. Once they have the correct mob targeted they then wait to pull their sword out before Provoking while the mob smacks the other party members around. Instead of doing this, make a macro for "/target <bt>" and press it once the puller is within sight to quickly target the mob your party is fighting. This allows you to lock on and draw your sword long before the mob reaches camp. This is especially important fighting in crowded areas with mobs that link, but are generally never attacked. In the Crawlers Nest, for example, many parties in close proximity fight Crawlers, but avoid fighting the Lizards because they link and tend to stand close to each other. The same is true of Moss Eaters in the Boyahda Tree, which are usually avoided in favor of Robber Crabs or Knight Crawlers. Without /target <bt>, it is possible to Provoke or Flash the wrong mob type, linking the entire area, and killing not only your entire party, but the entire room. This happens to almost everyone at some point in time. Don't learn the imporatance of /target <bt> the hard way. --FlowMaestro 17:54, 9 January 2006 (CET)
