Despite their often stoic presence and explosive combat style, paladins work best alongside allies. And though they are not always pledged to the service of a god or gods, paladins are so singularly focused on their chosen cause that their souls are continually creating a wellspring of spiritual energy from which they can blast groups of foes in their immediate vicinity. A paladin's commands can stave off impending death, overcome fatigue, or hasten the charge to close breached defenses. Often found at the vanguard of many conflicts, paladins are natural leaders and have the ability to quickly assist their allies with targeted commands. Waidwen Martyr, zealous defenders of the Godhammer pilgrim trail. They have founded many elite fighting forces, from the original Darcozzi Paladini, a two thousand year-old order of palace guards, to the fledgling Fellows of St. Paladins are extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause, combining the zeal of a priest with the ascetic discipline of a monk. Many paladins hold leadership positions in armies and mercenary companies, but in the heat of battle their fanaticism often overrules the chain of command - and common sense. Among those aligned to their worldview, paladins are viewed with respect and admiration, if a bit of fear. They can be found in any culture where a fanatical group of like-minded individuals have formed a warrior society dedicated to advancing their cause. Alternatively you could use Tidefall (a Great Sword available early on) since your high Might will make very good use of its Wounding enchantment.Paladins are martial zealots, devoted to a god, a ruler, or even a way of life. Ideally you'd get Bittercut, improve it to Superb or even Legendary, then use the Helwax Mold to duplicate it (always do this after enchanting it fully as the mold duplicates enchantments too) and dual wield that. Weapons wise the optimal choice for Flames of Devotion would be dual wielding, particularly in the hands of a Bleak Walker Paladin. Beyond that Perception and Dexterity are the most important attributes for damage dealing, though personally I wouldn't dump Resolve or Constitution too low. This is easily one of the best damage dealing abilities in the game.Īs for Attributes the essential things are to maximise Might and Intellect so as to maximise your damage and the duration and area of effect of Sacred Immolation when you get it (you could use lower Intellect until level 13 then respec then, but I prefer to stick with a single Attribute spread throughout the game). When activated this does constant damage to all enemies within the area of effect for the duration whilst also healing allies and makes your Paladin a very potent damage dealer. You'll also have access to a whole range of support abilities that you should take since they are very good.Īfter level 13 things change as you get access to Sacred Immolation, one of the best abilities in the game. To make up for all this you're going to be fairly tanky no matter how you build your character thanks to Faith and Conviction. You also have lower base Accuracy than Fighters, Rogues, Monks and Rangers and don't benefit from the AoE attacks of Barbarians so you're at a disadvantage there too. Beyond that you'll be relying on Sworn Enemy (once per encounter, only works on a single enemy), Zealous Focus (passive but applies to your whole party so isn't really a specific bonus to your paladin) and various generic talents that any class can take. Your only damage dealing ability is Flames of Devotion which, whilst great, is only usable twice per encounter. Before level 13 "high" isn't going to be that high.
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