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These are only Weakness that paladin's are involved with.
| Weakness | Creators | Exploiters | Skill
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Armor Chink
| Warrior, Bard
| Paladin
| Guardian's Assault
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Blindness
| Druid, Paladin, Sorcerer
| Rogue
| Holy Strike
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Dazed
| Ranger, Rogue, Paladin
| Bard, Monk, Psionicist
| Hammer of Judgement
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Shaken
| Monk, Cleric
| Paladin
| Holy Strike
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Soul Wracked
| Dreak Knight, Necromancer
| Paladin, Monk
| Hammer of Judgement
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[edit] Other info
- Paladins are Warriors with a Cause, not warrior/healers. Their Paladin abilities are Innate, possibly provided by their immense motivation, focus and willingness to put their cause above their own concerns and safety.
- Paladins may dedicate themselves to a deity at any point they so choose. This may, or may not, provide bonuses and/or limitations, and may or may not be a one time choice.
- Paladins can have one active Aura at a time and they are area group buffs that can do things like increase the group members' damage, regeneration, etc...
- The Paladin's choice enemy is the Undead, against which the denomination as a Warrior of Light provides additional empowerment.
- Paladin buffs will stack with healer buffs.
- Paladins will be able to withstand fear (Granted from the passive ability Stalwart Soul, obtained at level 1 I believe.)
- A Gift of Virtue called "Paragon." Paragon is a powerful buff that lasts for 5 minutes. It raises all of the Paladin's combat stats (Strength, Agility, etc...) to the MAXIMUM for the Paladin's level.
[edit] Melee Combat
Paladins will be the best tanking class against the undead. The Paladin will have abilities that protect him and his group from the undead and will allow them to do increased damage.
[edit] Rescues
A chosen defensive target of the Paladin can receive heals or be rescued if under attack and in range. By rescuing a defensive target the Paladin takes all, their defensive targets damage for a set amount of hits. If the Paladin uses a rescue while under 20% of their maximum hit points they will receive a virtue point. Types of known Paladin rescue abilities are Protector's Fury, Entwine and Contrition.
- Protector's Fury
- Deals 300% weapon damage plus an additional range of damage based on skill level and forces the attacker of a defensive target to attack the Paladin instead.
- Entwine
- Rescues the Paladin's defensive target from an incoming attack, causing the offender to target the Paladin for 2 attacks and heals his or her ally.
- Contrition
- Forces the attacker of the Paladin's defensive target to attack him or her and lowers it's damage by a set amount for 10 seconds.
[edit] Melee Attacks
Paladins have two classifications of melee attacks: Openers and Finishers. Finishers become available after the Paladin scores are critical hit with an opener attack. Additionally, some of the Paladin finishers offer a second tier finisher after the first successfully connects.
[edit] Openers
- Holy Strike
- Deals normal damage plus an additional amount based on skill level. Additional damage based on skill level is dealt to undead and fiendish opponents.
- Hammer of Judgment
- Smashes the target for 150% damage plus an additional amount based on skill level. Deals an additional damage based on skill level when used while an ally is flanking the target.
- Champion's Might
- Deals a set amount of damage based on skill level to the target and increases the Paladin's strength by a set amount based on skill level for 5 minutes.
- Sentinel's Blessing
- Strikes the Paladin's target for a set amount of damage and surrounds him or her with and shield that increases armor class by a set amount for 5 minutes.
- Guardian's Assault
- Deals a set amount of damage based on skill level and greatly increases your opponent's hatred of the Paladin by a range determined by skill level. If the target has an armor chink, its mitigation is decreased by 10%. This skill requires a shield and generates a chance for a shield consecration effect to go off.
- Aegis Strike
- Smashes the Paladin's target with his or her shield dealing a set amount of damage. This skill requires a shield, has a higher than normal critical rate and generates a chance for a shield consecration effect to go off.
- Vanquish
- Vanquish a wounded opponent dealing 300% damage plus an additional range of damage based on skill level. Target must be below 15% health. Undead targets take additional range of damage. This skill has a higher than normal critical rate.
[edit] Finishers
- Hammer of Valus
- Crushes the Paladin's target for 350% weapon damage plus an additional range of damage based on skill level. Deals an additional range of damage when used while an ally is flanking your target.
- Maul of Valus
- Crushes the Paladin's target for 350% weapon damage plus an additional range of damage based on skill level. Deals an additional range of damage when used while an ally is flanking your target. This is a second tier finisher and can only be used after a successful Hammer of Valus hit.
- Blade of Vol Anari
- Cleaves through undead or fiendish opponents, dealing 400% weapon damage plus an additional range of damage and an applies an additional damage over time effect.
- Wrath of Vol Anari
- Cleaves through undead or fiendish opponents, dealing 400% weapon damage plus an additional range of damage and an applies an additional damage over time effect. This is a second tier finisher and can only be used after a successful Blade of Vol Anari hit.
- Vothdar's Mighty Strike
- Deals normal damage to your target, and increases the strength of the Paladin's group by a set amount based on skill level for 5 minutes.
- Stroke of Conviction
- Deals 150% damage and adds a range of hate based on skill level over 30 seconds.
- Stroke of Fervor
- Deals 150% damage and adds a range of hate based on skill level over 30 seconds. This is a second tier finisher and can only be used after a successful Stroke of Conviction hit.
- Strike of Gloriann
- Strikes your target for normal damage and surrounds the Paladin's group with a shield that increases your armor class by a set amount based on skill level for 5 minutes.
[edit] Defensive Capabilities (Tanking)
Paladins tank best against the undead. Also Paladins will be the most defensive of the protective fighter classes.
[edit] Spells
The Paladin has different kinds of spell-like effects: Auras, Gifts of Virtue, and classical spells. The Paladin has a wide range of spells including heals, a few buffs and various debuffs through the judgment line.
Auras are group buffs that add beneficial effects to the group. A Paladin can have only one aura active at a time and auras from other Paladins do not stack.
- Aura Of Divine Power (Level 1)
- The Paladin projects an aura of power which increases the damage of the Paladin's group by 10% and their accuracy by 5%.
- Aura Of Shielding (level 10)
- The Paladin projects a defensive aura which increases his or her mitigation by 15% and their ability to generate hate by 40%, adds armor class scaled to level, and reduces their damage by 10%. Nearby allies gain armor class scaled to level.
- Aura Of Replenishment (Level 15)
- The Paladin projects a calming aura, increasing regeneration rates for the Paladin and his or her group members.
[edit] Gifts of Virtue
These are powerful Paladin abilities that a Paladin can only perform a limited amount of times per day. Paladins gain virtue points as they grow in strength and experience. Using gifts of virtue uses up these virtue points. Examples of paladin gift spells are Lay on Hands, Paragon, Zeal, and Sun Burst.
- Laying on of Hands
- Delivers a mighty heal to an ally. This ability uses virtue points when cast upon any Paladin.
- Mass Shield
- Shields group members for 2 attacks.
- Shining Beacon
- Provides group with immunity to fear based effects. It also generates a large amount of hate towards the Paladin from the undead.
- Sun Burst
- AOE damage to undead. Any summoned undead Mobs are killed.
- Zeal
- The Paladin attacks twice as often.
- Paragon
- Constitution, Dexterity, Agility, Accuracy, and Damage are all increased.
- Final Stand
- Adds additional health, for 30 seconds, to any player in the group who has below 25% health. This additional health is lost when the spell expires and players can die if their health then drops to zero or below.
[edit] Spells
These spells cost power to use and can be cast as often as the Paladin wishes.
- Smite
- Deals damage to a target an instills hate.
- Blessing of Vothdar
- Blessing which increases Strength. Only one blessing can be active on an ally at a time.
- Blessing of Gloriann's Protection
- Blessing which increases armor class, fire resist, ice resist and spiritual resist. Only one blessing can be active on an ally at a time.
- Blessing of Vaelion
- Blessing which increases Intelligence. Only one blessing can be active on an ally at a time.
- Barrier of Faith
- Single target 5 second invulnerability.
- Blood Oath
- Increased damage and accuracy for one minute.
- Courage
- Increases health points and armor class.
- Healing Touch
- Moderate heal.
- Boon of Vol Anari
- Blesses the Paladin’s weapon, giving them the chance to do additional damage to undead or fiendish eneimes with each attack. The Paladin cannot have more than one boon active at a time.
- Boon of Valus
- Blesses the Paladin’s weapon, giving them the chance to do additional damage with each attack. The Paladin cannot have more than one boon active at a time.
- Prayer of Life
- Resurrection spell.
- Upbraid
- Causes a great amount of hate towards the Paladin.
- Marshalling Cry
- Greatly increases your accuracy and damage of the Paladin’s group for ten seconds.
- Cry of Inspiration
- Small group heal of endurance and mana.
- Cry of Relief
- Small heal.
[edit] Related Websites
[edit] Official Affiliate Website
Paladins of Telon
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