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Unread 12-22-2004, 03:35 PM   #1
higg

 
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Firstly id like to say a big thanks to everyone who responded to my previous question, I am unable to access it to put in a reply, so a big cheers to the lot of you! If you read my previous post you'll be aware that i'm a: new to this rpg'ing malarkey b: poor! lol c: really enjoying it, especially the social aspects of meeting really cool and nice people while out and about adventuring with my wife. Sorry side tracked!, I have an absolute wealth of spells and wards etc and while reading up about them cant seem to figure out what’s the best ones to use/upgrade for a: Attacking b: Pulling & C: Helping others in my group, I mainly play in a group as main tank so any info on the ones I should use all the time would be greatly appreciated as I tend to just whack the lot of em!, works so far for me and I tend to keep aggro and my group alive, but from reading these forums you can do so much more, plus I tend to use all my mana up in each fight. Thanks in advance!K.
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Unread 12-22-2004, 05:47 PM   #2
kazekaje

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Hmm.. In a bit of a rush here, but shouldn't take long (:
Pulling -- Rightous Anger: Good range, decent damage. Cheap enough to pull with (:
 
As Main Tank:  
  1 handed weapon + shield:: 
      Unyielding Advance + Charge   to keep your foes stunned and down whenever you can.
  2 Handers:: I wouldn't recommend SMILEY
      Charge + Power Cleave probably for weapon attacks.
Now, on Inflame, Ward, Heal, and the Aoes..
  Regardless of weapons, as maintank you want to be using Ward right after Rightous Anger finishes casting to grab the Ward aggro. Good amount of taunt right there. Inflame can be cast as you're running back to the group because it's not a spell.. skill that can't be interrupted. Inflame is a great single target taunt at 23 still (:
  Ward yourself as you can, it'll help alot with keeping aggro and with the healers' mana.
 
If you're in a group pulling multiple mobs, you may have noticed that without AoE taunts, it's hard to keep the healers from being hit (:  
  Divine Inspiration, Smite Prayer, and Divine Wrath come in real handy here. I believe Wrath and Inspiration can hit mobs nearby that you are -not engaged- with, so be careful of that until you know whether or not thats true SMILEY  Smite Prayer will only affect the encounter you're in.   I use these three religiously when I'm pulling groups of 2 or more.
 
 
Besides that.. If you're secondary tanking, you'll probably want to find a new group, or find out why you're not the MT and correct that problem SMILEY I've MT'ed plenty, and at 25 I outdo most guardians I run into.. possibly due to lack of experience on their part though (:
  A good sort of group will have one fighter, 2 priests, and 3 scout/mages heh. Good luck and enjoy.
 
 
Slissik Kel`Shaleth, sebilisian paladin of veeshan
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Unread 12-22-2004, 08:20 PM   #3
Dark Orc

 
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Pulling = Righteous Anger, upgrade this to adept if you can because the damage is very nice (80+ at level 22)
 
Buffs = Call To Arms, Blessed Weapon, Vigor of Trust, some people use Knight's Stance but I prefer to spend the concentration using Redemption on the healers when grouped
 
Taunts = use them all, can never have too much aggro
 
Staying alive = Blessed Aid, Lay On Hands, Demonstration of Faith
 
Attacks = Faithful Swing, Righteous Anger, Power Cleave, Charge
 
I never use a shield because my one-handed weapons and shield are not that great. If I had good ones, then I would substitute the shield bash for Power Cleave. I don't use the aoe attacks often because I don't like to attract adds, but in a very safe situation I use Cry of Conviction and Divine Wrath. I usually leave the aoe stuff to the mages who should be better at it.
 
 
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Unread 12-27-2004, 08:18 PM   #4
Numskul

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When grouping and serving as main tank:
0) After joining group, put Redemption on healer or high damage output class;
1) Before pull, put up Divine Inspiration (group buff and hate siphon to paladin) and Blessing of the penitent;
2) Pull with Righteous anger or Divine Vengeance and then immediately follow with your ward (Demonstration of Faith or Faithful Zeal), this builds hate;
3) When mobs are in range, immediately hit AE taunt Blinding Light, you should have plenty of hate now to normally last the battle;
4) Keep ward up throughout the entire battle, it will absorb a tremendous amount of damage; hit Inflame occassionally for good measure;
5) If healers power drops below 50%, cast Blessed Aid on mob (which heals you as long as it is attacking you) so as to help healer and generate more hate for you.
 
When grouping and serving as melee support ( there is a better main tank ):
0) same as above; also, put intervene on main tank if you want to occassionally take a bullet for him during battle;
1) Immediately before main tank pulls or sometime shortly after he pulls, place ancient pledge, offering of armament and ward on him; have call of arms up instead of divine inspiration if you're worried about drawing agro off of main tank;
2) Keep ward on main tank throughout battle but don't taunt;
3) If healer's power drops below 50%, start casting Blessed Aid on the mob as you attack it and this will heal the main tank if mob is on him;
 
When soloing:
1) Before pull, put up Call of Arms or Divine Inspiration (group buff and hate siphon to paladin) and Blessing of the penitent;
2) Pull with Righteous anger or Divine Vengeance and then immediately follow with your ward (Demonstration of Faith or Faithful Zeal), this builds hate;
3) no need to taunt unless you're completing Heroic opportunity; make sure you keep those HO's going during soloing, they help alot;
4) same as above unless the mob doesn't hit very hard because our ward really eats up your power; I'd start using ward if your health drops below 70% during a battle when soloing.
 
Tegra, 26 paladin
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Unread 12-27-2004, 08:44 PM   #5
hieronym

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to add make sure you have a good understanding with the MT that just before he pulls give him a Demonstration of Faith, this helps if he has to do a long pull so he isnt half dead by the time he gets back to you, if you do it when he comes back you might just find yourself get the aggro then mana is wasted while you're being healed and the MT is taunting to get the hate back on himself
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Unread 12-27-2004, 10:50 PM   #6
Tur

 
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Numskul wrote:
 
When soloing:
1) Before pull, put up Call of Arms or Divine Inspiration (group buff and hate siphon to paladin) and Blessing of the penitent;
2) Pull with Righteous anger or Divine Vengeance and then immediately follow with your ward (Demonstration of Faith or Faithful Zeal), this builds hate;
3) no need to taunt unless you're completing Heroic opportunity; make sure you keep those HO's going during soloing, they help alot;
4) same as above unless the mob doesn't hit very hard because our ward really eats up your power; I'd start using ward if your health drops below 70% during a battle when soloing.
 
Tegra, 26 paladin


Great advice, Tegra. One thing I would add (with a caution, as I've seen no "hard" numbers on this): when soloing, I keep a grey'd-out attack (sorry, don't remember the name) and a grey'd-out taunt (shout) up to trigger HO's with minimum power use. I don't think that the effect of the HO is lowered, yet I use a lot less power than I would spaming my orange attacks and taunts. Has anybody researched this?

-Turi, 24 Paladin

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Unread 12-28-2004, 04:40 PM   #7
hieronym

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Turii,
 
I just tried what you suggested about the old taunt and it works a treat. I have just been soloing skeletal soldiers and using my adept inflame while doing HO's i noticed the downtime was considerbly longer, my power was about half. I added taunt and now I have about 3/4 power left.
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Unread 12-29-2004, 07:53 PM   #8
Vaelorn

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It's probably a bug, as in "not intended", but you can currently cast Blessed Weapon for a no-power skill to advance your HO, since Blessed Weapon has the sword icon.  Then the only power you're using is for the newbie Taunt (which you may not have upgraded at all, which will keep the power cost even lower).  You have to decide which is better for you to do:  spend your 3 seconds casting Blessed Weapon, so that you can Taunt and score a guaranteed hit from your HO, or spend your 3 seconds bashing away on the monster with your regular melee attacks because you're completely out of power.
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