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    A short intro

    Hi everyone.

    My character name is Anoobis and I am one of the main tanks for the

    Guild "Astral Riders" from the League side of the ISA server. It is my job

    in Allods to make sure that my party or raid manages to make it

    through the instances in this game. I do this by forcing the big hitting

    mobs to attack me because as a paladin tank i have abilities that

    allow me to survive damage unscathed that would kill the lesser

    classes in one shot. This allows the rest of my group to focus on killing

    the mob and healing me.

    Whilst many people in-game know me for my fun and trolling ways in

    this brief guide you the reader will find nothing but cold hard facts

    about the changes that have made Paladins into even more lean

    mean tanking machines and might even learn something about this

    class that you have never known before. This is not really a tutorial

    about how to play as a Paladin, it is more of an advanced guide of

    how to adapt to the changes brought about by the volume 4 patch

    and how to integrate the changes into your build and play style.

    Anoobis Lvl 45 Paladin Tank (Tanking and Spanking since OBT)

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    The changes

    Volume 4 Astral Odyssey has brought many changes to Allods Online notjust to the classes but to how we perceive and play the game. However this

    is a guide about the changes to the paladin class and so we are not going to

    go into those changes for more information on those changes check guild

    portal. For now lets check out the changes to our class, The Paladin

    First of all the passive changes:

    Runic Entropy

    Nerf nerf nerf is a common word for those using the Paladin class and here is

    yet another one Runic Entropy is basically a de-buff based onyour/opponents runes and decreases the amount of heals you receive. For

    Paladins this is a double blow because not only does it decrease the amount

    of healing you receive from your healer whilst tanking but it also decreases

    the amount of healing you receive from your own healing spells making themless useful than before. However this change does prompt us to focus even

    talents on dpsing and tanking and less on healing

    Kanian Racial Ability (Zealous Blow)

    In previous versions of Allods Kanian paladins have had to resort to using

    1h/2h spears if they wanted to use their racial ability or forgo it if they did notwant to use a spear. However after the vol.4 patch Zealous Blow can now be

    used with any type of weapon equipped making it a very useful skill for both

    dps and tanking. This ability does large damage to a target (providing you hit

    your target :P) and places a decent dot on it.

    Sword of Justice (SoJ)

    Stun time for our "Charge" ability has been changed to 2 seconds regardless

    of rank. This change however only really affects pvp and even that is not that

    much because the stun is also dependent on your/target'

    willpower/conviction. For tanking it is mostly the same because it was mainlyused to get you to the target and also generate more aggro at the start of a

    fight.

    Spears

    All paladins regardless of race are now able to use 1h and 2h spears. Whilstthis may not seem like a big change to some for those paladins using the Elvin

    race this allows them to use a weapon that uses less energy and attacks

    faster than the spear whilst not criting as high this is still a very useful weapon

    depending on your type of build.

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    Now for the interesting bit. Firstly, the new talents.

    Crusader Seal - inflicts xxx to xxx dmg and puts a "Mark of the Pariah" on the

    target. This skill is basically a supped up version of Crusader blow which by now all

    paladins should love. Rank 2 of this skill does more damage than rank 3 Crusader

    blow so as you can see it is a useful talent to get. However you have to unlock this

    ability and have an equivalent rank of Crusader blow so it can be an expensive

    talent to get. Also works with condemnation.

    Entangling Chains - Inflicts xxx to xxx dmg and for each MOTP detonated dmg is

    increased by xxx...also energy is increased by a certain amount increasing withthe amount of MOTP detonated and also dependant on the type of weapon

    used. The energy regen is more than from the Original retribution and also rank 2

    does more damage than the rank 3 retribution so this skill is also worth getting. It

    takes less talent points to unlock than Crusader Seal. Also needs to have a

    equivalent rank of Retribution.

    Ardent Devotion - Regenerate your "Cannons of Light" at a rate of 1 per 3/2/1

    minute(s) depending on the rank of this ability. Useful if you use your healing spells

    and heavenly nova judiciously. This skill allows you to basically double your

    cannon regeneration

    Eternal light - A supped up version of the light healing ability "Light Infusion"

    this ability just has a increased healing over time (HoT) effect from "Light Infusion

    and shares the same characteristics of that ability. Uses 2 cannons of light to use

    this ability.

    Aura of Ferocity - In exchange for decreasing your armour rating by 30% this

    ability causes your weapon attacks to increase the physical damage done

    by you and your party members physical attacks to be increased by 5/10/15 %

    depending on the rank of this ability. This aura is not limited to paladins as Scouts,

    Warriors and even Wardens have this ability. For paladins focusing on tanking this

    ability is NOT recommended as you cannot use it whilst having a shield equipped

    and the reduction in armour can be fatal.

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    And now the new additions to the Ruby Tree

    Crusader Blow Tree:

    Holy Power Reduces mana cost of overcome and deliverance by

    35/70/100 % depending on rank

    Holy Indignation Increases DMG of Crusader Blow/Seal by 3/6/9%

    Power of Light increases holy damage and condemnation length by % and 2

    seconds per rank

    Righteous Word Tree

    Mental Stability Reduces effect of all Control, knock down abilities on you by

    10/20/30 %

    Powerful Blow Increases physical DMG by 3/6/9%

    Life Power increases energy regeneration rate by 1/2/3 every 4 seconds

    Retribution Tree

    Unbreakable Faith Gives you 1/2/3 cannons of light everytime you receive a

    critical strike up to 30 cannons.

    Repel Evil Receive 4/6/10 % less magic DMG

    Pulsing Rays decreases the DMG stored in your second and 3rd barriers by

    3/6/9 % every 3 seconds

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    Now that you are acquainted with the changes to the Paladin brought about by the

    Vol.4 patch let me explain to you how I have adapted my build and how I play as a

    Astral Odyssey tank.

    First off My Build

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    The Talents:

    Crusader Blow Rank 3 Crusader blow and Crusader seal are the main abilities

    used in conjunction with condemnation to generate

    aggro. However in Order to get Crusader Seal to its

    maximum rank you need to have Crusader Blow at anequivalent rank.

    Retribution Rank 3 - Not all tanks spend their time tanking likewise during a

    fight it can be advantageous to detonate marks for extra

    dps and energy regeneration when condemnation still

    has a while left on its timer. The best ability for this is

    Entangling Chains however to get Entangling Chains at

    maximum rank you need to first unlock Retributions

    maximum rank.

    Righteous Word Rank 1- This ability defaults to rank 1 and for mot tankingbuilds thats where it is recommended to stay. This

    doesnt mean that the ability is useless though as it is

    our only ranged pull. This ability is also useful for pvp

    vs. mages as it goes right through all their barriers and

    puts a mark on them.

    Overcome Rank 3 - The bread and butter of paladin tanking. This ability

    allows you to erase a lot of damage from a barrier

    depending on its rank (55% + xxx for rank 3) and in

    combination with some of the rubies from the righteous

    word tree it also heals you for a lot of hp. Taking this at

    rank 3 is a must because you will be using this ability

    for those large hits that you just dont want to take the

    full damage for. This ability can be used to save you

    from damage larger than your HP.

    Solemn Prayer rank 1 - The only ability modifying the amount of cannons of

    light you can have and their regeneration rate. I took

    rank 1 because I dont plan on doing any heals I only

    need cannons of light for the AOE Aggro ability.

    Challenge Rank 2 - This ability is used to force a mob (or player) to focus

    its attacks on you. It is a very useful ability to have if

    you lose aggro and for some bosses using this skill is

    essential. I took rank 2 to decrease the cool down of this

    abil to 20 seconds and to increase the time the mob is

    forced to attack you. Also a great ability when your

    party starts DPSing on a mob straight away as it gives

    you time to generate aggro with Condemnation

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    Condemnation Rank 3 - This ability when used on 3 stacks of MOTP creates a

    nice dot and is also used in combination with Crusader

    Blow / Crusader Seal to generate Aggro. I took rank 3

    to increase the damage out put from this DOT.

    Sword of Justice R3 - The paladins charge ability. This ability is great for

    closing the gap between you and your target quickly

    and is also a great way for generating that little bit of

    extra aggro in the beginning of a fight. I took rank 3 so

    that the cast time and cool down of the ability is

    decreased as much as possible.

    Deliverance Rank 1 - The only ability that allows paladins to erase all damage

    in the first barrier. This ability is great for those OMG

    where did that mob pull that hit out of moments and is

    essential in some places in GT. I only took rank 1because spending a extra 5 talents for rank 3 is not

    worth the 10 seconds decrease on its cool down.

    Tenacity Rank 3 - This ability is used to refresh the timer on the first

    barrier and decrease the damage in that barrier by a

    certain amount depending on your strength. Great for

    when you have a hit in your barrier that you dont want

    to receive but cant erase yet using overcome or

    Deliverance

    Penance Rank 2 - This ability is used to restore Cannons of Light and to

    silence to a opponent. Seeing as though this build does

    not use healing so regenerating cannons is not a priority.

    I took this ability at rank 2 for the nice Silence de-buff it

    puts on a target during pvp. This ability is also useful on

    caster mobs forcing them to switch to melee mode

    while the effect lasts.

    Heavenly Nova R1 - Inflicts a certain amount of damage to all enemies in

    range and also generates 5x the damages threat on those

    enemies. I took rank 1 of this ability because it is auseful AOE force aggro and also very useful in

    removing a mages Illusions during pvp.

    Entangling Chains R3 - During a fight it can be handy to do extra damage to a

    mob whilst still generating aggro and this ability allows

    you to do that whilst also regenerating energy. I took

    rank 3 of this ability for the increase in damage.

    Crusader Seal Rank 3 - This ability does the more damage than Crusader Blow

    whilst still generating aggro with Condemnation. I took

    rank 3 for the extra damage and hence extra aggrogeneration.

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    Crusader Blow Tree

    The rubies available in this part of the Paladin ruby system influence our damage

    from our main abilities and also our aggro generation.

    Disciples Power R5 - Strength is the main modifier for all of a paladins abilities,

    hence taking all of these rubies is a must in order to get the fullstat bonus.

    Divine Gift R2 - Parrying in this game happens a lot more often than you might

    think especially for a agi spec paladin tank. Taking this at r2

    is useful because when you parry it allows you to preserve

    energy which is especially useful when you are using a high

    energy consumption weapon like a mace.

    Rage of the Righteous R2 - Taking this ruby at rank 2 makes it easier for us to

    balance stats as our luck stats dont have to be that high

    to get the same critical strike chance as a higher numberbecause this ability increases the crit chance of Crusader

    Blow by 50%

    Power Of Light R3 - This ruby increases holy damage and the duration of

    condemnation. Seeing as though we will be using

    condemnation as tanks all the time maxing this ruby is

    very worthwhile for increase in dps and aggro gen.

    Holy Indignation R3 - Increases crusader blow/seals damage. Crusader blow

    and Crusader Seal are our main abilities as tanks so

    maxing out this ruby is essential for good aggro

    generation.

    Atonement R2 - Places a DOT on the target that does a decent amount of

    damage. Rank2 of this ability is enough because with

    R2 youve got a 2/3 chance the DOT will be placed.

    Pious Anger R3 - This ruby decreases the CD of your Crusader Blow and

    Seal attacks. Whilst many people dont like the energy

    drain caused by this Ive taken this ruby at rank 3 so

    that my abilities are ready when I want them to be.

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    Righteous Word Tree

    The rubies in this section affect the Paladins tanks survivability and barriers this is the

    place to spend points if you want that extra survival.

    Sword of the Just R 2 - This ruby is useful because it makes SoJ instant cast and

    reduces its cool down period.

    Faiths Grace R3 - This ruby is AWESOME as it allows us to heal

    ourselves from the damage in our barriers from

    Overcome. Rank 3 is a must

    Pulsing Light R3 - This ruby decreases damage in our first barrier by 9%

    every 3 seconds at rank 3 which is very useful when

    you have taken a hit in that barrier as it basically

    decreases damage taken.

    Aegis of Faith R3 - Decreases damage taken by 15% at rank 3 after a

    successful parry. Rank 3 of this ability is a must

    because you parry a lot and the 15% bonus defence is

    HUGE.

    Retribution Tree

    This ruby tree affects our healing and gives us other unique abilities. If you want to

    make your paladin special this is the tree to focus in.

    Ascetic Training R4 - Luck affects all of our damage thats why taking these

    rubies is a good idea to gain us much of a bonus as

    possible to it.

    Departing Light R1 - Whilst not exactly the most useful of rubies it is along

    the best ruby path to the Combat res so I have taken it

    for that reason. This ruby increases all healing received

    by 3% for 10 seconds after a barrier has broken/faded.

    Wave of Life R3 - A very useful ruby to have as it increases dmg from our

    condemnation, Retribution and Entangling Chainsattacks. Rank 3 is a good idea for that lil extra dps.

    Blessed Light R1 This ruby in this build is completely useless as my build

    doesnt have any healing. However it is along the path

    to the Combat resurrection so I have to take it. For those

    who are interested in doing some healing this is a useful

    ruby to take.

    Reparation - This ability is probably one of the most useful abilities in thepaladins ruby system. Reparation allows the paladin to resurrect a

    party/raid member IN COMBAT. Whilst at first this might notseem that special when a main tank or healer dies in combat this

    ability can save the day.

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    Hints and TipsHints and TipsHints and TipsHints and Tips

    Skill rotationThese are just two ways to start a fight with a main mob/raid boss. There are many different

    Ways to engage a fight but these are 2 that I have found efficient.

    Gradual Aggro Gen: First use Righteous word to place a Mark of the pariah onto the target.

    Next use condemnation to place a DOT effect on the target. This

    Allows all your next crusader seal attacks to start generating

    additional aggro. Follow this up with a SOJ charge and start using

    Crusader seal on the target. When you have 3 stacks of MOTP on the

    target recast Condemnation so that it has the increased DOT effect.

    This will help with dps and also with maintaining aggro. After that

    do as is necessary to stay alive and maintain aggro.

    Instant DPS aggro: Select your target and use your SOJ to get to it. After this use

    Challenge to secure aggro so that you can generate aggro whilst your

    party/raid is DPSing on boss. After this use ZEALOUS BLOW to

    place a MOTP and DOT on the target. This will increase DPS and

    help with maintaining aggro. Next use condemnation to place a DOT

    effect on the target. This Allows all your next crusader seal attacks to

    start generating additional aggro. Start using Crusader seal on the

    target. When you have 3 stacks of MOTP on the

    target recast Condemnation so that it has the increased DOT effect.

    This will help with dps and also with maintaining aggro. After that

    do as is necessary to stay alive and maintain aggro.

    Barrier Juggling: When you have multiple barriers with damage in them always

    remember to clear out the Barriers with the largest amount of damage

    in them this way you constantly have a barrier available to receive

    damage and also less likely to forget to empty a barrier.

    Overcome: Only use overcome on damage that is less than double your full HP

    and only do this when you have full hp and if possible try and warn

    your healer to get ready to nuke you after you do this. Always useyour overcome when your HP is full so that you are constantly

    emptying barriers.

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    PVPPVPPVPPVPPala vs. Pala : Use condemnation judiciously so that the dot overcomes their

    barriers.

    Pala vs. Scout: SoJ as soon as possible and get the scout down before he can

    cast his slow down on you

    Pala vs. War: Try draw the fight out. The warriors lack of self heals will lose

    them the fight

    Pala vs. FH Not really much to say here palas in general dont have the dps

    to kill a FH. However when you fight a FH try to detonate your

    MOTP before the FH can cleanse them off.

    Pala vs. MH Tank the player until their mana is out then start dpsing heavy.

    Pala vs. psy Run hide do what ever to get away.their mind fire will mess

    up your barriers

    Pala vs. Warden/Sum Ignore the pet and go straight for the player. You can

    tank the pets hits.

    Thats all for this Volume I hope you find this instructional and helpful maybe even

    Entertaining. This guide is dedicated to all those paladins out their learning to tank.

    Special thanks to Auriana, Tianna, Gudwin, Edhemkavut, Shire, Lutefisk and

    Kovda for keeping me playing this game.

    Also thanks to BuBu (Nomis) and Divinetouch(Poisonous) for keeping me

    company whilst typing this wall of text and to Xocht for helping me discover the

    hidden power of the paladin tank and for helping me in my quest to perfect the

    paladin.

    AnOObiSAnOObiSAnOObiSAnOObiS