Who am I and what is this?
Welcome to my humble abode. I am a Scanian Paladin who goes by the IGN: Dianette. If you are looking for a Paladin who knows his shit, then look no further. I am level 250; I can comfortably clear 40+ floors in Dojo; I can easily Solo Chaos Root Abyss, Hell Gollux, Normal Cygnus, and Hard Magnus; and I can even solo Lotus and Damien without dying (not really a feat since I'm a Paladin :^)). I’ve come to be known as the guy who knows way too much about Paladins and am always happy to offer advice to people who want help.
This guide will be focused more towards Paladins who have reached level 150 and are looking for advice on how to improve their effectiveness in late-end game mobbing/bossing. I will give you a general summary of the class and its identity, go over pros/cons, how to build your Paladin, how to play your Paladin, and cover in depth skill explanations with trivia that people may not know about. I will have a FAQ section dedicated to very common Paladin questions such as the 1/2-handed sword/mace debate.
For those who are just starting and are looking for a new class to play, I will have a small section dedicated in the pros/cons and a general skill build can be found in the 'Build' section.
Now sit back, relax, and I hope you will enjoy watching someone spend a few thousand words fanboying about a bunch of pixels in a 2d side-scrolling MMORPG.
Class Summary
Paladins are one of the 3 possible job branches that an Adventurer Warrior may choose from upon reaching their 2nd Job Advancement. They differentiate themselves from most other classes in Maplestory by being one of the few classes that you can confidently call a ‘tank’. Over time, new powerful bosses have been introduced that render original tank stats like defence and health meaningless. All people seem to value in a class is how much damage it can do and how much mobility it has; because regardless of your HP and Def, if a boss hits you with a 100% HP attack, you will die. Paladins refuse to comply with these norms, standing to be one of the few classes in the game that can physically tank hits that would normally kill others.
The play-style of a Paladin is one of leisure. It is not very mechanically intensive, and does not require heavy micromanagement. Fighting easier bosses generally consists of holding down the attack key and ignoring their attacks. This does not mean that Paladins are completely brain-dead though. There are many hidden quirks to a Paladin and taking advantage of these quirks can greatly enhance your mobbing and bossing alike.
Pros/Cons
Red text will apply to new Pallies. Blue text will apply to veteran Pallies. Black Text will apply to both.
Pros:
Cons:
- Disgustingly tanky.
- Decent mobbing (for an Adventurer Warrior).
- Easy to play.
- Acceptable damage early game.
- 100% stance.
- Great bossing utility.
- Low range on attacks.
- Poor mobility (only has Flash Jump and Rush).
- Damage falls off heavily late game.
- Boring for those who like having many attack skills
Pros: What do Paladins have to offer?
- Very good early game damage (1-150).
- 2nd and 3rd job skills have very high range for an Adventurer Warrior.
- No health potions required past 3rd Job due to insane tankiness.
- Very simple and non-intensive playstyle for the more relaxed maplers.
- 100% Stance chance.
- Great training for an Adventurer Warrior, with a large range 360 degree ultimate on a 9.8 second cooldown (Heaven’s Hammer).
- Possible to job change to Hero without requiring any gear changes when using sword+shield (not worth it though) TAKE THAT NULL
- The only class in the game that can tank certain 100% HP moves at all stages of a battle and without requiring unreliable mechanisms.
- Access to complete invulnerability for 30 seconds on a 5 minute cooldown that can be used at any time you want (Sacrosanctity).
- Mobbing capabilities get further amplified in 5th Job with access to one of the most overpowered 5th job skills (Hammers of the Righteous/a.k.a. Spinning Hammers).
- Insane bossing utility, especially when bossing with a partner, including but not limited to:
- A 2 minute cooldown bind.
- A 50% PDR reduction debuff against enemies.
- A single ally revive that grants both of you invulnerability.
- The ability to grant invulnerability to both you and a chosen ally by chaining 2 skills together.
Cons: What setbacks do Paladins suffer from?
- Damage falls off heavily past level 150.
- Aside from the occasional Heaven's Hammer, 4th job training is literally the same as 2nd and 3rd. Those who were looking forward to awesome new skills, beware of disappointment.
- Very simple and possibly boring playstyle for the more hardcore maplers.
- A very mediocre single flash jump, making mobility very underwhelming compared to some of the more popular classes.
- The biggest drawback that everybody loves to harp on about Paladins: They have a severe lack of damage, consistently sitting near the bottom of the Damage Per Minute (DPM) charts, along the likes of Bishops and Shades.
- Mobbing capability is very cooldown dependent. Without your large AoE skills or Spinning Hammers up, mobbing becomes limited to medium range melee attacks.
- Attack range on bossing skills is very low, making certain bosses much harder to hit.
- You are not able to tank every 100% HP attack. Pretty much every map hazard (e.g. falling Magnus Meteors) that deals 100% HP damage will kill you like any other regular class.
- Your main attacking skill has massive delays, making movement very limited whilst attacking.
Afterword
If there is any question about the class you have that was unanswered, feel free to ask me; I’ll answer it to the best of my ability and add it into the FAQ for future readers.
To contact me, you can either find me online in Scania (IGN: Dianette), on Dexless (username should be obvious -.-), on the Reddit Maplestory Discord (@Dianette#3620), or PM me on Reddit (DianetteSCA).
An (Excessively) In-Depth Guide to Everything Paladin
Guide in 'Warrior' published by Dianette, Mar 22, 2018.
What you should expect to get from this guide: A general class description + pros/cons; how to build your Paladin; how to play your Paladin; in-depth skill trivia; and a FAQ at the end.
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Guide Author Dianette, Find all guides by Dianette
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Build
Building the Perfect Paladin
Alright, let's get right into the most basic part of playing any class: the build!
Countless Paladins are lost before they even begin; and how can I blame them when there's so much to keep track of?
Well fear no longer! In this build section, I will run through everything you need to know when it comes to strengthening your character!
Warning: I am assuming you have a at least a basic knowledge of the Maple basics, and common Maple abbreviations. If you come across something you are unsure of, please check out a beginner's guide to Maple that runs you though this info.
Without further ado, let's get into it:
Table of Contents:
- Ideal Stats to Aim For
- Ability Points
- Skill Build
- Hyper Skill Points - Passive Skill Boost
- Optimal Boost Node
- Nodestone Priority
- Hyper Stat Points
- Inner Ability
- Legion
- Link Skills
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Ideal Stats to Aim For
It is incredibly important for Paladins to amass as much attack speed as reasonably possible to alleviate for the high delays of Blast. Sources for attack speed include:- Inner Ability
- Monster Park Green Potion
- Decent Speed Infusion
I also heavily prioritise reaching 100% critical chance. Reaching 100% is doable without sacrificing investments:- Base - 5%
- Legion - 3%, 3%
- Mastery - 42%
- Links - 15%, 7%
- DSE - 10%
- Hyper Stats - 15%
- Total = 100%
As for general stats:
Everyone's stats differ. As such, the ratios between different types of stats such as %stat, flat stat, and flat attack are all different. Thankfully, credits to reddit user /u/Masterobert, we have access to a Maplestory Stat Comparison Calculator. All credit goes to him, but thanks to him, we have a way of easily calculating how much each stat is worth. Seriously, say thanks to him if you see him.
Cubing:
For anyone wondering what kind of stats they should be looking for when cubing their gear:
Gear Type/Stat PriorityReasoningCombined: - Weapon
- Secondary
- Emblem
- %Attack
- %Boss
- %IED
- %Attack
- Paladins have a lot of innate %Damage:
- 25% from Elemental Charges and 32% from Elemental Force totals to 67% Damage.
- Since %Damage scales additively with %Boss Damage, it means that Paladins will naturally scale worse with %Boss than other classes like Heroes and Dark Knights.
- At the same time, Paladins are not too reliant on %Ignore Enemy Defence (IED):
- High Paladin gives you a natural 31%, along with the effective 50% from an enhanced Threaten, plus 10% if you use a Blunt Weapon.
- The most important stat to aim for as a Paladin is %attack.
- For Bonus Potentials, you want as many %attack lines as possible:
- All other lines are ineffective when obtained as a Bonus Potential.
- Note: Emblems cannot get %Boss.
Gloves: Main: - %Crit Damage
- %Str
- %Crit Damage
- Str/lvl
- %Str
- Attack
- %Crit damage is very powerful, and only gloves can get so much.
- If you cannot afford to roll for %Crit damage, %Str is the next best option.
- %Crit damage on glove Bonus Potentials are superior to the Strength boosters.
- Flat Strength vs %Strength vs Attack depends on your stat ratios.
Other: Main: - %Str
- Str/lvl
- %Str
- Attack
- The rest of you gear only has access to %Str.
- Bonus Potentials on other gear can have %Crit damage, but not as much as gloves. As such, you should ignore the line.
- Like previously, Flat Strength vs %Strength vs Attack depends on your stat ratios.
Training: - Hat
- -2 sec CD
- This is a special case for training.
- Factoring in the hyper point, this amounts to -1.4 second cooldown.
- Incredibly useful for training.
- Credits to reddit user /u/alostcause for letting me know.
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Ability Points
Uh... This should be incredibly obvious, but in case it isn't: secondary stats are no longer required. Since our main stat is STR, all you need to do is pump all your AP into STR. If that's too much for you, just click the auto assign button and the game will do it for you!
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Skill Build
In my opinion, Paladin skills should be simple enough for you to know what to level and when. If you are really scared of messing up and want me to help you out, then I'll give a general guideline for each Job as to what level each skill should be and the priority in levelling them..
If there is an asterisk for the skill in the 'skill priority' column, I will have additional info for it in the 'reasoning' section
Some skills will be know as '1-point wonders'. Put 1 point into these skills ASAP and leave them be until levelling is necessary. These all tend to be attack skills, as you only need to put 1 point in them initially to gain access to them and additional levels only add damage.
Warning: As always, every person has different levels of funding. If you find your damage lacking, you may increase the level priority of the attacking skills for yourself. This is by no means set in stone.
First Job
Skill Name 1-point? Level Priority Level up to: War Leap - 1 10 Warrior Mastery - 2 15 Slash Blast YES 3 20 Iron Body - 4 20
Reasoning:
- 1-points first. Always.
- Max War Leap ASAP to give yourself the most mobility.
- Same reasoning applies for Warrior Mastery + 40% stance is helpful.
- Slash Blast next in case of damage issues
- Iron Body last as it does not help in the early game.
Second Job
Skill Name 1-point? Level Priority Level up to: Weapon Mastery - 1* 10 Weapon Booster - 2* 10 Physical Training - 3 5 Final Attack - 4 20 Flame Charge YES 5 20 Blizzard Charge YES 6 20 Close Combat YES 7 9
Reasoning:
- 1-points first. Do not deviate.
- Weapon Mastery to 5 is to unlock Weapon Booster.
- Weapon Booster to 5 is to ensure that it lasts a decent amount of time.
- Max out the rest in order for a good balance of stats and damage.
- Again, if more damage is required, you can up the priority of Flame Charge and Blizzard Charge.
Third Job
Skill Name 1-point? Level Priority Level up to: Shield Mastery - 1 10 Divine Shield - 2 10 Combat Orders - 3 20 Lightning Charge YES 4 18* (20) Parashock Guard - 5 8* (10) Rush YES 6 8* Achilles - 7 18* (20) Threaten - 8 18* HP Recovery - 9 8*
Reasoning:
- 1-points first. You may or may not be starting to see a trend.
- Max Shield Mastery and Divine Shield first and you will become straight up unkillable.
- You need 5 points in HP Recovery to level Combat Orders.
- Max Combat Orders and it will make both Flame and Blizzard Charge on par with Lightning Charge damage wise + CO's general utility.
- This is where things get tricky:
- Once CO is maxed, you can leave skills 2 levels below the max, as CO will fill in the rest.
- It doesn't really matter what order you level your skills from here.
- You get to max out 3 of the 6 skills that you left 2 below max.
- I recommend: Lightning Charge, Parashock Guard, Achilles, as I prefer them to always be maxed on the off-chance that CO is not active.
Fourth Job
Skill Name 1-point? Level Priority Level up to: Advanced Charge - 1 10 High Paladin - 2 30 Elemental Force - 3 30 Heaven's Hammer YES 4 30 Power Stance - 5 30 Maple Warrior - 6 30 Blast YES 7 30 Divine Charge YES 8 30 Hero's Will - 9 5 Magic Crash - 10 10 Guardian - 11 20
Reasoning:
- 1-points firs- ow okay I'll stop saying it.
- Advanced Charge and High Paladin give incredible boosts to damage.
- Elemental Force > Divine Charge because it gives 32% damage and brings all the other Charges to the same level as Divine Charge damage wise.
- Max Heaven's Hammer to lower the cooldown.
- Stance for quality of life grinding.
- Maple Warrior as the last damage buff
- Again, attack skills can be levelled earlier if the damage is required.
- The rest of the skills are not used for training, so it's best to level them last. It doesn't matter which order you max them.
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Hyper Skill Points - Passive Skill Boost
Below, I’ll list the Hyper Points based on tiers of how essential they are. Ultimately, you will have to make some decisions based on personal preference.
Trash Tier Threaten – Persist This point is unnecessary and there are too many better alternatives for it to be regarded.
For reference, the Hyper Support Points that I run are:
- Blast - Extra Strike
- Threaten - Enhance
- Heaven’s Hammer - Cooldown Cutter
- Blast - Reinforce
- Threaten - Opportunity
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Optimal Boost Node
I actually run 4 boost nodes, totalling 6 skills that get boosted. It’s not a bad idea, since you will eventually have enough core slots to run more than 2 boost nodes.
I’ll split this into essential skills, high priority skills, optional skills, and never-boost skills:
Essential
- Blast: Bread and butter. If you were only allowed to choose 1, it will always be Blast; no exceptions.
High Priority
- Divine Charge/Lightning Charge: If you can't 1-shot whilst mobbing, these will help. You may also find yourself in situations against bosses where you have to use your charges. Both are equal in power. It’s up to personal preference which one to pick (in my case, I picked both).
- Heaven’s Hammer: Big chunk of burst that you can use in situations where your other skills cannot hit the enemy. E.g. when Magnus/Damien are in the air.
Optional
- Final Attack: Assuming you only use Blast, it's the highest source of damage against bosses out of the remaining skills. Even so, it's still only ~1-2% of your total damage.
- Rush: You end up using this more than other skills when bossing. If you can invest into Rush without losing anything else, then go for it.
- Smite Shield: Same with Rush, if you can invest in this freely, do it. If you use Smite Shield as a training tool and it cannot 1-shot mobs, you can invest into boosting it. Do note that even if you double its damage, the bonus bind duration will be negligible.
- Flame Charge/Blizzard Charge: Some people are adamant on alternating between 4 charges. If you are one of them, feel free to do so; I won’t stop you. It’s still a bad idea though.
Never Boost
- Close Combat: Any boost to this skill will never amount to anything significant. It isn’t strong enough to 1-shot mobs in higher level areas even with maxed boost nodes.
For reference, my personal Nodestone arrangement is:
- Blast
- Divine Charge
- Lightning Charge
- Heaven’s Hammer
- Final Attack
- Rush
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Nodestone Priority
This is a 'nodestone progression guide' of sorts. At level 200, you have 4 free node slots, and you gain another every 5 levels. Here are the nodes that I recommend you use at each level range.
I will start off with the initial 4 nodes, and for each new level range, I will add one more.
If you are confident in your funding and are able to max out your nodes early, follow the blue text.
If you are unfunded and unable to max out your nodes early, follow the red text.
Level Range# of SlotsNodes to AddReasoning200-2044- Spinning Hammers
- Divine Echo
- Blitz Shield
- Rope Lift
- Spinning Hammers and Divine Echo are insane to your overall damage.
- Spinning Hammers are especially good for both training AND bossing.
- Blitz Shield is primarily to speed up your training.
- At this level, training should be your number 1 priority.
- Rope Lift solves the vertical mobility issue for every class without it.
205-2095- Boost Node A
- Boost Nodes are obviously essential.
210-2146- Boost Node B
- Second boost node. Nothing to see here.
215-2197- Boost Node C/Decent Speed Infusion
Here we get our divergence. - Unfunded players will need 3 boost nodes to realistically max our their skills.
- Funded players can afford to just move on.
- Decent Speed Infusion is because every Paladin loves attack speed.
220-2248- Decent Speed Infusion/Weapon Aura
- Weapon Aura is to complete all the essential nodes.
225-2299- Weapon Aura/Personal Choice
- At this level, unfunded Paladins will have obtained all essential nodes.
230+10+From this point on, any extra slot is up to personal choice. - From here onwards, previously unfunded Paladins may now be able to max our their boost nodes.
- If you do, you can drop down to 2 and free up a slot.
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Hyper Stat Points
To be completely honest, pretty much every class follows the same hyper stat build. %Crit Damage, %Boss, %Damage, %IED are all the most important. %Crit chance is taken by those who need it to cap.
When levelling, try to keep the essential stats around the same level, as the costs to level them increase exponentially. Keeping them around the same level is the most damage efficient.
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Inner Ability
- Attack Speed +1 is the best possible Inner Ability for any Paladin.
- Always, always aim for attack speed on your inner ability if you’re rolling for perfect stats, because every other line is very mediocre in comparison.
- For the other two lines, %Buff Duration is good for extending the duration of your Elemental Charges, and flat attack is just good in general.
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Legion
Same as with Hyper Stats, Legion is more or less the same for all classes. Some important things to point out:
For the member bonuses:
- Prioritise %crit damage classes heavily. Jett, Shade, Hayato are all very important to have in the Legion.
- To hit 100% crit chance, you will need an S rank Night Lord and an S rank Marksman.
- Buff duration is great for extending Elemental Charge duration, so Mechanics are a good choice.
- Everything else is just any char that can benefit any STR based class.
- %Crit Damage ALWAYS! It is far and away the strongest stat there.
- %Boss vs %IED is up to the ratio between your stats.
- STR grid gives 5 STR, whereas the attack grid only gives 1 attack. It will take an incredibly messed up ratio for the attack grid to outweigh the STR grid.
- Therefore go STR.
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Link Skills
Ah link skills. I feel that almost every class tends to use the same link skills. However, I guess new players may be more confused. If you can find a link skill guide somewhere, then I suggest you check it out. If not, I can include some of my recommended links.
My recommended links will be categorised based on their use, whether it be for bossing, training, or useful overall. Do remember that we can only use 12 link skills simultaneously, so choose out of this list based on your needs. You can always change them once a day.
Class Category Additional Notes Demon Avenger Overall Free damage. Kanna Overall Free damage. Xenon Overall 10% all stat is not bad. Kinesis Overall More sources of %critical damage. Phantom Overall Necessary to reach 100% critical chance Beast Tamer Overall Same as above. Also gives some boss damage. Hayato Overall A bunch of free stats. Cannoneer Overall Ditto. Albeit weaker than Hayato. Mercedes Training All extra sources of exp add up over time. Aran Training Same as above Evan Training Same as above; though this one specifically is REALLY good if you can take advantage of the runes' bonus effects. Demon Slayer Bossing Free damage against bosses! Luminous Bossing Defence ignore is a good stat for end game bossing. Resistance Bossing Incredible for late game bossing. - When maxed is 8 seconds of i-frames on respawn!
Shade Bossing If you want to RNG the shit out of a boss. I've had two procs in a row once! Angelic Buster Bossing For those who like to have high burst in short time frames. If you use buff duration, this skill is better too.
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Skill Info
Skill Information
This section will be geared more towards in depth explanations on how to use each skill + any lesser known trivia surrounding it. It will probably also help to clear any confusion that may be caused by Nexon's shitty skill descriptions.
As with the Pros/Cons, some text will be colour coded:- Blue text will be info that only applies to late-game Paladins
- Red text will generally be info that is already known by current Paladins and is targetted more towards people looking to play Paladin.
- Green colouring will be used on certain skills to indicate that their skill descriptions are important.
Any other text in green is also very important to read.
Job List
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First Job
Nothing too flashy here.
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Second Job
Say hello to our Elemental Charges.
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Third Job
Lots of good utility here.
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Fourth Job
A ton of great skills for bossing.
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Hyper Active Skills
S A C R O S A N C T I T Y
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Fifth Job
Oh. My. GOOOOOOOOOOOOOOD
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Gameplay
Learning to Play your Paladin
From a mechanical standpoint, Paladins are incredibly straightforward compared to many other classes. It is incredibly hard to mess up or stumble over yourself when playing one. Regardless, there are nuances to playing any class, so in this section, I will teach the ins and outs of properly utilising your skillset.
The Fundamentals:
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Utilising Flash Jump and Other Mobility Skills
Flash Jumping
This section may as well apply to every class that has a flash jump. When it comes to moving using flash jump, you are not restricted to a set distance.
Depending on when you press the jump key again, the distance you travel will vary.
- If you FJ at the peak of a Jump, you get your maximum distance.
- If you Fj as you begin your descent, you will travel slightly shorter.
- If you FJ while descending, the distance is drastically decreased.
- On top of that, even after the flash jump is triggered, you can still use directional inputs to alter your speed in the air, thus altering how far you go.
Using Flash Jump with Other Movement Skills
Take note, aspiring Paladins. A mediocre Flash Jump isn't the only mobility skill we have in our arsenal; All explorer warriors have our handy, dandy Rush, and every class gains access to Rope Lift in 5th job.
Even better is the fact that you can use Flash Jump and these skills in conjunction to greatly enhance your control over where you want to move:
Using Flash Jump with Rush:
- If you time Rush as you land onto the ground, you get to travel a set distance much quicker than just jumping normally.
- If you are traversing long distances, just Flash Jumping is better.
- The main reason to Rush upon landing is to dodge an attack incredibly quickly, as Rush is much faster if you are only travelling a short distance.
- You can either Rush forwards after a Flash Jump to just barely out-speed something like Damien's Nebula Strike
- Or Rush backwards if you are about to accidentally run into your death.
Using Flash Jump with Rope Lift:
- You can actually cancel your Rope Lift midair by pressing either Rope Lift again, or jump.
- From here, you will start falling straight down, but classes with Flash Jump can use this opportunity to move left/right whilst in mid-air, granting incredible freedom.
- I have my Rope Lift key positioned very close to my jump key because of this reason.
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Jump Attacking
Why Jump Attack?
Jump attacking is very self-explanatory. You jump, or Flash Jump, and cast an attack whilst in the air. It is important to note that for jump attacking, the hitbox registers where the animation begins and not when the animation ends.
Jump attacking serves many purposes:
- It allows you to increase the vertical reach of your skills.
- The ability to attack in midair in itself is a form of mobility. And by mobility, I mean:
- It allows you to chase/avoid an enemy whilst attacking, which is incredibly beneficial for some bosses.
- You can constantly be on the move despite having long skill delays, which greatly enhances mobbing potential.
I can't really show it through GIFs/Videos, but it is much more difficult to chain a string of jump + Blasts. This is because Blast's delay is higher than that of our Charges.
In order to chain together jump +
Blasts, you will need to cast Blast incredibly early as you leave the ground.
As for Charges, you are given a lot more leeway and freedom to cast whenever.
Moving While Attacking
Alright, now let's actually see what it looks like to utilise this mechanic.
- You can do the generic jump forwards -> attack. It's very good for cycling between charges.
- You can do the same, but this time, you Flash Jump instead. This is great for clearing large distances when training.
- You can kite a boss by continually jumping away from them and attacking backwards. Do note that it's very difficult if you have crappy attack speed.
- The good old-fashioned jumping Heaven's Hammer for all your mobbing needs.
- Some skills cannot be cast in the air. However, they can be cast at the same time as a jump. The hitbox still centres on the location of cast, but at the very least you can get some movement. This applies to:
- Close Combat.
- Smite Shield
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Understanding the Elemental Charge System
There is nothing inherently difficult about the Elemental Charge system, mechanically or complexity wise. However, this doesn't mean you are allowed to ignore them. Elemental Charges make up the core of our kit, and it is crucial to know how to maintain it without wasting resources.
There are 3 important parts to understanding the Elemental Charge system: Stacking, Counting, and Maintaining.
- Stacking - Every time you use a different Charge than the last, you will gain an Elemental Charge.
- If there is no 'previous Charge' registered, then you will not gain an E-Charge.
- The memory for the 'previous Charge' is lost upon logging out, leaving the channel, or dying.
- As such, your first Charge after logging in, changing channels, or respawning will not give you an E-Charge, regardless of which one you use.
- Counting - The more Elemental Charges you have stacked, the better off you will be, up to a maximum of 5 stacks.
- Maintaining - If you use a new Charge while at 5 stacks, you will remain at 5 stacks, but the buff timer will reset. It's as simple as that.
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General Mobbing
Here are just some small tips to keep track of when training. Paladin's post-5th Job mobbing is an entirely different beast compared to pre-5th Job, so I'll be splitting them up.
Pre-5th Job
- Cycle between Lightning and Divine Charge only. Using the other 2 is a waste of key bindings and effort.
- Jump attacking is a thing – make use of it.
- Heaven’s Hammer is best used in a 'hotspot'. Find a location where it can hit most mobs and make it a habit to cast from there off cooldown.
- Jump cast Heaven's Hammer to increase your vertical reach.
- Only 2 reasons to use Rush when training:
- If it can 1-shot mobs with Rush on a long horizontal map.
- If you cannot kill mobs with your Charges in 1 hit, so you need to group mobs with Rush to hit more enemies at the same time.
- When surrounded by mobs, use Close Combat to group them on top of you.
- Use Smite Shield off cooldown. Treat it like an extra Heaven's Hammer.
Post-5th Job
- While Spinning Hammers are active, only use Charges to maintain Elemental Charge stacks. Otherwise, you need only to flash jump around and let the hammers do all the work.
- While Spinning Hammers are down, cycle between Heaven’s Hammer and Blitz Shield.
- Preferably have certain ‘hotspots’ for casting both FMAs.
- The preferred order should be Heaven’s Hammer → Blitz Shield → Heaven’s Hammer, and then clear the map manually until you can activate Spinning Hammers again.
- Activate Blitz Shield at least 2 seconds before the intended detonation time.
- For Cavern Lower Path Only: It is possible to maintain an indefinite cycle of FMAs on a non-Kishin'ed/Frenzied map.
- Here's an example I prepared earlier
- You can detonate Blitz Shield, then use Rush to re-position before it pops.
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General Bossing
This here is just a list of general tips that apply universally to all bosses. All bosses Hellux+ are different from each other, so the fine details to approaching each of them cannot be fully summarised in one list.
- Always maintain 5 Elemental Charges when bossing. If possible, have all 5 stacks before you even initiate the fight.
- At the same time, limit Charge usage. Ideally, they should only be required to maintain E-Charges.
- Situations to use Charges:
- To maintain E-Charges.
- When there are 3+ mobs (Charges out-damage Blast on 3+ mobs).
- Charges have more horizontal range than Blast. If it is too dangerous to get close to a boss, you can opt into using Charges and Heaven’s Hammer.
- If you lack IED, or if the boss has high PDR, cast Threaten at the start of the fight. Keep the boss permanently under Threaten debuff.
- If possible, stand on top of a boss while fighting to take advantage of passive Spinning Hammers – they still do a respectable amount of damage (up to 10% more damage compared to no hammers).
- Sacrosanctity generally has 2 universal uses:
- To grant 30 seconds of crucial free damage that would otherwise be too hard to get in.
- To be cast in response to an otherwise unavoidable death.
- When partying, try to be bonded to an ally whenever casting Sacrosanctity. Trust me, they will be grateful.
- Smite Shield has a 2 minute cooldown. Divine Echo has a 2 minute cooldown. Spinning Hammers have a 1 minute cooldown. Time your Smite with Divine Echo and Spinning Hammers whenever they are up to maximise that 10 seconds of free damage.
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FAQ
Frequently Asked Questions
In this section I will be answering any questions that are commonly asked about Paladins. If you have a question related to Paladins that isn't in this section, contact me and I'll help you out
I will add more questions to the FAQ as more questions get asked over time.
Questions:
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Optimal Training Locations:
Paladins tend to prefer maps that have very close ledges, allowing them to hit multiple ledges with Spinning Hammers and Heaven's Hammer/Blitz Shield. A wide map is fine, as you can continually be flash jumping across the map, although the more compact it is, the better.
Level Range Optimal Training Location(s) 1-200 - Consult a regular training guide.
- Training locations shouldn't differ from other classes here.
- Generally one map is superior regardless of mobbing ability.
200-210 - Below the Cave
210-220 - Torrent Zone 3
- Bitty-Bobble Forest 1
- Slurpy Forest Depths
220-230 - Revelation Place 3
225-250 - Cavern Lower Path
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Sword vs Blunt Weapon, 1-Handed vs 2-Handed
Sword vs Blunt Weapon
When comparing the two at the most basic level:
- Swords give 5% crit damage.
- Blunts give 3% crit damage and 10% IED.
- The difference between the two is 2% crit damage vs 10% IED.
If you really want to min-max:
- Blunts would tend to outperform swords against the 300% PDR bosses since they have so much defence
- Swords would do more damage than blunts in most other scenarios.
- Again, the difference is very small.
1-Handed vs 2-Handed
You should always aim for +1 attack speed IA. Paladins cannot cap on attack speed without it unless you use time limited buffs, or use buffs from other people.
With that in mind, only 1h Paladins can hit the attack speed hard cap without external sources. Classes that can offer attack speed as a party buff are few and far between and attack speed use items (other than MPE Green Pot) are even fewer, so you should base your decision on the fact that you will not be using outside influence (other than MPE Green Pot) when comparing the two.
The fastest you can get to with a 2h is: Base (6) - Booster (2) - IA (1) - DSI (1) - MPE (1) = (1) attack speed.
The fastest you can get to with a 1h is: Base (5) - Booster (2) - IA (1) - DSI (1) - MPE (1) = (0) attack speed.
(0) is the hard cap for attack speed in GMS.
Additionally: Paladin's mastery, High Paladin, gives 3% bonus mastery for using a 1-Handed weapon.
A decision such as weapon choice shouldn't really matter unless you are intending to reach late-end game. As such, my reasoning for 1h vs 2h will be based on the assumption that you have every source of internal attack speed.
Attack Speed Comparison:- At (1) attack speed, Blast delay = 600ms
- At (0) attack speed, Blast delay = 540ms
- Using Blast, the difference between (0) and (1) attack speed = 11.11% more damage over time.
- With 94% mastery (1h), the average attack does 97% damage.
- With 91% mastery (2h), the average attack does 95.5% damage.
- 97/95.5 = 1.57% more damage per attack.
- The multiplier for a 2h is: 1.34x
- The multiplier for a 1h is: 1.20x
- Using Blast, the difference between a 2h and 1h weapon = 11.67% more damage per attack.
- Factoring in the mastery comparison, a 2h weapon is 1.34/(1.20 x 1.0157) = 9.94% more damage per attack.
Factoring in the attack speed, the weapon multiplier, and the mastery comparisons, over an extended period of time, 1-handed and 2-handed weapons do almost the same damage when using Blast.
Extra Comparisons
- Spinning Hammers are not affected by attack speed.
- In regular servers, 1h users have access to a shield which can be scrolled and starred.
In the end, it basically comes down to these comparisons:
Benefits of going 2-handed:
- Spinning Hammers will do 9.94% more damage.
- Damage lines will appear larger.
- Access to a shield.
- Less delays when attacking = better mobility/easier dodging whilst bossing.
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Attacks that Can/Can't be Tanked
In case anybody out there was curious as to which attacks Paladins can and cannot tank, I've included a table of all relevant %HP attacks:
A blue YES means it can be tanked.
A red NO means it cannot be tanked.
Boss Attack Tank-able? Additional Notes Chaos Crimson Queen’s Fire Breath YES - Deals 80k flat damage.
- Reduced to 72k with Elemental Charges
- Reduced to 52k with E-Charges + Divine Shield.
Chaos Crimson Queen’s Seduce Mirror NO - Instant kill regardless of HP.
Chaos Crimson Queen’s Vacuum Suck YES - Chaos Von Bon’s Clocks NO - Counts as map hazard.
Chaos Von Von’s Earthquake YES - Chaos Von Bon’s Hadouken YES - Chaos Vellum’s Body YES - Chaos Vellum’s Dive YES - Chaos Vellum’s Fireballs YES - Chaos Vellum’s Laser NO - The laser ticks multiple times.
- The initial tick can be tanked. But the time frame is small
- All subsequent ticks do retarded amounts of damage.
Chaos Vellum’s Tails YES - Luckily, they don't count as map hazards.
Damien’s Fireballs YES - Damien's Demon Mark (P1) YES - Damien’s Spacial Rip (P2) YES - Damien’s Divebomb YES - Damien’s Swords YES - Again, not a map hazard.
- I guess the sword is coded as its own entity.
Empress Cygnus' Geysers YES - Gollux’s One Punch YES - Gollux's Seduce Breath NO - Instant kill regardless of HP
Lotus' Debris (includes Demolishizer) NO - Damn map hazards.
Lotus’ Phase 1 Laser NO - This attack counts as a map hazard
Lotus' Phase 2/3 Electric Floor YES - Works similar to CVel tails I guess.
Lotus’ Phase 3 Blue Balls YES - You cannot reduce the damage of this attack.
- Divine Shield can completely block the attack.
Lucid Bomb YES - Same as with Lotus' Blue Balls.
Lucid Dragon YES - VERY hard to pull off
- Ticks 3 times.
- ~1/second if my counting is correct
- You gotta heal after each tick.
- Use HP Recovery or potions for this.
Magnus’ Diagonal Beam YES - Magnus’ Down Smash YES - Magnus’ Green Summons YES - Magnus' Meteors NO - MAP HAZAAAAARDS
Zakum’s Phase 1 Arm Slam NO - Yea don't ask me why. Zakum sucks.
Zakum’s Phase 2 Arm Laser NO - Ditto.
Zakum’s Phase 3 Ground Slam YES - Thank god this can be tanked at least.
This table does not tell the whole story. When it comes to taking advantage of your 1-shot immunity, there are a lot of factors to take into account that can only be gained through experiencing boss fights.
I recommend that you take some time yourselves to practice fighting each boss again and again until you can become naturally away of how far you can push the boundaries of your tankiness.
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Guide Version
2.01Game Version
193.4Changelog
Version number Changes made 0.01 Incomplete Draft. Parts to add: - Bossing guide.
- Skill build.
- FAQ
0.02 - Fixed Grammar for 'Skill Info'.
- Updated text colouring for 'Skill Info'.
0.03 - Added dumbed down version of Pros/Cons.
- Added an afterword (for how to contact me).
- Added Hyper Support Point allocation to FAQ.
0.04 - Added the rest of the questions to FAQ.
- Added Skill Build section.
1.00 - Added spoiler tag skill descriptions for Blast & Rush.
- Added general bossing tips.
- Guide is technically complete.
- Individual bosses can come as future additions ._.
1.01 - Removed spoiler tags from skill build cus that was dumb.
2.00 - Complete overhaul of guide formatting.
- Now has a section for: Intro, Build, Skill info, Gameplay, and FAQ.
- I learnt how to use anchors >.>
2.01 - Updated Blitz Shield post bug-fix.
- Fixed broken GIF links.
- Updated Divine Echo post-changes.
- Cleaned up the tables in general.
Updated as of: 23/03/2018 - Loading...