Paladin

Paladin is the first Necropolis class. It is unlocked by turning in 1 Undead Slayer Badge to Artix in the Necropolis. It costs an additional 14 Undead Slayer Badges to fully train this class. Fully training this class and Necromancer is required to unlock DeathKnight.
Paladin uses 2 main mechanics: Inner Light, a stacking HoT that can be spent to power up attacks and remove their Light element locks, and Radiance, a stacking buff that increases the effectiveness of Paladin's skills. Additionally, Paladin gains +10% base damage to all skills when fighting Undead enemies.
==Skills==
* Prismatic Strike
** 20 MP, 4 CD
** Attacks for 3 hits of 40% Light damage (120% total).
** Inflicts 'Refraction' for 6 turns inclusive.
*** -(10 + 5X) All.
*** +(10 + 5X) Health.
*** -50 Crit.
*** X is equal to stacks of Radiance.
* Dawn's Light
** 20 MP, 8 CD
** Attacks for 1 hit of 120% Light damage.
** Inflicts 'Dawn's Light' for 3 turns.
*** -(40 + 20X) Bonus.
*** -50 Crit.
*** X is equal to stacks of Radiance.
* Crushing Light
** 25 MP, 12 CD
** Automatically inflicts 'Reckoning' for 1 turn inclusive.
*** -(30 + 15X) Immobility.
*** X is equal to stacks of Radiance.
** Attacks for 7 hits of 20% Light damage (140% total).
** Inflicts 'Crushing Light' for 3 turns, a stun.
* Swords of Eternity
** 15 MP, 1 CD
** Attacks all enemies for 1 hit of 150% damage.
* Holy Wasabi
** 25 MP, 7 CD
** Purges the player of all DoTs.
** Heals the player for (6 + 3X)% of their maximum HP.
*** X is equal to stacks of Radiance.
** Attacks for 1 hit of 100% damage.
** Inflicts 'Holy Spice' for 1 turn, a 25% DoT.
* Radiant Armaments
** 10 MP, 1 CD (5 CD after Radiant Oath/Spirit expires or Radiant Purpose is applied)
** At 0 stacks of Radiance:
*** Applies 'Radiant Oath' for 7 turns inclusive.
**** +30 Bonus.
**** +40 Block/Parry/Dodge.
**** -400 Crit.
**** Increases base damage of all class skills by 60%.
*** Sets Radiance stacks to 1.
*** Attacks for 1 hit of 120% damage.
** At 1 stack of Radiance:
*** Replaces 'Radiant Oath' with 'Radiant Spirit' for 5 turns inclusive.
**** +45 Bonus.
**** +60 Block/Parry/Dodge.
**** -400 Crit.
**** Increases base damage of all class skills by 90%.
*** Sets Radiance stacks to 2.
*** Attacks for 2 hits of 90% damage (180% total).
** At 2 stacks of Radiance:
*** Replaces 'Radiant Spirit' with 'Radiant Purpose' for 3 turns inclusive.
**** +60 Bonus.
**** +80 Block/Parry/Dodge.
**** -400 Crit.
**** Increases base damage of all class skills by 120%.
*** Sets Radiance stacks to 3.
*** Attacks for 3 hits of 80% damage (240% total).
* Holy Aegis
** 20 MP, 8 CD
** Applies 'Holy Aegis' for 1 turn inclusive.
*** +(160 + 20X) Melee/Pierce/Magic.
*** X is equal to stacks of Radiance.
* Attack
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Heals the player for 1% of their maximum HP.
** Attacks for 1 hit of 100% damage.
* Greater Heal (DA-locked)
** 0 MP, 14 CD
** Heals the player for (10 + 5X)% of their maximum MP.
** Heals the player for (15 + 7.5X)% of their maximum HP.
** Purges the player of all effects besides 'Stuffed', permanent effects, and any Paladin effects, such as 'Sealed Courage'.
** X is equal to stacks of Radiance.
* Solemn Vow (DA-locked)
** 30 MP, 14 CD
** If the player is above 50% HP, applies 'Solemn Vow of Justice' for 15 turns inclusive.
*** +[(Z/4) + (Z/8)X] STR (+(20 + 10X) at Level 90).
*** +[(Z/4) + (Z/8)X] DEX (+(20 + 10X) at Level 90).
*** +[(Z/4) + (Z/8)X] INT (+(20 + 10X) at Level 90).
** If the player is at or below 50% HP, and above 25% HP, applies 'Solemn Vow of Protection' for 15 turns inclusive.
*** +[(Z/2) + (Z/4)X] END (+(40 + 20X) at Level 90).
*** Adjusts the player's HP by the amount of health gained by this effect ((200 + 100X) at level 90).
** If the player is at or below 25% HP:
*** Adjusts the player's HP by 5[(Z/2) + (Z/4)X] ((200 + 100X) at level 90).
** If an instance of damage brings the player below 25% HP while a 'Solemn Vow' effect is active, or a 'Solemn Vow' effect expires, or the player is already at or below 25% HP when using Solemn Vow, any active 'Solemn Vow' effects are automatically purged, and heals the player for (10 + 5X)% of their maximum HP.
*** Your Solemn Vow triggers, recovering your health.
** Attacks for 1 hit of 200% damage.
** Z is equal to Player Level, floored at 20 and capped at 80.
** X is equal to stacks of Radiance.
* Aura of Light (DA-locked)
** 20 MP, 4 CD
** Applies 'Aura of Light' for 6 turns inclusive.
*** +(10 + 5X) Boost.
*** +(10 + 5X) Non-Crit/Crit Damage Reduction.
*** X is equal to stacks of Radiance.
** Attacks for 1 hit of 120% Light damage.
* Seal of Courage (DA-locked)
** 30 MP, 7 CD
** Attacks for 3 hits of 80% Light damage (240% total).
** Inflicts 'Sealed Courage' for 4 turns.
*** -(40 + 20X) Boost.
*** -50 Crit.
*** X is equal to stacks of Radiance.
** If a hit connects and the target is still alive, applies 'Sealed Courage' for the next 3 turns.
*** -(40 + 20X) Boost.
*** -50 Crit.
* Seal of Celerity (DA-locked)
** 30 MP, 9 CD
** Attacks for 2 hits of 120% Light damage with +100 Bonus (240% total).
** Inflicts 'Sealed Celerity' for 5 turns.
*** -(60 + 30X) Melee/Pierce/Magic.
*** -(60 + 30X) Block/Parry/Dodge.
*** -50 Crit.
*** X is equal to stacks of Radiance.
** If a hit connects and the target is still alive, applies 'Sealed Celerity' for 5 turns inclusive.
*** -(60 - 30X) Melee/Pierce/Magic.
*** -(60 - 30X) Block/Parry/Dodge
*** -50 Crit.
* Seal of Salvation (DA-locked)
** 200 MP, 29 CD
** Can only be used if the player has at least 10 stacks of Inner Light, and consumes 10 stacks of Inner Light on use.
** Purges the player of all effects besides 'Stuffed', permanent effects, and any Paladin effects, such as 'Sealed Courage'.
** Sets the player's HP to 100% of their maximum HP.
** Automatically inflicts 'Sealed Salvation' for 7 turns inclusive.
*** +(50 + 25X) Health.
*** -50 Crit.
*** X is equal to stacks of Radiance.
** Applies 'Sealed Salvation' for 7 turns inclusive.
*** +(50 + 25X) Health.
*** -50 Crit.
* Channeling Spirit (DA-locked)
** 30 MP, 14 CD
** Attacks for 10 hits of 24% Light damage with -400 Crit (240% total).
** Heals the player for 0.5Y% of their maximum HP.
*** Y is equal to stacks of Inner Light after the attack finishes.
==Mechanics==
=== Inner Light ===
* Paladin permanently applies 'Inner Light'.
** A 0.2X% HoT.
** -X Health.
** X is equal to stacks of Inner Light.
** This starts at a 0.2% HoT, and maxes as a 4% HoT.
* 1 stack of Inner Light is gained at the start of each turn, to a maximum of 20.
* 1 additional stack of Inner Light is gained if Paladin uses a skill that is locked to the Light element.
* Current stacks of Inner Light can be checked by clicking the widget above the Attack button.
** Inner Light at X.
** The arcs in the widget light up for every 5 stacks of Inner Light, adding a sigil on top at 20 stacks.
=== Smites ===
* Clicking the hand on the left of the widget above the Attack button allows the player to toggle Smites.
** You harness your Inner Light to smite your foe! (+100 base damage, -400 Crit on attack)
** You recollect the Light from your smite.
* While Smites are toggled on, consumes 5 stacks of Inner Light each turn to make all class skills gain +100% base damage and -400 Crit.
* The current state of Smites can be checked with the hand on the left of the widget above the Attack button.
** If there are enough stacks of Inner Light to Smite, a lightning bolt appears in the hand.
** While Smites are toggled on, the hand grasps the lightning bolt.
=== Unlocks ===
* Clicking the hand on the right of the widget above the Attack button allows the player to toggle Unlocks.
** You hold back your Inner Light to unlock your Light-element skills. (Suppresses +1 Inner Light from Light skills)
** You restore your Inner Light, allowing it to grow again.
* While Unlocks are toggled on, consumes 1 stack of Inner Light each turn to remove the Light-element lock on certain skills.
** If the skill used that turn does not have a Light-element lock, no Inner Light stacks are consumed.
** Skills that have their Light-element locks removed still generate an additional stack of Inner Light (for a net gain of 1).
* The following skills are affected by Unlocks:
** Prismatic Strike
** Dawn's Light
** Crushing Light
** Aura of Light
** Seal of Courage
** Seal of Celerity
** Channeling Spirit
* The current state of Unlocks can be checked with the hand on the right of the widget above the Attack button.
** While Unlocks are toggled off, the hand generates 3 large sparks.
** While Unlocks are toggled on, the hand generates 6 sparks (3 large, 3 small).
=== Radiance ===
* The Radiant Armaments skill applies 1 stack of Radiance and a corresponding Radiance effect (Oath, Spirit, or Purpose), up to a maximum of 3 stacks.
** Depending on its level, the Radiance effect applies +30/45/60 Bonus, +40/60/80 Block/Parry/Dodge, and all class skills gain +60/90/120% base damage, but also applies -400 Crit.
** Stronger Radiance effects have a shorter duration.
* A popup appears when the effect is about to expire.
** Your Radiant Oath/Spirit/Purpose is about to fade.
* After the Radiance effect expires, Radiance stacks are reset to 0.
* The effects of Paladin skills are enhanced for each stack of Radiance.
==Rotation==
As Paladin is a defensive class that focuses on tanking damage and healing, its rotations do not focus on maximizing burst damage. Besides turns where Radiant Armaments needs to be reapplied, almost every turn is flexible. Aura of Light and Prismatic Strike should be applied often, and reapplied at higher levels of Radiance. Smites are saved for the end of the rotation to maximize damage from Aura of Light and Prismatic Strike.
=== Offensive Rotation ===
The offensive rotation trades Radiance uptime for maximizing average damage per turn:
# Radiant Armaments (Oath)
# Filler
# Radiant Armaments (Spirit)
# Aura of Light
# Prismatic Strike
# Radiant Armaments (Purpose)
# sFiller x2
# Filler x3
# Radiant Armaments (Oath)
# Filler
# Radiant Armaments (Spirit)
# Filler
# Radiant Armaments (Purpose)
# Aura of Light
# sPrismatic Strike
# sFiller x3
Using Aura of Light and Prismatic Strike at Radiance Level 2 or 3 are ideal, as they will significantly increase the damage of subsequent skills. Use skills with high base damage such as Channeling Spirit or Seal of Courage to take advantage of these buffs.
=== Defensive Rotation ===
The defensive rotation aims to maximize the uptime of Radiance, to take full advantage of the empowered effects from high Radiance levels:
# Radiant Armaments (Oath)
# Filler x5
# Radiant Armaments (Spirit)
# Filler x3
# sRadiant Armaments (Purpose)
# sFiller x2
The filler skills should be aligned with the boss rotation, to avoid damaging attacks and purge problematic debuffs as they are inflicted. Afterwards, stall with defensive skills until Radiant Armaments comes off cooldown.
==Strategy==
Paladin is a tank class that takes advantage of its powerful defensive buffs, debuffs, and strong healing to defeat its foes in a battle of attrition.
* Radiant Armaments is 3-step skill which increases Bonus, BPD, and increases the base damage of all class skills, at the cost of making them unable to crit.
** The effectiveness of Paladin skills grow stronger depending on the current stacks of Radiant Armaments.
** Stronger levels of Radiant Armaments have a shorter duration.
* Aura of Light, Prismatic Strike, and Solemn Vow are all powerful buffs with loopable or near-loopable uptime.
** Aura of Light should typically be applied first to gain its damage resistance buff immediately. Once both Aura of Light and Prismatic Strike have been applied, the order matters less.
** Solemn Vow changes depending on your HP level at the time of use. Above 50% HP, it provides STR/DEX/INT. Between 25-50% HP, it provides END. Below 25% HP, it becomes a heal. The END buff is the strongest of the 3 as it also increases the effectiveness of your percent-based healing skills.
* Paladin also has various miscellaneous skills to help its survivability:
** Dawn's Light: Inflicts -Bonus
** Holy Wasabi: Heals and purges DoTs
** Holy Aegis: 1 turn MPM shield
** Greater Heal: Heals HP, heals MP, and purges
** Channeling Spirit: High damage attack with minor healing afterwards
* Paladin also has 3 'seal' skills, which apply a strong debuff that scales with Radiance level, but also applies a similar debuff to the player.
** Seal of Courage has high base damage and inflicts -Boost (up to a maximum of -100), but also reduces the player's damage output.
** Seal of Celerity is useful against foes with high avoidance/defenses, but is risky to use, as it also reduces the player's MPM/BPD. During this time, make use of Paladin's healing and purges to mitigate incoming damage.
** Seal of Salvation acts as a panic button that provides a full heal and purge, and reduces both the player and the foe's healing. This doesn't matter as much for the player due to its full heal, but has a high cooldown and MP cost, making it a big commitment to use.
Overall, these abilities make Paladin an incredibly bulky class that uses its high-uptime BPD and constant healing to shrug off most attacks, and can purge any particularly troublesome debuffs.
While Paladin has several buffs and debuffs that contribute to damage, it still does relatively low damage compared to other classes, and will usually need to slowly wear down the enemy's health. This can be an issue against bosses that have strong and/or consistent heals; while Seal of Salvation can be used to temporarily reduce the foe's healing, it is rather costly to use. Additionally, Paladin's shield only lasts for a single turn, which can cause issues with moves that must be avoided. Its purges can help offset any particularly nasty debuffs.
STR/END is recommended for bossing, as the majority of damage comes from non-critical hits due to Radiant Armaments and smites.
Category:Class