So I decided to make a Paladin guide that isn't full of bashing, cookiecutters, and stereotypes. We'll see how far this project gets before I give up completely. Let's begin with the races, shall we?
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Races:
Oh lawd, is dat sum racial segregation? Damn right it is. This is the breakdown for all the races, covering their pros and what some may perceive to be cons. Gear choices can make up for any of the deficiencies you might find with your character, and really affect the way you perform, unlike your character's race. All race choice does is let you choose what your ugly mug looks like ingame and adds a bit of a different playstyle depending on which race is chosen. There is no "best" here, kids.
Hume:
"Average" is what this race is supposed to be all about. I'd prefer to use the term "Balanced" with them. Nice HP/MP, decent stats all across the board, and quite malleable as far as gear choices go. Hume is vanilla, plain and simple. Some people like it that way though.
Taru:
My favorite tanks right here. Some would have you believe that they must focus on VIT and HP gear, leaving everything else out. Well, they're dumb. With a Taru you get a Hueg like xbox MP pool. Lowest HP pool of the races, but that's easily taken care of. A smart Taru Paladin (Well, any race) can backup cure in a PT for more hate. With such a nice amount of MP, they can garner alot of hate. Perfect for parties where you must dominate hate, but not so great for ones involving Thieves. (Referring to the curing tactic, not the tanks themselves.)
Mithra:
This is the race I play as, and so far it's pretty much just like Hume with more Dexterity and Agility, less Charisma. Lots of people say that Agility affects shield blocks and parrying, but I haven't been able to test this out personally so I take that bit of info with a grain of salt. Vanilla swirl? O.o
Galka:
I love these guys. They're huge and intimidating, and in most cases they seem to be better suited for tanking. Their one glaring weakness is their MP pool, but that can be fixed with equip macros. Hell, anything in this game can be fixed with equip macros. >.>
Elvaan:
Lanky. Oh God, are they lanky. Not a bad thing, and has nothing to do with their ability to tank (which they do awesomely, by the way). Lower HP than Galka, Higher strength, and better MP. Not spectacular MP, but it works. Again, equip macros for the win.
Random BS:
As I mentioned earlier, the curing tactic that all races can use to some extent is simple. Hook up a macro like so-> /ma "Cure III" <stpc>. Spam this at your puller, the Red mage as he converts, and any melee who steals hate or loses HP from an Area of Effect attack. Keeps you at the top of the hate list, and generates more hate than it would if you were curing yourself. Dominating hate isn't always a good tactic though, sometimes you need to let another PT member take the mob off of you so you can breathe, or for SATA if a Thief is in the party.
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Your role as a Paladin:
You are the distraction tits, the bullet shield, and the annoying kid in the back of the class all at the same time. You can cast the magics that prevent you and others from falling down, and you can scare Undead creatures. You can also get smacked by a freight train and walk away laughing, while everyone else in your PT dies from getting breathed on. Protecting your PT is your #1 priority, and if that means you die in the process, then oh well. Death is a part of our job and should be viewed as part of the game. Don't sweat death. In fact, learn to laugh at it. By the time you start doing suicide runs in Dynamis you'll laugh maniacally every time. Death will be your one and only constant friend. You can always count on death to slap you in the face every once in awhile.
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Subs:
Oh lawd, is dat sum limited choices? Why yes, it is. Warrior will be your standard choice for exp parties. If you're looking for an experiment, check out
this. Armando's onto something here.
/WAR:
You've got Provoke, Double Attack, Defender, Warcry, and Berserk among other things. Berserk is best used for farming, but the others can come in handy for hate spikes or when you really need a boost in defense from Defender.
Warrior is a well-rounded subjob and should be leveled to 37 anyway, it's applicable to a variety of jobs. For exp, sub Warrior. Solo, do whatever the hell you want. Nobody can stop you. Simple enough, eh?
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Hate tools:
Invincible, level 1 - 2 hour ability, negates physical damage to 0 for duration, garners hueg like xbox hate spike. Magic damage occurs as normal, so make sure to keep your HP up. You can cast spells without fear of interruption due to 0 damage being inflicted.
Shield Bash, level 15 - Hate spike with added effect of stun every 5 minutes. Can be used to interrupt goblin bombs and various other attacks, including spells.
Cure I-IV - One of your primary hate tools, used in tandem with Flash. Cure your allies as they come in from a pull or from AoE damage for extra hate.
Flash - Blinds enemies and greatly reduces their accuracy. Causes a huge hate spike, and is best used directly after Provoke and before casting a Cure, reducing your chances of being interrupted.
Sentinel, level 30 -
Update:Reduces 90% damage received as well as increasing Enmity of actions taken while it is in effect.
Cover, level 35 - Works similarly to Cover in past FF games. This one requires that you stand in front of your ally and after activating the JA, you take all damage in place of your ally. You cannot dodge attacks that come at you with this effect active. There's a nifty macro in the section below that helps with this.
Rampart, level 62 - You won't be seeing this for awhile, but what it does is increase the defense of your allies in the area of effect and give you another hate spike.
Update: Grants "Magic Shield" to you and all allies in area of effect.
Holy circle - Increases resistance to undead in the area of effect, and in my experience seems to cause the Undead killer trait to proc more often. I could be wrong, but we'll discuss that some other time. Also adds the undead killer trait to allies in the area of effect. <---
Thank you, Empedocles.
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Traits:
Undead Killer Level: 5
Increased Damage against Undead
Physical Defense Up I Level: 10
Increased Physical Defense
Resist Sleep I Level: 20
Increased resistance to sleep spells.
Shield Mastery Level: 25
Grants bonus TP when blocking an attack with a shield.
Update:Also prevents spell interruption when a block occurs during casting.
Physical Defense Up II Level: 30
Increased Physical Defense
Auto Refresh Level: 35
Gain refresh effect, 1MP/Tick
Resist Sleep II Level: 40
Increased resistance to sleep spells.
Physical Defense Up III Level: 50
Increased Physical Defense
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Macros:
"how do i maked macro?" These are relatively simple, and they make things easier once you make a few for key abilities. Greatly speeds up your response time, and it doesn't force you to go through the menu every time. Here's a few examples.
/ja Provoke <t>
/wait 15
/echo Provoke ready in 15 seconds
/wait 15
/echo Provoke ready!
/ja Cover <stpc>
/p Get behind me <lastst>.
/ma "Cure II" <st>
/target <bt>
/attack <bt>
| Originally Posted by Armando |
/equip feet
/ja "Provoke"
/equp feet "Gallant Leggings" |
Running voke macro, useful when you're running so you don't get cemented to the floor during the JA animation. Thank you very much for the macro, Armando. I had completely forgotten about it. D:
The list goes on and on. You can macro anything you want, even silly vanity phrases. Just don't put those in your provoke macro, or I'll beat you with a table leg.
Random stuff revisited: Working <st> and <lastst> into different macros can help out alot when trying to tank multiple mobs at once, and can be applied to just about everything you can use. Shield Bash, WSes, etc. By the time you start doing this sort of thing on a regular basis you'll most likely have a good idea of what to use and when. With some experience in this sort of thing, you'll know exactly how much hate each mob needs to have toward you to keep them all on you at once. It's not required for success, but your Red mage will absolutely love you for it.
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Equipment:
Here's the worst part. Oh lawd, I'm going to hate typing this. Generally, you'll want to look for VIT or defense increasing gear. However, as you level up you'll notice that defense starts to matter less and less, and VIT starts to take center stage. Around level 50 when you get Defender from your Warrior sub you'll see the change. Rather than sticking with a total defense mindset, look into getting some gear that increases accuracy and strength/attack. If you can find a balance where you aren't taking as much damage, you can afford to put out a bit more damage yourself. Besides, with higher accuracy and more damage output, you gain more hate. More hate is always good.
What's enmity, you ask? Enmity adds extra hate to each of your actions, and over time adds up alot. Enmity gear is helpful for exp situations, but it isn't mandatory. You'll get some Enmity gear anyway through AF, so that doesn't matter. And now, for a huge wall of text. This section will be updated on a somewhat regular basis, but for now here's what we got so far.
Key pieces of gear that are helpful include the following:
Power Sandals level 18, VIT +3 Fire resistance +7 Defense 3. At level 18, +3 to any stat is quite a big number. Pick up a pair of these ASAP, you can wear them for quite awhile.
Kampfschuhs level 29, VIT +3 Defense 9. A clear advantage over the Sandals in terms of Defense. However, you lose the Fire resistance and also gil. If you can afford a pair, go for it. If not, stick with the Sandals. They're good until AF.
Battle Gloves Level 14, Accuracy +3 Evasion +3 Defense 4. Early on, this pair of gloves will help you hit more often, thus raising your overall hate gain. Depending on your race, you might want to switch these out with RSE as they become available.
Rush Gloves Level 50, VIT +4 AGI +1 MND -4 Defense 11. Pick up a pair of these and keep them. Switch between these and AF hands if you need the extra VIT over Enmity depending on the situation.
Life Belt Level 48, Accuracy +10. Higher accuracy means more hits landed, more hate generated, more damage dealt etc. Pick this up even if you only use it for skilling up weapons. It helps alot.
Bibiki Seashell Level 60, VIT +4 Water resistance +3 Enhances Aquan killer effect. Hands down, the best piece of throwing ammo out there. Easy to get too, unlike the Happy egg.
High Breath Mantle Level 36, Defense 5 Enchantment: HP +38, Enmity +5. At level 36, this is the best piece of back equipment you can have. It's incredibly useful and makes your job that much easier.
Grudge Sword Level 39, Damage 26 Delay 240 Enmity +1. I prefer this over the Honor Sword's +2 bonus to VIT and MND. In conjunction with a High Breath mantle, you've got +6 Enmity.
Dragvandil Level 59, Damage 40 Delay 260 MND +1 Added effect Paralysis. This sword wins for farming.
Gluttony Sword Level 57, Damage 44 Delay 295 VIT +7, all other stats -1. This sword's usefulness is debatable. On the plus side, it has very nice damage per swing, but it's larger delay requires a Life Belt to make it really effective. It's seen as a status symbol for the most part, and has it's uses but your mileage may vary. I'd say overrated, but from 57-60 it's the winnar #1.
Macuahuitl +1 Level 65, Damage 37 Delay 227 Accuracy -4 Attack +11 Enmity +4. Hooray for Enmity! You can make up the Accuracy elsewhere if it's that important to you, but for the most part it won't make a huge difference due to the lower delay of the weapon. It's got lower damage than other weapons around that level range, but for the most part it won't matter. Enmity is good for you.
Bastard Sword +1 level 60 Damage 44 delay 258 Not much to say about this weapon other than it's a nice alternative to the Gluttony sword. If you've got cash to spend, pick one up. It's got quite a bit less delay than Gluttony and hits just as hard.
Hospitaler's Earring Cure potency +5%. Self explanatory. Get one ASAP.
Pigeon Earrings HP +20, Water resistance +5. A decent choice if you want more HP but it's uses are mostly situational.
Drone Earrings Agility +3 Wind Resistance +6. If you feel that you are lacking the agility department, these are helpful for giving it a boost. I've got a pair that I use from time to time, and they seem to work pretty well. I don't know if I believe that Agility affects proc rate of Shield blocks and Parrying, but if it does then these should be a part of any Paladin's gear selection.
Elemental Staves A Dark Staff is useful for quick healing, and I think every job should get one if only for use when farming or skilling up. Earth is debatable, as some people prefer to have certain NMs kited with one on as opposed to straight up blood tanking with a sword and shield. You'll never use it in an EXP party, so don't bother with one until later.
Gallant set Your AF is debatable for some, but for me it's useful. Nice Enmity mods on most pieces, and the enhanced effects on a few of the pieces are pretty handy. Extra HP is always nice to have too. Overall, this set is useful for most situations, but you might want to swap in certain pieces of DD gear if you find that you're having trouble or if you just want to contribute more to your party.
Parade Cuirass Level 50, Defense 38, HP +28, Enmity +2. Good luck getting this piece, but if you can, you get the delicious +2 Enmity. This piece will last you all the way to 60, and you can use it for 50 capped fights.
Parade Gorget Level 50, Defense 5, MP+10, Latent effect: Adds Refresh effect. Latent is active when you have greater than ~85% base HP. Gear bonuses do not apply.
Haubergeon Level 59 Defense 45 Strength +5 Dexterity +5 Agility -5 Accuracy +10 Attack +10 Evasion -20