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:
Play whatever the hell you want and screw the other guy, we all pay for this game. Race choice never plays a part in the success of an individual Paladin, and never will despite what some may claim. Pick what looks cool to you, because you're going to be staring at that character for hundreds of hours.
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Random BS:
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. It keeps you at the top of the hate list, and generates more hate than it would if you were just 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.
-----------
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 can be safely used along with Sentinel as well as Flash, and it's quite likely that you'll be at the defense cap anyway, so taking a little bit more damage isn't an issue if you know how to mitigate it correctly. Don't rely on your support members for this, by the way. If you start taking too much damage, peel off Berserk and cure yourself.
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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 - Reduces 90% damage received as well as increasing Enmity of actions taken while it is in effect, in addition to generating a large hate spike.
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 - Grants "Magic Shield" to you and all allies in area of effect. Also functions as a hate spike ability.
Reprisal 61 - Raises block rate and grants damage reflection on successful shield blocks. Use this along with Sentinel when fighting a mob that uses Hundred Fists for a great time.
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
Intimidates Undead randomly. Too bad we fight dragons and other things that aren't Undead later on.
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
--------
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>
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.
---------
Equipment:
I'm not going to keep that giant list of gear that you might want to get because it takes up way too much room. Basically, you want to focus on defense until after 50ish, when you might start to notice that you aren't as accurate as you once were. This is because monsters post 50 have stupidly high evasion. To combat this, start looking for pieces of gear with extra accuracy. Don't be a retard and purchase a Scorpion Harness, but gradually add gloves, belts, rings, etc. that help with your accuracy. While you're at it you might as well stack up some extra attack and strength to get the most out of your better hit rate. I also suggest getting a Jelly Ring at some point, it's not as difficult to acquire as some might lead you to believe.
----------
Races:
Play whatever the hell you want and screw the other guy, we all pay for this game. Race choice never plays a part in the success of an individual Paladin, and never will despite what some may claim. Pick what looks cool to you, because you're going to be staring at that character for hundreds of hours.
----------
Random BS:
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. It keeps you at the top of the hate list, and generates more hate than it would if you were just 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.
-----------
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.
-------------
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 can be safely used along with Sentinel as well as Flash, and it's quite likely that you'll be at the defense cap anyway, so taking a little bit more damage isn't an issue if you know how to mitigate it correctly. Don't rely on your support members for this, by the way. If you start taking too much damage, peel off Berserk and cure yourself.
--------
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 - Reduces 90% damage received as well as increasing Enmity of actions taken while it is in effect, in addition to generating a large hate spike.
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 - Grants "Magic Shield" to you and all allies in area of effect. Also functions as a hate spike ability.
Reprisal 61 - Raises block rate and grants damage reflection on successful shield blocks. Use this along with Sentinel when fighting a mob that uses Hundred Fists for a great time.
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.
--------
Traits:
Undead Killer Level: 5
Intimidates Undead randomly. Too bad we fight dragons and other things that aren't Undead later on.
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
--------
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
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.
---------
Equipment:
I'm not going to keep that giant list of gear that you might want to get because it takes up way too much room. Basically, you want to focus on defense until after 50ish, when you might start to notice that you aren't as accurate as you once were. This is because monsters post 50 have stupidly high evasion. To combat this, start looking for pieces of gear with extra accuracy. Don't be a retard and purchase a Scorpion Harness, but gradually add gloves, belts, rings, etc. that help with your accuracy. While you're at it you might as well stack up some extra attack and strength to get the most out of your better hit rate. I also suggest getting a Jelly Ring at some point, it's not as difficult to acquire as some might lead you to believe.
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