The Paladin
The Paladin is perhaps the most
useful inclusion for any party, as he can extend his Auras to his allies.
Skilled in melee combat, he is an effective fighter even without his
magical abilities. However he does possess these talents, and should make
use of them. Prayer is of considerable use, regenerating health for him
and for all of his allies. It may be also wise to quickly develop Might
and at sixth level Thorns. Might adds to the effect of the attack of the
Paladin or party member. Thorns damages anyone who attacks the person
bearing the Aura. Smite can also be of use to the Paladin, who will want
to call upon the power of his righteousness to aid him and his friends. As
he progresses in power, he should continue to develop, further along the
skill tree, as abilities he gains later will aid him more in the deeper
depths of the world.
Developing the Paladin's characteristics is
still a difficult matter. He does not require as much energy as the
Sorceress, as many of his skills are passive and therefore use less mana.
He should develop his strength, both for donning equipment and for
inflicting more damage. At the start his vitality is less of a concern,
but as he faces higher level monsters, capable of delivering more damage,
he must develop this as well. Meanwhile he must increase his dexterity, as
this adds both to his defensive rating and his ability to successfully
strike his opponents.
The Paladin is largely reliant on finding
quality items. In general it is a wise idea to find a quality one-handed
item, in order to carry a shield. A good shield is good both for blocking
and a higher armor rating. The Paladin also possesses skills to make use
of a good shield. Additionally a socketed shield can be equipped with
gems, adding to its resistance. This can be of considerable use in some of
the more difficult dungeons.
Once active, Auras will
in most cases affect anyone in the Paladin's Party including other
Players, Hirelings, and Monsters the Paladin has converted. Auras are in
most cases "Free", The Defensive Aura Prayer requires Mana, however all
other Auras do not require Mana as a resource. The Defensive Aura
Redemption requires enemy Corpses to activate. Some Auras require monsters
to be within the general area of the Paladin for Auras to
activate.
Auras have a radius. As more skill points are spent,
the Auras will affect a larger area. This is useful on party friends Auras
because other Party members may not always be very close to you. A larger
radius is also useful when using Auras that affect a Monster directly
because it will allow you to stay further away from them. This is helpful
especially when going up against monsters with a melee attack.
One
of the biggest advantages of the Paladin is his ability to share his Auras
among Party Members. The Paladin should always look at turning on an Aura
when in a Party to help his group. Some Auras are more popular or useful
in certain situations than others, and it's up to you to figure out which
will be best for your group at the time.
Only one Aura can be used
by the Paladin at a time. You can quickly switch between Auras however you
can never have more than one of your own Auras active on yourself at the
same time by "twisting" between them. The Aura that is active is always
the last Aura that you activated. Sometimes when switching between Auras,
it will take a while before the updated Aura reaches other Party members.
Multiple Auras, Multiple Paladins in a Party
When there are
more than one Paladins in a Party you can have more than one different
Aura active on party members at the same time. One Paladin can have use
Blessed Aim to increase the party's Attack Rating, while another Paladin
uses Might to increase the Party's damage.
Multiple Paladins
cannot "stack" Auras by all activating the same Aura at the same time. If
two Paladins in a Party both activate Might, they will not receive any
extra damage or double the damage done by themselves and other party
members. Because multiple copies of the same Aura cannot be stacked, it's
best for Paladins in a group to communicate and decide who will use which
Aura and which Auras will be best for the group. If two Paladins activate
the same Aura both get cast periodically, whichever is cast last is in
effect, they are not cumulative.
When do I use Auras?
Part of
the skill of being a good Aura Paladin is knowing how to manage your
Auras. With multiple Auras, many are useful in certain situations and not
so useful in other situations. It's up to you to learn when to use each
Aura and to switch between them when necessary.
Hot Key
Auras
With Multiple Auras it's important to assign each Aura that you
use a lot to Hot Key. You can even reconfigure the Hot Key to another
button which is better positioned on your keyboard. Once you have assigned
the Auras, you can quickly switch between them in battle.
Auras
and Combat Skills
Auras can only be placed on the Right Action Button.
Place Paladin Combat Skills on the Left Action so you can use the
Paladin's Combat Skills while still having an Aura active at the same
time. You don't have to rotate between Combat Skills and Auras. If you
find you do not have enough mana or are otherwise unable to use a Combat
Skill all of the time, you can still Hot Key "Normal" attack, and use Hot
Keys to switch between your Normal Attack, and Combat Attack on the Left
Action Button while still having an Aura and even switching between Auras
using Hot Keys on the Right Action Button.