Erenshor
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Early Game Paladin Guide 1-35
由 IGotLucky 制作
This guide will outline anything related to paladin in the early game 1-35 There is alot of info on late game but very little info on actually leveling or doing content before end game.
   
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About
Hello I've been playing paladin for around 170 hours now and have notice lots of questions about the early game that a lot of people have. This guide is going to focus on the basics and some tips about how to level paladin from 1-35. This guide will go over gear upgrades Skills and stats to a degree, Everything in this guide is subject to change and would love to hear feedback and any idea or other questions around the class. I'm active in the discord for erenshor @yason so feel free to ask any questions !
This is my first guide for any game so if you have any feedback to better this guide at all in terms of formatting please please give feedback!

Special thanks to the team who keeps the Erenshor wiki up to date! Wiki link here[erenshor.wiki.gg]
and a special thanks to WoW_Much for letting me use the spreadsheet for this guide! Spreadsheet link here![docs.google.com]

Without the wiki or the spreadsheet this guide would not be possible so soon so thank you again so much for all the effort!

Aggro is referring how much threat your building on a target, the game has Aggro value for spells and i tried to include them since it may be valuable to understand how much aggro each ability will generate.
Abilities (1-15)


From level 1 to 15 you will gain acess to new skills (some are passive such as block, some you can use such as Kick)
Level 1 Kick, Lunar Madness
Kick- (Skill) Will interrupt spell casts, Early on this skill may seem useless but later down the road there is a few enemies that you can kick that will prevent them from healing as fast which will speed up kill times.

Lunar Madness-(cost 5 mana 700 aggro) This is the first of many taunt spells you will get, it does Little damage but generates alot of threat. I would use taunt on CD in single target situations or in anycase you see any enemy running towards your SIMS

Level 3 you will gain acess to Dodge and Minor Healing
Dodge- (passive) You gain a small innate chance to dodge incoming attacks. This bonus can further be boosted by 6% later on down the road.

Minor Healing -(cost 35 mana) Heals for 85 damage that scales off of wisdom, Paladin does not scale the best from wisdom so realize this isn't going to boost your healing by a ton.

Level 5 Glare of Soluna
Glare of Soluna- ( cost 25 mana 500 aggro) Target receives a 20% attack roll penalty. This is your first of 3 debuffs you get as paladin, You should always have this debuff up on a target as close to 100% of the fight as possible. There is a sword from krakensguard keep that will cast this ability on chance, if this does happen it will put Glare on CD so do not be alarmed if you notice it going on cd without being casted if you have this weapon.
https://images.steamusercontent.com/ugc/16252789577552185971/9CC941E1AE5DA414338692CC4E575326302A4FB3/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Level 6 Shield Bash, Double Attack
Shieldbash- (Skill) Bashes your enemy with a shield. Can proc shield ability. (Shield required in secondary slot). This is the first of 2 skills that require the paladin to actually be wearing a certain piece of gear to use. The shield ability is the proc effect that you can read under the stats of the sheild.

Double attack- (passive) Gain a chance to attack twice in the same round. This can proc you weapon procs twice.

Level 7 Stunning Strike
Stunning Strike- (Skill) Execute an attack so powerful, it momentarily stuns your opponent. (2-Handed weapon required)

Level 8 Antidote
Antidote- (cost 50 mana) Remove or reduce the duration of poisons. big tip on this spell, it may seem really useless but it has saved my life plenty of times in the Garden of Azynthi, the nightmistress do a poison DOT to you and if you pull to many you will get overwhelmed, this spell saved my life in that place multiple times, other than that its pretty useless IMO

level 10 Moonburst
Moonburst- (cost 60 mana 300 aggro) Moonburst does a AoE damage around you acting as a mini aoe taunt til you get the actual AOE taunt later down the road. This ability will help with picking up adds that spawn or just trying to build aggro on all targets on a boss. It will help control but it will not help keep aggro in ST over just swinging or using Taunt.

Level 11 Sunburst
Sunburst- (cost 120 mana 300 aggro) Stuns all enemies in immediate vicinity. This ability has a similar range to moonburst but instead of doing damamge it will stun, use it to build aggro/stun adds on bosses.

Level 15 Block, Theft of Vigor, Glimpse of Truth
Block-(passive) You gain a small innate chance to block incoming attacks. Can proc shield ability. Requires a shield. I believe this is a 15% chance. Blocking can proc shield bash procs so this is a big gain in terms of utility/healing/damage depending on the shield you are using. MASSIVE NOTE* The enemies need to be in front of you to block, im not 100% aware of the area in front of you that counts but if the enemy is considered behind you, block will not work. Try to keep everyone in front of you at all times.

Theft of Vigor- (cost 125 mana 750 aggro) Steal attack speed from a target and give it to yourself.
This is probably the most important debuff that you get. Getting to attack speed cap of 60% is a huge part of late game and this spell helps with achieving that.

Glimpse of Truth- (cost 50 mana 1550 aggro) this is the 2nd taunt that you get, as you level up and get new taunts I would just replace your lower level taunt with the new one.

Abilities (16-35)


From 16 to 35 you gain less spells/skills than before but still are important!

Level 16 Healing
Healing-(cost 90 mana) Heals base 500 damage. Once you get to this healing spell you could make the arguement of healing yourself will be helpful, my opinion on this is it really depends on if you can keep aggro while healing. So during casting you will not swing so you will not getting weapon procs for damage/healing. You can still block while you are casting tho, Healing the arcanist during bosses that do AOE damage is a viable strat just be aware of aggro if you do this since healing does not generate aggro at this time.

Level 21 Major Healing
Major Healing-(cost 185 mana) Heals base 950 damage. Same info above applies to this heal as well.

Level 25 Impending Doom
Impending Doom-(cost 200mana 2355 aggro) (Taunt) Target becomes furious with the caster of this spell. Next rank of taunt, always use highest level taunt that you can for more aggro generation.

Level 27 Supreme healing
Supreme Healing- (cost 275 mana) Heals base 1455 damage. Again same notes apply here.

Level 33 Celestial Pull
Celestial Pull- (cost 600 mana 1700 aggro) (Taunt) PBAE Taunt Spell. This spell has a similar range to moonblast and is just a better way to mass taunt a group of enemies, very useful for bosses that spawn adds.

Level 35 Solunas Touch, Moonlit Frenzy
Solunas Touch-(passive) PASSIVE: Chance to proc additional magic damage on each swing. Deals 2500 damage to enemies. This is just extra damage thats added on whenever it procs, similiar to weapon swing procs, can proc off of fists.

Moonlit Frenzy-(cost 550 4200 aggro) (Taunt) Target becomes furious with the caster of this spell.
Auras
Until I hit level 35 and beat all bosses i used only base auras for each class, With this in mind i think the auras for the arcanist and yourself are very Flexible and you should swap them as you see fit. The druid aura and duelist aura is in my opinion is the best that they can possible use. The attack speed increase from the Duelist aura is just premium and cant replace that. For the druid aura I have a different reasoning on why its so good. Early on in Old Krakengard for example if you clear the whole entry hallway before fighting the final boss you can actually just use taunt and just run back and forth with the speed boost from druid and kite him back and forth down the hallway and as long as you cast taunt before running through Overseer Orlok you should maintain aggro and always be healed by your party at this rate. The arcanist will also have his 2 allies CC so you can deal with them 1 at a time in the same fashion if you are having issues with tanking him at face value.

Obviously with the info above I gave is just a minor example on why i feel like 2 out of the 4 auras of your group will be locked, lets look at all the auras that paladin can use, plus give you my opinion on a few I think stick out compared to the rest.



In the chart from the wiki that I have listed here, this is all the auras in the game that are no class specific. (Outside of Gift of Azynthi)

With that all being said what do I think you should run. Personally I feel like the paladin aura is the best til you hit max level just due to it increasing Strength Endurance, AC, and HP. The diffferent levels of this aura can be obtained from a few diffrent places. Rank 1 Stoaway, Rank 2 merchant in Azure port, Rank3 from either Goliath or Gruhglor( Gruhglor is easier imo) and rank 4 from Raval.


If you feel as with this aura you are struggling I have seen other people get Mileage off of Corruption of Sivakaya which has a chance of preventing damage all together and provides a small damage shield. I personally felt this was to inconsistent from my own testing but will throw this in here since alot of people have found it useful. This can be obtained from the quest Sivakayan Ore for Tipp in Azure Port.


Wisp is probably one of the best auras to use on paladin once you get to level 35 and start to get closer to BIS , in my own play it didn't seem to help as much before that point tho.


Honorable mention is to the chunk of stone. Have seen a few people suggest this in the first couple of days of EA release but hasn't really been tested by myself so i cant really comfirm or not. You can get this from Cinder in Rockshade hold.
Useful items and gear to help with progression
In this section I will list gear + where to get it in order to help progress. There is a few pieces of gear that i found while leveling to be very useful and very helpful. Some being certain effects that just generally help. This section will only focus on Paladin and not other classes upgrades. This will be a more brief section to just help fill in gaps in the gear set.

First piece of gear id suggest farming or buying on the AH if you see it is the annointed sword. It is by far one of the better early game weapons and it makes it so you dont have to cast Glare as often since it will proc off this weapon.


Royal Carapace is probably gonna be the best shield you can get for awhile unless you find something better from the AH, The bash chance is 75% and does damage+ stuns the target. Since blocking has a chance to proc bash, thats what makes this shield really go crazy. It lacks in STR END but trust me on the effect will carry this thing and will help out a ton in terms of early aggro control in single target.


From the same dungeon Work worn bracers are a really good bracer for the point you get it at. If you get a couple to drop id wear 2 for the time being but its not something you should go back for if you already past it.


Now i know this is not a piece of gear you wear, but it is something you can use as paladin from your bag even tho you can't wear it. Shackle of Binding allows you to summon a fallen skeleton as a pet that will help you in combat. It is just 100% a dps increase to use it so use it! its also the first pet item from my understanding. Its not the most durable but you can even use it as a tank to start fights as well.


Last but not least for progression items we will talk about probably one of the most notable weapons and shields you can get for Paladin til level 30+ and that is the Diamondine Mace and Shield, These weapons are very very over the top in terms of DPS output for the paladin at this point in the game and will not be replaced til the Fallen brax mace. The proc on the Mace is just to powerful to pass up. These are dropped from a rare right outside of Rockshade hold called Stoneman Diamondine.
Closing thoughts.
This is just a basic overview of everything that I have learned or have tested myself, Lots of the info in the guide is from the spreadsheet or the wiki, without them i would not be able to give such in detail about the skills and such. This is over the course of 170 hours of testing and playing the game.

Personally I think paladin is probably one of the more fun classes in the game just due to being able to control the flow as the tank. Obviously there is alot more info we could go into and get more indepth but for now I will leave the guide off here to try to keep as beginner friendly as possible for now. I will come back and add buff durations and stuff as I can but for right now I think this is the best place to leave off!

Thank you so much for reading my guide. Please comment any changes/questions you may have.
And just remember you can do whatever you want as long as you set your mind to it in this game! Just go out and have fun! :)


7 条留言
Hobo Fresh 6 月 11 日 上午 12:02 
RVT, DPS Paladin + AI Tank Paladin without Duelist restoring mana to keep your Arcanist firing away is basically non-viable in the endgame. Just an FYI
Harvey Birdman 5 月 20 日 上午 9:16 
Even in my single player games I can't escape my prison of tank and support so thank you for explaining skills to me because i've just been rotating all of them
Harku 5 月 16 日 上午 10:30 
Nice guide, thanks :) Played all classes to level 11 and finally decided paladin is the most fun for me and this is very handy to look at every so often
RVT 5 月 13 日 下午 3:37 
For context -

I gave the anointed sword to my simpaladin tank, I play paladin, with a AI paladin, druid, and arcanist. He is always far and away the lowest dps in teh group, unusally under 20 when farming the the first half of the Krakenguard castle, which the arcanist is in the 70s or 80s and me with the Sea Giant Cutlass can spike to 150+ dps according to the in-game parser.
RVT 5 月 13 日 下午 3:37 
re anointed sword, i spent a lot of try building up to be able to farm this. Finally got it and I was really disappointed with the dps.

Anointed sword is 25 dmg / 2 secs, and the Sea Giant's Cutlass is 20 dmg / 2 secs, so to my reading, even though anointed sword is 1handed it should be a straight dps upgrade over the (admittedly, much easier to acquire Sea Giant's Cutlass). I don't know how reliable the in game dps meter is, but they seem to attack around the same spell, which they should, but with the anointed sword I'm hitting for 50-80s, and the the Sea Giant Cutlass I'm hitting for 110-220 damage per attack, so it's a massive difference. Am I missing something?
UnfedPuppy 5 月 10 日 上午 9:01 
Appreciate the guide.
Hyrind 5 月 9 日 下午 10:34 
Around level 16-20, getting your paladin tank a full set of ancient guardian armor will max out that AC and allow you to punch far higher than your level would otherwise allow you to. It allows you to comfortably tank 4, sometimes 6 levels higher. Farming the golems in Faerie's Brake is the easiest and earliest place to find them. My level 19 party managed to take down Granitus, a level 31 boss. It's that good.