Vanguard Paladin Guide

 Vanguard Paladin Guide

Overview 
Creation Guide
Races
Melee Combat
Spells
Known Abilities
Versus Undead
Class News & Info
Links

 

I.  Overview

Paladins are the most defensive of the protective fighters in Vanguard Saga of Heroes. The Paladin's primary job is absorbing damage. The Paladin specializes in retribution with her rescues. She also has a secondary role in healing, buffing, auras, gifts and special attacks.

II.  Creation Guide

Coming soon!

III.  Races

Dwarf
High Elf
Thestran
Mordebi
Qaliathari
Varathari

Additional Info:
Vanguard Saga of Heroes HQ Thestra Race Guide

IV. Melee Combat

1.  Weapon Type Armor

Paladins can use one-handed and two-handed slashing weapons.  They can also use blunt weapons and can equip shields. Paladins will be able to wear Plate and Heavy Armor.

2.   Rescues  

 In Vanguard Saga of Heroes, players can choose offensive and defensive targets. The defensive target can receive heals or be rescued if under attack and in range. By rescuing a defensive target the Paladin takes all, or a portion of, their defensive targets damage. If a Paladin rescues the same defensive target, not only does the Paladin take the damage, but also he may dish out significant damage back to the NPC from the rescue.  Types of known Paladin rescue abilities are Shattered Will, Contention and Argent Guardian.

3.  Special Melee Attacks

Each Paladin attack can be used normally or as either a bridge or finishing attack. The benefits of using a special attack depends how it is used. For example, an attack used as bridge or finisher may add extra benefits to the Paladin’s group or increase the length or power of the buff.  Types of known Paladin special melee attacks are Blessing of Steel, Hammer of Judgment and Sentinel’s Might.

4.  Tanking

It is intended that all protective fighter classes will mitigate damage equally. Each protective fighter class will be able to tank certain types of creatures a bit better with Paladins being able to tank best against the undead.  Paladins will be the most defensive of the protective fighter classes.

V.  Spells

1.  Auras  

Auras are group buffs that add beneficial effects to the group.  Most auras are defensive type buffs.  A Paladin can have only one aura active at a time.  Paladin buffs are intended to stack with other class buffs.  See Known Abilities for examples of Paladin auras.

2.  Gifts of Virtue

These are powerful Paladin abilities that a Paladin can only perform a limited amount of times per day.   Paladins gain virtue points as they grow in strength and experience.  Using gifts of virtue uses up these virtue points.  Examples of paladin gift spells are Lay on Hands, Paragon, Zeal, and Sun Burst.  

3.  Normal Paladin Spells

These spells cost power to use and can be cast as often as the Paladin wishes.

4.  Healing

Paladin heals will not be as powerful or power efficient as those of traditional healers. Paladin heals will also be more subject to interruption if the paladin is also tanking.

VI.  Versus Undead

Paladins will be the best tanking class against the undead. The Paladin will have abilities that protect him and his group from the undead and will allow them to do increased damage.

VII.  Known Rescues, Auras, Abilities, Gifts and Spells

1. Rescues

Shattered Will – Moderate damage rescue which lowers damage capability of Mob.  On second use against same Mob it completely blocks all incoming damage and severely limit’s the Mob’s ability to attack for the next 60 seconds.

Contention - Prevents the Mob from hitting its target and the Mob is unable to attack for a period of time.

Argent Guardian - Prevents a large amount of damage and damages the Mob for a minor amount.  Using this rescue a second time against the same Mob blocks all damage, delivers a huge amount of damage back to the Mob, and stuns the Mob for a long duration.

2. Auras

Aura of Divine Power - Increases the Paladin’s group damage and accuracy.

Aura of Shielding - Increases mitigation for the Paladin and his group.

Aura of Replenishment - Regenerates the group health, endurance power and psionic effects.

Aura of Radiance - Minor AOE damage to undead, removes undead debuffs from the Paladin and makes the Paladin's group immune to undead magical attacks.
3. Gifts’s of Virtue

Lay on Hands - Instant heal which can be used on anyone.  Consumes Virtue points when used upon any Paladin.

Mass Shield - Sheilds group members for 2 attacks.

Shining Beacon - Provides group with immunity to fear based effects. It also generates a large amount of hate towards the Paladin from the undead.

Sun Burst - AOE damage to undead. Any summoned undead Mobs are killed.

Zeal - The Paladin attacks twice as often.

Paragon - Constitution, Dexterity, Agility, Accuracy, and Damage are all increased.

Final Stand -  Adds additional health, for 30 seconds, to any player in the group who has below 25% health. This additional health is lost when the spell expires and players can die if their health then drops to zero or below.

4. Spells

Barrier of Faith - Single target 5 second invulnerability.

Blood Oath - Increased ability against a target until the player switches Mobs.

Courage - Increases health points and armor class.

Healing Touch - Moderate heal.

Anointed Blade-– Blesses the Paladins’s weapon, giving him increased damage against the undead for 5 minutes.  The Paladin cannot have more than one blessing upon his blade at once.

Blessed Blade - Blesses the Paladins’s weapon, giving her increased damage for 5 minutes. The Paladin cannot have more than one blessing upon her blade at once.

Prayer of Life - Resurrection spell.

Sanctify Corpse - Prevents the corpse of a Mob from being raised by a Necromancer.

Summon Holy Water - Summons a vial of holy water, which can be used to damage the undead.

Swell of Conviction - Causes all of the Paladin’s auras to become more powerful.  Use a large amount of power.

Righteous Command - Causes a great amount of hate towards the Paladin.

Rallying Cry - Greatly increases your accuracy and damage of the Paladin’s group for two attacks.

Cry of Inspiration - Small group heal of endurance and mana.

Cry of Relief  Small heal.

5. Melee Attacks

Blessing of Steel
Normal: Moderate Damage and increased defense for the Paladin.
Bridge:  Moderate Damage and increased defense for the Paladin’s group.
Finisher: Greater effect than used for Bridge.

Hammer of Judgment
Normal: Low Damage attack which adds great hate towards the Paladin. There is a positional bonus to damage and hate when the paladin is facing the Mob.
Bridge:  Adds increased endurance to the effects of a normal attack
Finisher: Additionally heals the group’s life and endurance.

Sentinel's Might
Normal: Moderate damage and buffs the Paladin with increased offensive ability for a short duration.
Bridge: The buff is given to all group members.
Finisher: The offensive buff increases in power and duration.

VIII. Class News, Information and Links

Topics

IX. Class Specific Links

Paladins of Telon
Vanguard Fighters