Paladin



= End-Game = ''"Ok, I'm an end game player, now what?" ~ et al''

Step right up sir/madam! We have the intel you need right here. :)

Best Armour Affixes
+% Crit Damage

+% Crit Chance

Best Weapon Affixes
Unbending

Charged Strikes (if extra healing/DPS is needed)

Lightning Forged (if extra add agro is needed)

Bleed (if extra DPS is needed)

Ice Heart (if extra DPS is needed [and you have a frost mage or frost shaman DPS regulary in your party])

= Paladin Base Damage =

Paladins have the lowest base damage of any class in Orbus. This is because players are meant to be generating, using, and managing pips as the main part of their game play.


 * Every hit used (even base damage ones), help you charge your super.

= Paladin Pips =

'What are Pips? And what does "energy generation" mean?'

Pips
Paladin pips are the orbs that fill up on the side of the players hammer.
 * They are used to:
 * Increase the damage of hammer attacks.
 * Teleport using hammer throws.
 * Heal/Attack from range (depending on talent selected).
 * Stunning targets with hammer throws.
 * Ground slams.

Energy Generation
Energy generation is how players fill up the orbs.
 * Energy is generated by:
 * Holding the hammer in the air (like Thor).
 * Being attacked and taking damage.

= The Paladin Shield =

Every 10-15 seconds or so (when the blue icon on your hammer is full), paladins can raise their off hand (the one without the hammer in it) into the air to give themselves invulnerability for the duration of the shield (1.5 seconds).

During that time, the paladin can soak (and redistribute) large amounts of damage.

= The Paladin Super =

The Paladin super is unique in that activation is a two-step process.


 * 1) When your super bar is full, grip (and hold) both triggers. * An orb will spawn on your off-hand (the one without the hammer in it).
 * 2) To activate the super you press the grip button of your off-hand (the same one that has the orb in it).
 * 3) For extra agro, you can use your right book, then activate your super for a 1-2 million heal spike.

=Pally Books=

=Holding Agro=

Paladins hold agro by redistributing damage (via pips), and by healing themselves.

Heal Agro
Empowered heals are best used to hold agro when attempting to hold 3 or more targets at once. Empowered supers are best saved to be used to hold agro on Bosses.
 * Orbus counts heals as negative-damage.
 * This is why using your super helps you hold agro.
 * This is also why healers can pull agro from a tank.

Ground Slam Agro
Ground slam is best used when attempting to hold agro on 3 or more targets at once.
 * You must have at least 3 pips on your hammer for a ground slam to work.
 * Ground slam does not use up any of your book-buffs.
 * e.g. Pull right book, ground slam to get rid of pips, do an empowered heal with middle book (as long as you healed before the right book buff ran out).

Book Refresh Cycles
The right book refreshes at twice the rate of the left book.
 * You can use the extra cycle to hold agro by:
 * Empowering a pip for a burst of damage.
 * Single target.
 * Empowering a heal for a burst of negative-damage.
 * 3 or more targets.

All The Agro
Below are some easy guidelines to help players hold agro in different situations.

=Talents=

Shard Tank
Blessing of Attack, Libram of Protection, Defensive, Hammer of Retribution, Plea of Protection

Raid Tank
Blessing of Attack, Libram of Protection, Defensive, Hammer of Retribution, Plea of Divinity

PvP Support
Blessing of Attack, Libram of Assistance, Defensive, Hammer of Forgiveness, Plea of Protection

PvP Assassin
Blessing of Attack, Libram of Protection, Defensive, Hammer of Retribution, Plea of Protection

= Orbus Community Resources =

Leaderboards

DPS Leaderboards

Character Armory

Community Forums

Mishka's Video Help Guides

Unofficial Community Discord

Travellers Hall Discord