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Mandak's Guide to Barrel Rolling for Brell

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Revision as of 17:38, 1 September 2016 by Shodo (Talk | contribs)

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    • This is currently a work-in-progress **

I noticed recently that the only paladin guide on the wiki (prior to this one) is quite outdated, and there are constantly lots of questions on the forums from new paladins. So, I decided to use my meager knowledge of the class to write an updated guide for P99 that will hopefully be informative both for new players and for players that are new to the class.

Introduction:

So, you've decided to play a Paladin - or maybe you're thinking about playing one. Before you get started, there are a few things you should know about the class in order to set your expectations:

-First, your primary role throughout the game will be group tanking. Paladins can provide excellent snap-aggro in addition to great mitigation (second only to warriors, tied with shadow knights) and a lot of utility. This makes Paladins an excellent choice for single group or duo/trio content. This role means you need to be able to both take a hit without losing half your hit points and be able to hold aggro quickly and consistently. This is not necessarily a hard job, but you are in the spotlight: if mobs are running around beating on your chanter and cleric and you aren't picking them up, your group will notice right away, so make sure you are ready for the pressure! -Second, if you have your heart set on end-game raiding, be prepared to take a back seat to warriors. There is a great deal of raid content in both Classic and Kunark (and some in Velious) that paladins can tank just fine, but the toughest of the tough bosses will need to be tanked by a warrior due to their superior tanking disciplines. This does not mean that paladins don't have a role in raids - they just aren't as desired for high-end content as many other classes like warriors or clerics (or so I've read - I am not personally in a big raiding guild, but this seems to be the general consensus). -Third, your solo game is going to be slow - if you can, find a duo/trio or a group to join. This does not mean that soloing isn't an option though! I did about 90% of 30-50 solo due to a busy work load (couldn't commit to groups) with some decent gear. You will level slower than one of the powerful solo classes, but it's an option. So don't be discouraged if you enjoy the class but can't commit to grouping all the time. -Fourth, you will need friends, and a good reputation. Due to paladins' slow solo game (especially post 50), you will want to be in a group or partnered up whenever possible. If you rely on chilling at the zone line with your LFG tag on, you will likely do a lot of sitting around. But if you make friends, treat others with respect, and do a great job tanking, people will likely remember you and invite you to groups without you ever needing to ask. If you never say a word to anyone, or are rude to people, or can't hold aggro, people will remember that too and probably will be less likely to invite you in the future.

Race selection:

Paladins have it pretty good as far as race selection goes, in that it really won't make a big difference - we don't have any choices that give a massive stat advantage or regen or stun immunity. So if you're stuck trying to decide what race to play, you can really just pick whatever looks the prettiest or funnest to you without much worrying about gimping yourself. That said, here are some brief descriptions of what each race brings to the table:

Dwarf: -Bonuses: Barrel rolls, Dwarven cultural armor (some of the best purchasable armor you can get), the best melee stats with a good wisdom score, and a role-play excuse for alcoholism. -Penalties: Poor agility (which makes going encumbered rough on your AC) and charisma (makes lulls hard), small size so can't use some popular items like hero bracers, no access to Nature's Defender.

Erudite: -Bonuses: Ultimate fashion quest, rare breed, boost to Deepwater Knights faction (saves several hours of faction grinding for your epic quest), access to some great Erudite-only items. -Penalties: Poor melee stats, lonely starter area, can't barrel roll.

Half-elf: -Bonuses: Access to Nature's Defender and decent cultural armor depending on deity. -Penalties: Worst overall stat array, can't barrel roll.

High elf: -Bonuses: Highest starting wisdom and charisma (arguably more important in the long run than your starting str/sta), access to Nature's Defender and decent cultural armor. -Penalties: Poor melee states, arguably the ugliest armor models, can't barrel roll, smells like potpourri.

Human: -Bonuses: Balanced stats, eye patch and handle bar stache. -Penalties: Can't barrel roll.


Starting stats: First and foremost, if you're playing a race with less than 75 agility, add a few points to get your agility up to 75 before doing anything else. You take a huge hit to your mitigation if your agility is below 75. Second, your best choice will be either stamina or wisdom. Personally I put mine in stamina, and now regret it. Stamina is much easier to max with gear and buffs, and even without maxing it having enough mana for two extra roots will likely save your (or your group mate's) life far more often than an extra 78 hp at max level.

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