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Calling all Paladins!

Joined
Dec 22, 2012
Hey guys/gals, I'm an aspiring Paladin eager to learn and kill my foes. What I'm asking is for some tips and tricks, an example is what do I do when I'm versing a dread knight and a caster? Etc. thanks for the help :D
 

northeaster345

Legacy Supporter 8
Joined
Jun 10, 2012
Against wizards, just spam shield reflect, maybe attack a little bit, but don't bother trying to time shield reflect, just use it all the time, and heal the rest of the time.
 
Joined
Dec 22, 2012
Against wizards, just spam shield reflect, maybe attack a little bit, but don't bother trying to time shield reflect, just use it all the time, and heal the rest of the time.
thanks man[DOUBLEPOST=1359056995,1359056717][/DOUBLEPOST]@northeaster345 didn't you kill me yesterday along with my friend? Lol
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Feel free to ignore, as I am no pally.
Edit: Every time you see a ranger in an arena or a situation where the ranger cannot IceArrow and run away to get more help, /skill LaughYourAssOff /skill RapeRangerWhileTakingShitstormofArrowsToTheFace

Offensive play I often see is: Conviction (every pally always does this first), regain mana, sprint in, whack with sword (on situation be using your Soulfire, remember it is a 3 min buff so use it early and regain that mana) use DivineStun as interrupt or to prevent them from running, use Reckoning if they successfully run away. I am not going to tell you where to put Bash and Strike in your rotation, but if there is a skill you are not using often (on situation), rework your rotation.
Be sure to disarm the player who not only has the higher damaging weapon but also who relies on melee. If I had to choose between a pyromancer and a samurai, I would disarm the samurai, even though the difference in melee damage per hit is only 2 hp, samurai's rely more heavily on their weapons (also you should be focusing down the pyro anyways).

Defensive play I see is: Shield Reflect is your spam-able defensive skill(does not work on my arrows still I believe, will be fixed).
Kite and Pray: don't forget that you need 4 stamina to sprint, and 25 mana for each Pray, and that Pray is on a 15 second cooldown. Ways to gain distance for kite and pray: Taking fire ticks interupts sprinting, so use Soulfire and wait for a proc before running. DivineStun is a 2 second, 6 block range stun, yet pray takes 2.5 seconds warmup so I do not see the combo of "DS, sprint away, pray" in pvp often, although DS does have the potential to leave you with 4 stamina. Do not use the DS and run while healing against anything with kick, good players will silence you before you get far enough away.
You get one free pray per fight, after using Invuln.
Alternating between shield reflect and pray while at range can mess with poorly played casters.

Biggest things for really any class: Resource management (paladins only die when they run out of mana, and don't forget it takes 4 stam to sprint) and "positioning" within the world or the arena. If you can DivineStun someone, get behind them and make them lose you by hiding, sneaking, and praying, then that 2 second stun was really just the tool you used to gain a 5 second grace period (this positioning trick requires they be in first-person view).
 
Joined
Dec 22, 2012
Feel free to ignore, as I am no pally.
Edit: Every time you see a ranger in an arena or a situation where the ranger cannot IceArrow and run away to get more help, /skill LaughYourAssOff /skill RapeRangerWhileTakingShitstormofArrowsToTheFace

Offensive play I often see is: Conviction (every pally always does this first), regain mana, sprint in, whack with sword (on situation be using your Soulfire, remember it is a 3 min buff so use it early and regain that mana) use DivineStun as interrupt or to prevent them from running, use Reckoning if they successfully run away. I am not going to tell you where to put Bash and Strike in your rotation, but if there is a skill you are not using often (on situation), rework your rotation.
Be sure to disarm the player who not only has the higher damaging weapon but also who relies on melee. If I had to choose between a pyromancer and a samurai, I would disarm the samurai, even though the difference in melee damage per hit is only 2 hp, samurai's rely more heavily on their weapons (also you should be focusing down the pyro anyways).

Defensive play I see is: Shield Reflect is your spam-able defensive skill(does not work on my arrows still I believe, will be fixed).
Kite and Pray: don't forget that you need 4 stamina to sprint, and 25 mana for each Pray, and that Pray is on a 15 second cooldown. Ways to gain distance for kite and pray: Taking fire ticks interupts sprinting, so use Soulfire and wait for a proc before running. DivineStun is a 2 second, 6 block range stun, yet pray takes 2.5 seconds warmup so I do not see the combo of "DS, sprint away, pray" in pvp often, although DS does have the potential to leave you with 4 stamina. Do not use the DS and run while healing against anything with kick, good players will silence you before you get far enough away.
You get one free pray per fight, after using Invuln.
Alternating between shield reflect and pray while at range can mess with poorly played casters.

Biggest things for really any class: Resource management (paladins only die when they run out of mana, and don't forget it takes 4 stam to sprint) and "positioning" within the world or the arena. If you can DivineStun someone, get behind them and make them lose you by hiding, sneaking, and praying, then that 2 second stun was really just the tool you used to gain a 5 second grace period (this positioning trick requires they be in first-person view).
Thank you for this resource, I appreciate the knowledge I will gain from this.
 
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