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[edit] Tactics

Paladins are high saves, high AC, and high hit points. They belong in the front with the trap finder. Or they should be the mine sweeper. These tactics assume a Straight Paladin or a Paladin/Fighter (maybe Paladin/Fighter/Cleric) not Paladin 2/Sorcerer X

General Tactic

Stay close to the party. Ideally the party should always stay close together, but Paladins have Aura of Good for +2 to AC and Saves.

Boss Killing

Smite Evil. A lot of bosses are evil. No reason to not save a smite for the big boss. Using Attack Bonus right before Smite Evil is even better. Smite Evil is +10+3*(Paladin level-1) damage. So +10 to +67 damage depending on your level.

Warforged Healing

Lay on Hands isn't halved when used on Warforged. This isn't really a in combat tactic (if someone needs a heal, they need a heal), so much as a thing to consider.

[edit] Preparation

The real "tactics" in any game, is in the planning. No I don't mean having a dry erase board with X's and O's, I mean using the right tool for the right situation.

Spells

  • Lesser Restoration - For Paladins this is a first level spell.
  • Bless - Caster Level equals Paladin level so this starts off lasting at least 4 minutes. Wonderful group buff
  • Cure Light Wounds - 1d6+2+ Level (max +5). For 10 spell points, not bad.
  • Divine Favor - +1 Luck to hit and damage, increases by +1 per 3 CL.

Equipment

Go check out the equipment section.