Paladin 11-20 Progression Guide

By Lady Sirse


The
Paladin is an interesting mix of tank and healer as the first ten
levels have shown you. Easily able to solo or join into a group, the
Paladin begins to become a deadlier foe in this set of levels.

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Paladin 11-20 Guide

  1. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#I">Levels
    11-2
  2. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#II">Levels
    13-14
  3. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#III">Levels
    15-16
  4. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#IV">Levels
    17-18
  5. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#V">Levels
    19-20
  6. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#VI">Soloing
  7. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#VII">Grouping
  8. href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=641#VIII">Conclusion


I. Levels 11-12

At level 12 you will receive upgrades to style="font-style: italic;">Hammer of Valus and style="font-style: italic;">Smite.
This may note seem like much but the increase in damage output is
really helpful. At this point, Smite II is good to spell pull
with as it also increases hatred for you.



Hammer of Valus II - Crushes
you target dealing 350% damage plus
67-75.  Deals an additional 32-38 damage when used while an ally
is flanking your target.



Smite II - Deals 127-137
damage and instills your opponent with 131-141
hatred of you.


II. Levels 13-14

At level 14 you come into your own as a holy warrior. This is when you
really begin to have more of a bite to your damage, options for your
role in the fight as well as the targeted damage to the undead. This is
a really fun level for abilities.



Aegis Strike II - Smashes your
shield into the target inflicting 56 to
62 damage



Entwine I - Rescues your
defensive target from an incoming attack,
causing the offender to target you for two attacks and heals your
ally.  If you use a rescue when you are below 20% health you gain
a virtue point.



Guardian's Assault I - Deals
76-84 damage and greatly increases your
opponent's hatred of you by 105-115.  If the target has an armor
chink its mitigation is reduced by 10%.



Healing Touch II - This spell
allows you to heal your target or
yourself for 555 points.



Judgment of the Envious - The
punishment metes out to the
envious.  Your target is blinded for 30 seconds, reducing its
accuracy and movement by 70%.  The blindness wears off if the
target is hit.  Only one judgment may be active on a target.



Sunburst - Scorches all undead
opponents within 15m for 318-338 damage
and blinds them, reducing accuracy and movement by 70% for 20 seconds
or 1 hit.



Vothdar's Mighty Strike -
Deals normal damage to your opponent, and
increases the strength of your group by 22 for 5 minutes.


III. Levels 15- 16

Level 15 sees one of the most welcomed spell upgrades. style="font-style: italic;">Lay on Hands II
will take your ability from 320 points healed, to 1179! The mobs you've
been fighting up to now have surely been pushing the limits of your
heals and Lay on Hands for several levels now. The first time you use
this, I am sure your smile will be as bright as mine was! As for level
16, more upgrades and a new Blessing!



Blessing of Gloriann's Protection I
-Blesses your target with increased
armor class and fire, cold and spiritual resistance.  Only one
blessing can be active on a target.



Blessing of Vothdar II -
Blesses your target with 12 strength



Boon of Valus II - Allows you
the chance to deal additional damage with
every melee attack.   You cannot have more than one boon
affecting your weapons.



Champion's Might II – Deals 62
to 70 damage to your target and
increases your strength by 24 for 5 minutes.



Holy Strike III - Deals normal
damage plus 32.  An additional
53-59 damage is dealt to undead and fiends.


IV. Levels 17 -18

Level 18 is very exciting as you learn four new abilities. One is a
lovely group heal that easily lends a hand to your group healer.
Another is my favorite! It’s the Maul
of Valus
. This is the first real
chain maneuver that you receive. It will activate after style="font-style: italic;">Hammer of Valus
and deals a lot of extra damage.



Courage II - This spell
increases your maximum hit points by 138 and
armor class by 207.



Cry of Solace I - This war cry
provides 412 health to you and your
allies.



Judgment of the Proud I - The
punishment metes out to the proud. 
It reduces your opponent’s strength by 49. Only one judgment may be
active on a target.



Maul of Valus I - Smashes your
target dealing 350% weapon damage plus
96-104.   Deals an additional 47-53 damage when used while an
ally is flanking your target. This is only available after performing
Hammer of Valus.



Sentinel's Blessing I -
Strikes your target for 47-53 damage and
surrounds you with a shield that increases your armor class by 86 for
40 seconds.



Upbraid II - Instills your
opponent with 126-136 hate towards you.


V. Levels 19- 20

This set of levels will see you pulling your hair out unless you take
advantage of the extra hotbars available in the UI! No one can say that
this is an easy class to play with the many choices we have in how we
react to combat situations.  Blessings, rescues, finishing chains,
heals, and more add up to a very deep and wonderful class. My
suggestion is to take these two levels a bit slowly so you can get used
to all of your abilities. Level 20 sees three new abilities and six
upgrades.



Dictum of Valus II - Blasts
your target with spiritual energy, causing
694-734 damage.



Hammer of Judgment III -
Smashes you target for 150% damage plus
55-61.  Deals an additional 55-61 damage when used while an ally
is flanking your target.



Hammer of Valus III - Crushes
you target dealing 350% damage plus
106-116.  Deals an additional 52-58 damage when used while an ally
is flanking your target.



Judgment of the Impure II -
The punishment metes out to the
impure.  Your target takes 369-393 damage over 21 seconds as they
are purified by fire.  Only one judgment may be active on a target.



Marshalling Cry II - This war
cry emboldens you and your allies,
increasing damage by 88 and accuracy by 35% for 10 seconds.



Paragon of Justice I - Valus
grants you a portion of her power, making
you a mighty paragon of justice.  You gain 44 strength, dexterity,
constitution and vitality as well as 60% additional accuracy and 30%
additional damage.



Protector's Fury II - Deals
300% weapon damage plus 111-121 and forces
the attacker of your defensive target to attack you instead.  If
you use a rescue when you are below 20% health you gain a virtue point.



Retort I - Counterattack,
lashing out and surrounding yourself with a
barrier that lowers the damage of the next 3 incoming attacks by
25%.  This can only be used after a block.



Stroke of Conviction I - A
resolute stroke that deals 200% weapon
damage and adds 740-782 hate over 30 seconds.


VI. Soloing

Soloing as a Paladin is fairly easy between levels 11-20. I am able to
take on 3 dots mobs that are two to three levels above me with careful
pulling and an eye on my health bar. The higher in the levels the more
careful you need to be it seems, but it can still be done.



When alone, I try to find a secure spot that I can pull the mobs to
that
will allow me to fight a lengthy fight with low risk of a wandering
friend feeling the need to help my target bash me into the ground. Once
this is done, I almost always use the Smite line to spell pull. From
there on out its all a matter of choice on how you best fight.



I prefer to take advantage of the shield abilities and a long sword.
This finds me using more of the abilities and less of the spells like
the Judgment line. You just need to find what works best for you.




VII. Grouping

You have more than your sword and shield to offer your group. You have
a few buffs that can be offered right away, and more when combat begins
in the form of rescues and war cries that benefit the whole group.
Don't forget to use those war cries; they help a lot.



Heals are something that you will need to ask your group about, but
it's always nice to offer your services as a back up to the healer. If
you're saving up your virtue points, you can offer a Lay on Hands in a
bind if needed. Don't forget after level 18 you have your group heal,
Cry of Solace I as well.



As a defensive fighter, you will need to select a member of your group
as your defensive target. This will be the person your rescues will
affect. Some groups will want you to pick a caster for this. Others
will as you to pick the healer. Just remember that your abilities won't
work if you don't have someone chosen.



My biggest word of advice on grouping is to remember that communication
is key. Know where your party is and remember that you're a defensive
fighter. That means it's your job to bleed to protect them. You have
the
aid of the gods to help you in this noble task.


VIII. Conclusion

The mighty Paladin is the arm of the gods in Telon, helping to keep
your
fellows safe and meting out justice against the forces of darkness. If
you keep that in mind as you play, you'll have a great time with this
class. You have many abilities to choose from. Take some time to learn
me and how best to use them. This is a class the needs some thought put
into it, but the sky's the limit once you do!


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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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