[pmb] Araanahns holy tank build
Hello fellow Paladins!
My character is Araanahn a kanian crusader. Im in the guild Warsong (Tensess). Ive played for two years starting at the NA server.
Paladin have been my main character all the time. At first, while lvling he was phys dps build, but since lvl 51 ive mostly used my holy tank build. At first my character was a complete mess, but later I got the hang of holy tank and have finetuned quite a bit. Ive also played other classes during my time with allods and have 3 reincarnations at lvl 55+ - a healer, a psi and a summy. Ive found that I enjoy the pally-tank the most.
Ive enjoyed it even during the times where paladins were not so powerfull compared to other classes.
The things I like about Pally-tank are:
1) Our survivability – The paladin tank have the best survivability of all classes, especially against the huge hard hitting bosses.
2) The responsibility of being tank – if you die most likely the party gets wiped out, and if you don’t keep agro, someone else will likely die.
3) The complexity of tanking – you need to keep track of many things and act accordingly – your barriers (timing your use of talents with those heavy hits so you feel the effect of as few heavy hits as possible), all the opponents youre fighting (what are they doing and where are they, keeping agro of as many as possible or at least the important ones), and assist in dealing damage.
The latest patch brought a few changes to paladins: nerf of wrath, new ruby tree and new statsystem.
The change of wrath was not a big deal. I still use it a lot. I have however reduced it to rank 2 where it was previously at rank 3.
The change of the ruby tree brought minor changes to the builds – most pally builds now spend 1 ruby on a blank ruby, and combat inspiration are not always brought to rank 3.
The change of the statsystem had a big impact on every class, but maybe biggest impact on tanks. Previously tanks mostly speculated in how they should distribute their stats between offensive stats. Now tanks spend several statpoints on defensive stats (mostly on tenacity). This may change a bit when we get better geared.
I have personally always put statpoints into defensive stats, but with the new statsystem it’s a bigger percentage of my stats. And Im surprised how much I need to put in tenacity for tanking several mobs or harder mobs.
The new statsystem also brought in willpower for mobs. That have changed my playstyle a bit, since mobs once in a while get immunity to cc’s for a small amount of time. Then I have to wait with using my cc’s until the immunity have passed.
Also the patch brought an increase in lvl cap with an increase in equipment lvl. This meant scrapping most of my previous fully upgraded set of equipment and replacing it with first a set mixed of quest items, npc items and crafted items, and later it will be new astral items on all equipment slots.
Finally the patch brought a huge change to upgrading items. Now I need to go astral to obtain treasure chests with astral items inside, and then I need to go to wildlands to get refractors of high enough quality to get the most of my chests with astral items. A two stepped “get your item upgraders” process. And besides that the upgrading of glyphs took a turn, so its now easier to upgrade them, though it costs a really big amount of gold.
Basic idea of tanking
Before I put in my build id like to mention the basics of tanking.
Basically a tank have 2 primary objectives:
1) Stay alive! The basic of this is selfexplantory, but making it happen can be a chalenge.
2) Get agro! That means getting the attention of the opponent, so that he hits you rather than your friends.
Damagedealing is a secondary objective for the tank, but if you have an easy time with the primary objectives, then you can adjust your build for more damage.
1) Stay alive!
Staying alive involves managing your holy barriers, using your own cc’s, getting help from partymembers cc’s, having enough resistance based on equipment, and adjusting to the environment.
a. Holy barriers

Holy barriers are the hardest special ability to understand at first. And is at the same time the most important ability for staying alive as a pally.
Every pally have 1 barrier from the beginning and can have up to 3 barriers. For tanking 3 barriers is a must. A barrier stores damage from a hit for 10 seconds. When the 10 seconds have passed the barrier will break and you will receive the stored damage (or a % of it). The first 3 hits goes directly to the 3 barriers. When you’ve receive the fourth hit, it will either affect you directly – this is if its less damage then the 3 hits already stored in the barriers – or it will go to a barrier replacing the stored hit with the lowest amount of damage. A barrier cannot hold more damage than 50 % of the paladins current maximum health (you may have higher amount of max health because of buffs like fervor or seal of health).
The damage that exceeds that amount will affect the pally directly. So, if a pally have 1500000 hp, and receive a hit of 2M, then the first 750000 goes to a barrier and the 1250000 affects the pally directly (leaving him in pretty bad shape).
The paladin have several talents and rubies that helps managing the barriers by either breaking the barrier (and dealing the stored damage to the pally or a smaller % of the stored damage), refreshing the barriers timer and move it to last spot in the que, remove the damage stored in the barrier, or reflect part of the stored damage to the enemy and the rest to the paladin.
These barrier management skills will be applied to the first barrier (the one with lowest time left on the 10 s countdown).
The holy barriers and the barrier managing skills are very important parts of staying alive.
b. Your own shorttimed cc's (crowd control)
An opponent that dont hit you makes surviving easier. For that reason I like to have some cc's in my arsenal. Strike of Justice knocks the opponent down, and the opponent cant hit you while lying on the floor. Shining sword blinds the opponent for a few seconds (4, 5 or 6 seconds depending on rank). Autodafe prevents opponent to use abilities for 3, 4 or 5 sec.
This is usefull in PVE and PVP. With new patch monsters and players have willpower though, and this prevents use of cc's from time to time.
c. Resistances from equipment
This is self explanatory. Better equipment give more defense and more resistance. So to survive better you should get better gear. Resistance is the main reason for exchanging my previous mythical gear with current rare or epic gear.
d. cc's from your partymembers
Exactly like mentioned for your own cc’s, your teammates cc’s can help a lot. There are a number of cc’s some short timed like a pallys but also others with longer duration, like the mages icy grave that lasts for about 30 seconds. These come in handy when facing a group of hard mobs. Some of those cc’s break if you start hitting the cc’ed mob. So make sure you agree with your partymembers which cc’s will be attempted
on which mobs, and which ones you will try to kill first, so you get the full effect of those cc’s.
e. adjusting to the environment
There are a lot of adjusting to be made and Im not gonna address them all. But 2 basic situations should be mentioned: kiting and stepping out of AOEs. Well, many of you already know how tanking works, so you might just skip this – its pretty obvious too.
Some bosses hit really hard, but can be partly avoided if you keep moving. This is called kiting. Always be prepared to kite, but make sure you don’t move away from your party members so you wont get heals and the opponent don’t get hit by the party, and make sure you don’t drag the mob, so its AOEs or curses hits the other partymembers.
Some AOE (Area Of Effect) are stationary for a bit – like a poison pool or a lightning storm. Step out of that area to receive less damage.
2) Get agro!
Most mobs will be aggressive to the player that deals most damage or heals the most.
A pally tank will not be the one that gets agro that way – well, it is possible, but then youre probably just helping out some lesser geared friends.
Pallies have 2 skills that help getting agro anyways: Taunt and Righteous Word.
a. Taunt
will force the opponent to target you instead of current target and will keep it that way for 10 s. This is the most effective way of taking agro. It has a long cooldown and requires a canon of light, so its not possible to use so often.
b. Righteous word
is less effective immediately, but has low cooldown and will get help from other damage you deal, to keep agro. And it can be improved in effectiveness with the “guilty conscience” rubies.
I usually use Righteous word to keep agro most of the time, and save taunt to take over agro, when that is needed. This could be, if a squishy partymember have gained agro of a mob and is low on health, or if an attempt to use longer timed cc on a mob fails – taunt don’t do any damage, so you can keep agro while the psi (or whoever) tries the cc again.
Araanahn - Kanian Crusader - Warsong guild
This post has been edited 2 times, last edit by "azalin71" (May 9th 2014, 9:53pm)