Thanks for this guide! Especially for someone like me. Really good.
No problem!Glad to hear I helped.
@Tovlamia
ncluding the horrible grammar, this statement is just plain wrong. The problem is I am new to this particular game so I'm not sure if you are comparing Blood Lust incorrectly, or if you are just explaining it wrong. If this stat really does work like Lifesteal, then it is a great stat for dps in pve with aoe or groups with burst dmg. It is a constant stream of hp being replenished based on the amt of dmg they put out. It has nothing to do with if they are taking dmg or not. I would say it is not such an important stat if you are running pve content that doesn't do aoe dmg and your tank holds aggro, but it still works and is nice to have in case of emergencies. Forgive me if I misunderstood you or the stat.
Ok I'm not sure what you're exactly asking about but let me explain blood lust again.Yes,It is like lifesteal in some other games and it can be defined as follows:you heal up by a % of the damage you deal on enemies so if you land a critical hit you should heal up faster than landing a normal hit and if you hit faster than normal (due to say an energy surge),you should heal up faster as well,Paladin as you know has energy buff and with all its CD rubies,you can have a great surge of energy all day specially if you use energy potions from alchemy as well and therefore you can spam your skills faster and have a higher chance to land criticals since you land more hits than normal in far less time and this is why bloodlust works very well on physical paladin in my opinion.Adding points to Blood lust increases % you heal up by from damage done.I hope that clears it up and that is same definition as lifesteal (at least in games that I've played and had lifesteal system in it).
@azalin71
Having rank 2 of the tenacity talent is waste - the extra damagereduction is so little, that it wont matter.
I dont recommend skipping shining sword and binding curse - that little crowd control often come in handy.
So spend the 2 talentpoints from tenacity in shining sword and binding curse.
Having rank 2 tenacity is kinda optional though tenacity is quite helpful since physical paladins are:
1-melee and squishy so they are subject to receive more damage than ranged DPS classes.
2-Rely much on heals either through blood lust or paladin heals or heals received from party healer.
3-Tenacity should prove more helpful when soloing some mobs in wellebelle specially if the paladin is lower geared so GOOD heals will be needed in order to solo successfully.
4-Paladin might steal aggro in single target fights sometimes due to very high single target damage and as I said earlier they're melee so make it easier for healer to save you and take these tenacity rubies.
While binding light and shining sword are more suitable for PVP and this physical build I put up there is PVE DPS so CC isn't in any of its specializations..If CC is needed,mage can do ice prison or bard can cast lullaby which should be more effective in PVE than paladin's CC or a psi or a warden of course.Anyway if you wanna go for these for some PVP then u're free to do it and leave the tenacity though I prefer tenacity rubies.
Anger is not important in the pve build, so you should skip the 3 righteous fury rubies (and the 1 combat inspiration ruby you picked up to get them).
That gives you 5 extra rubies. If you take off the extra barrier ruby and move upwards instead, you should be able to get all the Justice rubies for a nice damage boost.
When you get 1 extra ruby, you should get that ruby "the court of light" in the first tab right next to the starting points. That gives good extra damage also.
I didn't pick anger rubies for anger,I picked them for the higher duration of righteous cause which is quite essential for the everlasting surge of energy specially as you know physical paladins consume much energy because of 2h weapons and therefore they hit even slower but with this awesome energy surge they would be able to spam skills with ease and hit faster specially if you use Alchemy energy potions when the energy buff is in CD.Extra barrier would be nice survival yes but I won't sacrifice righteous cause rubies for it which are quite essential for DPS but ofc if you have extra rubies you can go for 3rd barrier ruby.Justice rubies are nice but as you see I already picked the 3 rubies of the strong damage physical DPS AOE so combined with Interdiction my AOE damage should be fine and I would need righteous cause rubies more for faster energy regeneration in order to be able to AOE faster.Also Justice rubies have limitations like you need to fight 3 or more mobs to get them to work and also if you AOE so hard specially with Interdiction you might steal aggro of a large pull and rip
physical paladin's very high single target DPS covers up for their lower AOE damage sometimes so to make it clear,I see having all of righteous cause rubies(including the ones that give anger) quite better for DPS in practice than having justice rubies as you won't always have to fight 3 or more mobs but you'll always have to use righteous cause anytime its up for greater DPS.
Thanks for criticizing,it really helps since it gives me more ideas sometimes so if you have more to say,don't hesitate to ask more about the build and criticize.
@antipaladin99
as a paladin, at low levels should i use 2 handed weapon or 1h and shield and if 1h, which? i mean i like the spear...
I find physical paladin till level 45 or so faster in leveling as it kills off mobs faster.When i leveled my paladin to 60 I started as physical and didn't have to change to holy till wandering isle or irdrich at level 50 or so because mobs start to hit like a truck so holy tank paladin should prove more efficient in leveling at level 45+ or 50+ in my opinion.So I'd say see which kind of paladin is more fun to you and go for it and I agree with Luka that some types of mob that heal up would be annoying vs holy tank paladins since they deal lower damage compared to many other classes (they're tanks after all) but tank paladins have a great advantage which makes them quite different from tank warriors aside from barriers,their heals gives them great sustain so if the mob heals up,you too can heal but it becomes boring sometimes and takes long time to kill the mob off.
-As for weapons,1h and shield are for holy tank paladins and the 1h weapon doesn't matter for them that much as their damage comes from the wand not from the 1h weapons.
While 2h weapons are for physical DPS paladins and they actually benefit from both their 2h weapon and the wand since they hit both physical and magical dps but they rely on physical dps more of course so the 2h weapon is your main focus for a physical DPS paladin.2h weapons deal far more damage than 1h but they consume more energy and hit slower and that's why righteous cause(energy buff) is very essential for physical DPS paladin.
As for dual wield: Paladins can use dual sword and dagger but no one ever use these on paladins and paladins have no dual wield build.Well until now no dual wield build for paladin but there is dual wield warrior though so don't bother with dual weapons when you're a paladin.
Types of weapons:
you have 4 types of physical DPS weapons that paladin can use:
Sword:Least maximum damage and higher minimum damage than spear but less damage than mace or axe.Hits faster than mace and axe and consumes less energy than they do as well.
Spear:Least minimum damage and and higher maximum damage than sword but less damage than mace or axe.Hits faster than mace and axe and consumes less energy than they do.Spear would be better than sword if you land much critical hits and paladins critical hit rate isn't that great as they don't have luck rubies and all they have is 3 critical physical damage rubies for some physical DPS skills.
Mace:Highest minimum damage and lower maximum damage than axe,deals higher damage than sword and spear but consumes far more energy and hits slower than them.
Axe:Highest maximum damage and lower minimum damage than mace,deals higher damage than sword and spear but consumes far more energy and hits slower than them so it's better when you have higher critical hit rate.
Example: so if a sword deals 2-4 damage then spear deals 1-5 damage and mace deals 8-12 damage and axe deals 7-13 damage.
Thanks to SailorYue who explained the difference between axe and mace or sword and spear to me when I was confused about them back then.
All in all,I prefer 2h Mace for physical DPS paladin as the paladins have only 3 critical damage rubies and they're for some physical DPS skills and 3 other critical rubies for some holy (magical) damage skills so the main 2h weapon won't get affected by those rubies so they won't rely much on critical hits while holy tanks should go for ANY 1h weapon and shield,they simply don't care about the 1h weapon's damage as their focus is on the wand which provides then with magic damage.There are many types of magic damage like:holy,shadow,astral,fire,ice,lightning,acid.Paladin's magic damage is mostly holy damage and other than that they have physical damage.Almost all of their ranged skills,heals,some shields benefit from magic (holy) damage taken from the wand while most of their melee skills benefit from physical damage taken from the main weapon.
To check the element of a certain skill to see whether if its physical or a magical damage type,simply pointer over the skill and you should find the element of that skill at the top right of the skill's description window.
As for your other questions,I think reaah19 already answered them and btw there is a level 20 event which should be still on called (tropical atoll).