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Paladin In PVP
Version: 1.03
Skil Level: Advanced
Game Type: Deathmatch
Author: Depth Charge
Objective: To Survive Duels with the Paladin
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Most people get the wrong idea that Paladin's suck the worst out of every
character class and that they can't win in Player Versus Player combat. I
even thought that myself, until recently, when I wuped my friend's level 43
Necromancer good and proper! The reason most people don't like Paladin is
the same reason people don't like Terrans in StarCraft, they require skill
and caution to play. If you don't have any patience or skill whatsoever,
then go with a barbarian, but this is a guide to Paladins in PvP.
Your main skill against other players will be Charge, and usually you have
a clear shot at the enemy from across the screen or so. Now the first
thing you need to remember not to do is to not rush the enemy headlong into
battle, as that will likely get you killed. Use a high damaging aura like
Concentration or Might as you want to take out the other player as quickly
as possible. It is strongly advised that you have some sort of mana steal
item, as you will need it.
Necromancers: Necros will likely cast Bone Spirit your way. Keep moving
and the Bone Spirits will explode behind you. As chance would go, the
Necromancer will shoot at you with a bazillion spirits, hoping that at
least one or preferably two will hit you and kill you. Sooner or later
he'll run out of mana, that's when you make your move. Since necros
specialize in magic and do not have any sort of Warmth Skill, that makes
them vulnerable to prolonged chasing and running out of mana. Your Charge
normally can't keep up with a Necro wearing speed enhancing boots, but
sooner or later he'll run out of stamina and unless you haven't put any
sort of points into Vitality and are wearing heavy armor, you should have
plenty of stamina left. Once he starts walking, then you Charge until he
dies. Ignore Necro minions, as they will require you to stand still which
makes you an open target to Bone Spirit. You should have high elemental
resistance to any Skeleton Magi he brings about. Warrior skeletons don't
do enough damage and the only Golem that is really a threat is the Iron
one, but he won't be a threat if you don't hit him. Fire Golem holy fire
aura doesn't do enough damage and a few healing potions should offset
anything he burns you with. Your main worry is Bone Spirit. Most other
necro skills are of little if any concern to you.
Barbarians: You need to keep away from his Leap Attack at all
costs. Whirlwind normally never hits you if you keep moving. Since
Barbarians usually have very little points into energy then he'll probably
run out of mana even quicker than Necromancers. That's when Barbarians are
vulnerable, since the Leap Attack is the kill all skill that they
use. Since some barbarians have increased speed and stamina you may not be
able to keep up with them, especially since they usually invest points into
Vitality like you do. A few stamina potions or two will allow you to keep
up with them in the chase, but remember to Charge during the chase and you
may get a few lucky hits in. Hopefully enough to do away with him. But
since Barbarians are melee fighters they'll probably charge towards you
straight out and won't run like Necromancers, which makes them extremely
vulnerable to Charge.
Amazons: You definitely must use Charge against Spearazons, as Jab or
Impale can probably kill you quicker than you can blink. Remember to
Charge and run away, Charge and run away. Javazons usually aren't too much
of a threat because the javelin is too slow. I recommend running away and
Charging at an opportune time. Bowazons will likely attempt to attack you
with special abilitites like Immolation Arrow and Freezing Arrow. You need
to keep running until they start hitting you with normal or magic arrow
attacks. Then you Charge at them and flee, keep running in a zig zag
pattern so that they will miss...unless they use Guided Arrow of course.
Paladins: Two Charging Paladins often make difficult targets so you and
he will have a problem here. It's unlikely that you'll encounter any
paladin higher than level 35 since no one can actually stay with them that
long. If he uses the Charge tactic against you, then you'll have to run
away and keep out of range until he uses up his mana (a charge that doesn't
connect still drains 9 mana) and then you use the tactic against him. A
few Blessed Hammers might work but no paladin in his right mind has any
decent level of Blessed Hammer anyway.
Sorceresses: Unless it's a fire Sorceress you might as well not try
dueling with them. Nova and Static Field can often turn you to rubble and
Frozen Orb and Blizzard are definitely difficult spells to avoid. Fire
Sorcs will try using Firewalls and Blaze since you'll usually be moving too
fast and erratically for them to use Fireball or Meteor. Teleport will
often be your main problem as you won't be able to actually keep up with
them when they move all over the place. Your best bet is to try doing the
same tactic with Necromancers, dodging as best as possible and waiting till
they run out of steam. But since Sorcs have Warmth skill they'll probably
regenerate their mana during the chase and so it'll probably be a fruitless
attempt
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Well that's the end of the strategy.
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