Paladin (FFXI)  

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Job Description

Elvaan Paladin
Elvaan Paladin
Paladins are the most pure tanks in all of Vana'diel. Paladins are capable of inflicting decent damage with a sword or greatsword. However, the paladin's true strength emerges when blocking an enemy's blows with a shield. Paladins are powered by strong defensive abilities designed to protect their parties from harm. Other job classes are capable of tanking for their parties, but none excels in as many situations as the paladin.

The Paladin job class is unlocked upon completing the quest A Knight's Test.


Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Level Name Recast Duration Effect
5 Holy Circle 00:10:00 00:03:00 Increases the group's defense against undead.
15 Shield Bash 00:05:00 N/A Delivers an attack that can stun the target. Shield required.
30 Sentinel 00:05:00 00:00:30 Reduces physical damage taken and increases enmity.
35 Cover 00:10:00 00:00:15 Divert attacks to a party member to yourself.
62 Rampart 00:05:00 00:00:30 Grants a Magic Shield effect and enhances defense for party members within area of effect.
75 Merit Chivalry 00:20:00 N/A Converts TP to MP.
75 Merit Fealty 00:20:00 N/A Grants a powerful resistance to enfeebling magic.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

LevelNameDescription
5 Undead Killer Occasionally causes intimidation in Undead type mobs.
10 Defense Bonus I Increases physical defense.
20 Resist Sleep I Increases resistance to sleep spells.
25 Shield Mastery I Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption.
30 Defense Bonus II Increases physical defense.
35 Auto Refresh Grants a 1MP/ tick refresh effect.
40 Resist Sleep II Increases resistance to sleep spells.
50 Defense Bonus III Increases physical defense.
50 Shield Mastery II Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption.
60 Resist Sleep III Increases resistance to sleep spells.
70 Defense Bonus IV Increases physical defense.
75 Shield Mastery III Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption.
75 Merit Guardian Reduces enmity loss while using Sentinel.
75 Merit Iron Will Adds a spell interruption down effect to Rampart.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Level Name Recast Duration Effect
1 Invincible 02:00:00 00:00:30 Physical damage (melee or ranged) inflicted on the user will be reduced to zero. Invincible also incurs a large enmity increase.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.

Level Name Recast Cast Time Effect
5 Cure I 00:00:05 00:00:02 Heals a small amount of HP of the target.
7 Banish I 00:00:20 00:00:04 Deals light elemental damage to an enemy.
10 Protect I 00:00:05 00:00:01 Enhances target's defense by 10.
17 Cure II 00:00:05 00:00:02 Restores a moderate amount of target's HP.
20 Shell 00:00:05 00:00:01 Small increase to target's magic defense.
30 Protect II 00:00:05 00:00:01 Increases the physical defense of the target.
30 Cure III 00:00:05.5 00:00:02.5 Heals a large amount of the target's HP.
34 Banish II 00:00:21 00:00:04 Deals light elemental damage to an enemy.
37 Flash 00:00:40 Instant Temporarily blinds an enemy, greatly lowering its accuracy.
40 Shell II 00:00:05 00:00:01 Medium increase to target's magic defense.
50 Protect III 00:00:05.5 00:00:01.5 Greatly increases the physical defense of the target.
50 Raise I 00:00:60 00:00:15 Raises the target from dead and restores 25% of lost experience.
55 Cure IV 00:00:06 00:00:03 Heals a giant amount of the target's HP.
55 Holy 00:00:60 Instant Inflicts holy damage upon the target.
60 Shell III 00:00:05 00:00:01 Large Increase to target's magic defense.
61 Reprisal 00:03:00 00:00:00.5 Increases chance of blocking with shield, and reflects portion of blocked damage back to attacker.
70 Protect IV 00:00:05.5 00:00:01.5 Significantly Increases the physical defense of the target.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Sword A+ 114 203 276
Club A- 114 203 269
Staff A- 114 203 269
Great Sword B 109 196 250
Dagger C- 105 190 220
Polearm E 94 171 200

Magic Skills

Combat Skill Skill Rating Level 37 Level 60 Level 75
Divine B+ 109 196 256
Healing C 105 190 225
Enhancing D 101 183 210

Sub-job Combinations

Warrior By far, the most popular of all Paladin sub jobs. Abilities such as Provoke, Defender, Double Attack, and Warcry are essential tools for Paladins in most tanking situations while also giving them enough versatility to perform damage with the right setup.

Ninja Arguably the second most popular sub for Paladin. From a tank's perspective, /NIN is popular simply because of the spell "Utsusemi", which generates shadows that negates damage. While you no longer have access to Provoke, with a good strategy and proper gear, you can still hold your own and maintain your opponent's attention. This is combination is common while soloing and good at endgame boss fights. Dual Wield also makes this a good sub for any paladin who wishes to take a damage dealer role.

Red Mage Considered to be feared in Ballista and amazing for soloing, RDM would be the next popular sub for Paladin. With Paladins having a natural enhancing skill, it makes use of some of the defensive spells that Red Mages learn all the way up to Phalanx. They may also use some offensive spells such as En-spells and Spikes. This is a combination that, while not as popular as /WAR or /NIN, is still a force to be reckoned with.

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

Group 1
Name Description
Shield Bash Recast Each upgrade to this skill reduces the recast timer by 10 seconds.
Sentinel Recast Each upgrade to this skill reduces the recast timer by 10 seconds.
Holy Circle Recast Each upgrade to this skill reduces the recast timer by 20 seconds.
Rampart Recast Each upgrade to this skill reduces the recast timer by 10 seconds.
Cover Effect Each upgrade to this skill increases duration of this ability by 4 seconds.

Group 2
Name Description
Chivalry Converts current TP into MP. Each additional upgrade to this ability will reduce the recast timer by 2 minutes and 30 seconds.
Fealty Grants a considerable resistance to most schools of Enfeebling Magic. Each additional upgrade to this ability will reduce the recast timer by 2 minutes and 30 seconds.
Guardian Reduces the amount of emnity lost when using Sentinel. Each additional upgrade to this skill will increase its effectiveness by 19%.
Iron Will While Rampart is active, Iron Will grants a spell interruption down effect. Each additional upgrade to this skill will increase its effectiveness by 19%.

Artifact and Relic sets

Artifact Artifact +1 Relic Relic +1
Gallant Coronet Gallant Coronet +1 Valor Coronet Valor Coronet +1
Gallant Surcoat Gallant Surcoat +1 Valor Surcoat Valor Surcoat +1
Gallant Gauntlets Gallant Gauntlets +1 Valor Gauntlets Valor Gauntlets +1
Gallant Breeches Gallant Breeches +1 Valor Breeches Valor Breeches +1
Gallant Leggings Gallant Leggings +1 Valor Leggings Valor Leggings +1
Honor Sword Valor Cape

Other Info

This page last modified 2010-03-20 14:52:21.