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Durothil Skyreaver
08-06-2015, 12:25 AM
Seeing as I have no other paladins in guild to discuss this with, I'm curious as to what spell loadout other people are using/planning to use.

1. Sup. Heal
2. DA
3. Stun
4. Holy Might
5. Force
6. Yaulp III
7. FoL
8. Root

My standard pre-Velious load. I'm curious as to what others use/plan to use.

webrunner5
08-06-2015, 04:50 AM
Having no other paladins in guild might be telling you something!! :eek:

What you have up seems reasonable, but I would not put them in that order. But everyone is different.

Fianna
08-06-2015, 05:46 AM
Yaulp 3 sucks.

I dont have velious spells yet but I use.

Sup Heal
Flash of Light
Root
Stun
Holy Might
Cancel Magic
(SWAP)
DA

Ill probably start using Yaulp when Yaulp 4 is added (and boosted) but not sure yet.
Then maybe the group heal of the quick heal that is added.

Pint
08-06-2015, 06:11 AM
i use

sup heal
swap (random)
root
swap (reso/divine might)
da
stun
holy might
swap (calm/ivu)

velious?

sup heal
celestial heal
root
swap (dunno)
da
stun
holy might
swap (dunno maybe yaulp 4)

Sage Truthbearer
08-06-2015, 01:43 PM
I think we're all on the same page for pre-Velious set ups.

But for Velious spells, I'll likely swap one of my 3 stuns in favor of Celestial Heal. Wave of Healing seems great too but I believe it's a 90 second cooldown — also costs a whole lot of mana. Flame of Light is interesting to have as a non-Undead DD, but only 100 pt damage and costs 85 mana.

Thoughts?

Naxi
08-06-2015, 11:28 PM
Depends on the fight of course, but generally;

1. Sup. Heal/FoL depending on my role for resetting spell casts
2. Sup. Heal/FoL depending on slot 1 spell
3. Holy Might
4. The X factor (cancel magic, Force, wave of healing (lol dat aggro), summon hammer of striking keke, Yaulp, counteract spells, CE in the future, you get the point)
5. Swap Divine Str/Divine Might/Divine Purpose
6. Divine Favor
7. DA
8. Root

username17
08-10-2015, 01:49 PM
1) FoL
2) Stun
3) Holy Might
4) Force
5) Enstill
6) Sup Heal
7) DA
8) Utility slot, usually keep divine might on here.

pharmakos
08-12-2015, 11:36 AM
am i the only paladin that quit using FoL when i got Root?

maskedmelon
08-12-2015, 12:45 PM
am i the only paladin that quit using FoL when i got Root?

No, I would reckon most did. I know I did. However I didn't like the increased drain on mana, slower aggro snap and unpredictability on breaks, so I went back to using FoL as primary aggro and used root for cc.

username17
08-12-2015, 01:27 PM
Root is for bad tanks who can't keep aggro off rogues. I tank with stuns and FoL.

pharmakos
08-12-2015, 01:45 PM
there's barely a difference between FoL and Root. Root does indeed cost more mana, but not by a hell of a lot. both cause the mob to follow the same agro rules while the spell is in effect -- either way the mob just attacks the closest PC on its agro list. but FoL you have no choice but to stand next to the mob until the effect wears off. Root allows you to freely move around without worrying about blind mobs running around and causing adds.

i suppose the deciding factor might be the amount of agro the spell generates. both will generate agro as well as causing the mob to attack the closest PC. i just don't know which one produces more agro.

maskedmelon
08-12-2015, 02:04 PM
Blinded mobs attack the player with highest aggro within melee range. They will also follow their target. They only run around if initially blinded outside melee range of a player. If you want to 'park' a mob and move to something else then that is an ideal use of root (cc) ^^

Durothil Skyreaver
08-12-2015, 03:54 PM
there's barely a difference between FoL and Root. Root does indeed cost more mana, but not by a hell of a lot. both cause the mob to follow the same agro rules while the spell is in effect -- either way the mob just attacks the closest PC on its agro list. but FoL you have no choice but to stand next to the mob until the effect wears off. Root allows you to freely move around without worrying about blind mobs running around and causing adds.

i suppose the deciding factor might be the amount of agro the spell generates. both will generate agro as well as causing the mob to attack the closest PC. i just don't know which one produces more agro.

I don't like using root mainly because of all the stupid people who don't fight at max melee range.

kaev
08-12-2015, 05:15 PM
I don't like using root mainly because of all the stupid people who don't fight at max melee range.

Group with a hard-ass cleric. Some players won't pay attention unless bad things happen when they don't. It needs to be the cleric (healer), you can yell at some people all day and they won't change a thing until they actually face-plant.

I've also had to correct the reverse twice, a warrior dandy standing as far from the mob as he could.

Root is great for controlling combat vs. low blues, so strange to me that more people don't take advantage of it.

Danth
08-12-2015, 05:55 PM
I emphatically hate when people root things that I'm fighting. As a consequence I hardly used Root on my Paladin except as crowd control. Folks who aren't annoyed by Root as I am often report satisfactory service from the root-as-aggro tactic. It's just a different means of achieving the same goal. Do what you have fun doing.

Normally I kept up Flash of Light, two stuns, Root, and a heal spell, with a few discretionary slots left over. Some Paladins elect to keep Divine Aura memorized at all times. Velious doesn't really change much except high-level Paladins might elect to keep the heal over time memorized once it comes available. Most of the Paladin's spellbook consists either of buffs or situational spells.

Danth

pharmakos
08-12-2015, 06:56 PM
i like to keep Counteract Poison and Cancel Magic memmed. i like to keep Soothe memmed. my blue server paladin is only level 24, though. but my red server paladin and my paladins on other emu servers usually get a setup like this:

3: Yaulp
4: Heal
5: Root
6: Stun
7: Holy Might
shift+3: Cure Poison
shift+4: Cancel Magic
shift+5: Calm

with those shift slots being the slots that usually get cycled for other utility spells. of course, i change out Counteract Poison depending on what i'm fighting, but being able to quickly get rid of Shaman/Necro poison DOTs is huge. sometimes i swap in Counteract Disease instead of Cancel Magic.

i like keeping Heal on my 4 hotkey, so that i can go F1 - 4 - ` to heal myself in combat and immediately retarget the mob closest to me.

i love root. i root almost everything if i have a C2 up.

also note that i'm one of those crazy paladins that doesn't mind soloing. root jousting FTW.

with Velious out now i'd imagine that i'd end up putting my HOT in my 4 slot, putting my regular heal to 6 (root has to be 5 on all my characters, i'm OCD about it), sliding my stuns over to 7 and 8.... would knock out Counteract Poison probably so i can make room for the extra heal. would just swap in Divine Purpose and Divine Might into that Cancel Magic slot as needed.

that group heal also might be a lot more useful than some people think. healing 6 characters at once is going to generate a lot of agro.

Chrysus
08-12-2015, 07:33 PM
Blinded mobs attack the player with highest aggro within melee range. They will also follow their target. They only run around if initially blinded outside melee range of a player. If you want to 'park' a mob and move to something else then that is an ideal use of root (cc) ^^

The problem isn't with FoL's design, but rather how unpredictable and buggy it can be.

For me the most notable case was when tanking a horse on sky island 4 with probably 25-30 people beating on it, it flew away blinded, even with everyone chasing and hitting it, it didn't stop until killed. Now I only use it on mobs that are immune to the effect or after a snare has landed.

maskedmelon
08-13-2015, 09:06 AM
The problem isn't with FoL's design, but rather how unpredictable and buggy it can be.

For me the most notable case was when tanking a horse on sky island 4 with probably 25-30 people beating on it, it flew away blinded, even with everyone chasing and hitting it, it didn't stop until killed. Now I only use it on mobs that are immune to the effect or after a snare has landed.

Probably do to a higher than average hitbox. I remember encountering the same thing back at the giant fort in FM. Just needed to stand on top of them to avoid issues. Those situations of course make it a less reliable tool and make root more attractive. You just have to learn to recognize them ^^ Or, root everything instead at 500% (or 267% if using the lower spell) the mana expenditure. Now if roots are holding through an entire encounter (i.e. no nukes, low MR, etc.) then maybe it is not such a big deal if you don't ever need to reposition the target ^^

Yaolin
08-13-2015, 09:59 AM
Escapegoat, do not comment in threads if you do not plan on coming back and killing dragons with us.

pharmakos
08-13-2015, 12:43 PM
i'm already signed up for the raid tonight on guildlaunch, broseph ;)

williestargell
08-14-2015, 04:42 PM
The problem isn't with FoL's design, but rather how unpredictable and buggy it can be.

For me the most notable case was when tanking a horse on sky island 4 with probably 25-30 people beating on it, it flew away blinded, even with everyone chasing and hitting it, it didn't stop until killed. Now I only use it on mobs that are immune to the effect or after a snare has landed.

Listen to this opinion. FoL sucks from mid-level on it should be used very sparingly as it's a danger to the group/raid. It's better to lose agro than to have a feared mob.

Buellen
08-25-2015, 02:39 AM
Just chiming in cause i found it instresting how you all keep heals in your first 4 slots.

my set up was:

1. stun
2. Holy Might
3. Force
4. root
5. heal (whatever fit the role i was playing)
6. Utility
7. Utility
8. DA

To me all the years playing eq i have gotten used to this setup when i play paladins.

PS

In my paladin raiding days i live and eqmac would never use FOL on raids.

Jaleth
09-25-2015, 09:03 AM
Honestly while playing on live I hadn't used FoL past lvl 30 when we got our initial stun. I would usually have a minimum of 2 stuns up at all times, plus root and heals. Once Cease and Desist came out in Luclin I used those more than most for aggro, quick casting hate generating spells with very low mana, and they never left my spell bar. But alas that will never happen here. And that's a good thing