Lore[edit | edit source]
Description[edit | edit source]
Once a Cleric themselves, the Paladin has felt a call that transcends the rigid customs of the Cleric Order. Led by their convictions, the Paladins set off on their own to carry out their righteous judgment as they see fit.
At its core, the Paladin is a plate-armored, melee specialist imbued with celestial power. This enables them to wield spoken rebukes with awesome effect. In addition, by shedding the dogma of the Cleric Order, they have devoted themselves to the study of arms and armor, giving Paladins renowned ability in defensive combat. Perhaps most iconically, the Paladin is driven by an unquenchable hatred of Undeath, a flame they have stoked into a ceaseless pursuit. Thus, a Paladin is never more fierce than when they stand face to face with Undeath.
Group Role[edit | edit source]
Combat Resource[edit | edit source]
Wrath, Reckoning Points
In combat, Paladins will gain Wrath as they take damage from enemies. Paladins will also gain an amount of Wrath based on their Constitution every time their group slays an enemy. Also, certain abilities will increase a Paladin’s Wrath by a certain amount when used. Other abilities will have a Wrath cost in order to be performed.
In addition to Wrath, Paladins will be able to generate up to 3 Reckoning Points represented in the UI by a row of 3 suns, filling one at a time as Reckoning Points are accumulated during combat. Paladins will then be able to use these Reckoning points to perform heroic feats during battle.
Weapons[edit | edit source]
Skills/Abilities[edit | edit source]
FAQ[edit | edit source]
In September, 2019's newsletter, Chris Perkins debuted a new segment where he answers commonly asked questions about the classes of Pantheon.
From October, 2019's Newsletter
- What will Paladin's cast times mean for their mitigation and avoidance? Will they be able to dodge/parry/block while casting? What about spell pushback?
- First of all, Paladins were intentionally designed without mana. That's to help them avoid the traditional anti-mana fare, like silence/counterspell/mana-drain and things like that and the conundrum that can be for tanking in those situations. Which relates to the other reason, which is to maximize their group readiness--to put them on par with Warriors and Dire Lords when it comes to being able to sustain a group's momentum.
- But, yes, some of their abilities have casting times which makes them vulnerable to spell interruption, spell pushback and being hit while casting these spells. But like I've said before, the class information we've released is not exhaustive. That would be a drag: to have the entirety of what a class is capable of put out there, so that there's no discovery and no suprizes once the game comes out...
- In light of a potential gap or flaw like this, I will go ahead and say: Paladins will have a way to grow into minimizing and reducing their vulnerability towards interruption and pushback. Whether that will have be totally 100% mitigated is yet to be seen.
- Finally, on the topic of passive mitigation while casting... that's something we're going to monitor very closely in testing. As of right now, regardless of the class, while you're casting your passive mitigation skills like dodge/parry/block are not active. If that proves to be punitive for the paladin, if it starts to effect their competitiveness when compared to the other tanks, that's something we'll address. Otherwise, I think it's a suitable counterbalance for the insane amount of utility that a skilled paladin has at their fingertips.
References[edit | edit source]
|Bard Cleric Dire Lord Druid Enchanter Monk Necromancer Paladin Ranger Rogue Shaman Summoner Warrior Wizard|