Paladin · auto-hunt

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Melee, sword and shield. Holy auras and 600–1200 s blessings stay up all the time. The Guardian defense passive (Defense Mastery 2) is the highest permanent defense bonus in the game.

Super skill page → · Paladin · ← Auto-hunt ranking

What matters

What matters: damage. Paladin is the toughest line, but its damage and area clearing are limited. Attack speed and area damage options pay off more when auto-hunting. Only support paths such as Silver Maiden favour defense and healing.

What super skills add: A +15% attack speed passive (Crusader), Divine Fearlessness (+20% attack, +20% attack speed, 73% uptime) and Sword of Justice for area damage. Since the line is already tough, it gains less than the others.

Recommended super picks (6)

Values are for level 5 of the skill. The starred option is my pick for auto-hunting.

RowPickOther optionWhy
Lv.10 1st Profession★ Mirod's Shield Passive skill Protection rating +30 · Block Chance +24%Sacrament Passive skill Better for these classes: Silver Maiden, Templar Healing Effectiveness +30%Blocking helps on every hit. Sacrament suits players who hunt with potions and support paths.
Lv.25 Intensify 1st Profession - 1★ Pain Relief Buff Cooldown 1 min 20 s · Duration 60 s · Uptime 75% · MP cost 64 · Damage recovery +40Retaliation Buff Cooldown 50 s · Duration 10 s · Uptime 20% · MP cost 64 · Damage reflect +15%High uptime; regenerates health while you take damage.
Lv.40 Intensify 1st Profession - 2★ Triple Smite Damage Cooldown 8 s · MP cost 64 · Bonus physical attack 260 ~ 280Marching Light Debuff Cooldown 40 s · Duration 15 s · MP cost 64 · Physical attack power -60% · Magical attack power -60%An extra damage skill used often. Marching Light makes more sense against strong enemies.
Lv.45 2nd Profession★ Crusader Passive skill Attack Rating +30 · Attack Speed +15%Sacred Defense Passive skill Damage Reduction +12% · Healing Effectiveness +8%The already tough class lacks damage.
Lv.60 Intensify 2nd Profession - 1★ Divine Fearlessness Buff Cooldown 3 min 40 s · Duration 2 min 40 s · Uptime 73% · MP cost 84 · Physical attack power +20% · Attack Speed +20%Judgement Blade Damage Cooldown 27 s · MP cost 154 · Bonus physical attack 900 ~ 2,940A double buff with long uptime.
Lv.75 Intensify 2nd Profession - 2★ Sword of Justice Debuff Cooldown 20 s · MP cost 104 · Bonus physical attack 550 ~ 610Incredible Vitality Buff Cooldown 40 min · Duration 30 min · Uptime 75% · MP cost 112 · Health +1,075 · Health +2,150Area clearing is the line's weakest point.

Super skill stone advice

Super skill stones add to the skill's cooldown. The Buff (self) and Buff (self + party) stones that go on buff skills add +60, +180 or +600 s, attack stones +21–62 s. Among active stones the only family without a cost is “Cooldown reduction”, which shortens the cooldown by 1–5 s; passive stones add no cooldown. The rates below are calculated from the stones' cooldown additions.

Example: in the Gunner line, fitting a +60 s Acceleration stone on Rapid Fire makes the buff's uptime 22% instead of 48% (only the cooldown addition is counted). Do not put Buff (self) / Buff (self + party) stones on short-cooldown buffs.

Buff super skills

Uptime = duration ÷ cooldown. The colours and the advice measure only the cooldown cost: green means a loss of at most 15%, yellow up to 35%, red more. The value of the stone effect and the stone's own duration (under the column header) are not counted. For stones with their own duration, uptime would be much lower if that duration applied to the whole buff (not certain), so the option without its own duration is shown separately.

LineSuper skillDuration / CooldownNo stone+60 s Duration: 10 s+3 min Duration: 0 s+10 min Duration: 5 s / 10 sAdvice
PaladinPain Relief60 s / 1 min 20 s75%43%23%9%No stone Short cooldown; even the smallest addition cuts uptime a lot.
PaladinDivine Fearlessness2 min 40 s / 3 min 40 s73%57%40%20%Acceleration (attack speed) Unique Acceleration Stone (Amplification) Attack Speed +12% · Duration 10 s · Cooldown +60 s Iron wall (critical damage reduction) Unique Iron Wall Stone (Reinforcement) Critical damage reduction +10% · Duration 10 s · Cooldown +60 s Acceleration (movement speed) Unique Acceleration Stone (Amplification) Movement Speed +10% · Duration 10 s · Cooldown +60 s Moderate cooldown cost: +60 s, uptime loss 21%; only if you really want the stone effect. The stone's duration is 10 s, the skill's duration 2 min 40 s. If that duration applied to the whole buff, uptime would be 3.6%. Unknown

Only some families' stones have their own duration (+60 s → 10 s; +10 min → 5 s / 10 s); for those stones the tooltip shows the stone's duration instead of the skill's. The +3 min families' stones have no duration of their own and the tooltip shows the skill's own duration. Whether that duration applies only to the stone's extra effect or to the whole buff is unknown. Unknown

Damage and debuff super skills

Cooldown reduction (Unique: −5 s) lets the skill fire more often. Violent shock (Unique: damage +100% according to the description, cooldown +21 s) only makes sense on damaging skills; exactly how the multiplier is applied is unknown. The “×” value compares the total effect per unit of time with no stone. The lower limit of cooldowns is unknown, so cells with a large gain carry a ? mark.

LineSuper skillCooldownCooldown reductionViolent shockAdvice
PaladinTriple Smite Damage8 s3 s ×2.7×0.55Cooldown reduction Unique Cooldown Reduction Stone (Attack) Cooldown -5 s
PaladinSword of Justice Debuff20 s15 s ×1.3×0.98Cooldown reduction Unique Cooldown Reduction Stone (Attack) Cooldown -5 s

How the damage multiplier is applied and whether cooldowns have a lower limit is unknown; on very short cooldowns the real gain may be smaller. Control stones (shock, suspension, silence) are mostly for PvP. Unknown

Passive super skills (Lv.10 and Lv.45 rows) take passive stones, which add no cooldown; a Health stone is the safest choice for auto-hunting.

Class details (4)

ClassDamageAreaToughnessLasting buffsManaRangeTotal#
Guardian1291111424911
Soul Knight8799423923
Silver Maiden85711623924
Templar109911424518

Scores use the “Balanced” priority with super skills included; # is the overall rank.

Guardian 49 pts

Paladin → Defender → Guardian

By far the best melee class: permanent defense passive, frequent stuns and an area aura.

Soul Knight 39 pts

Paladin → Defender → Soul Knight

Has the same Defender buffs, but its damage is weaker than Guardian.

Silver Maiden 39 pts

Paladin → Holy Knight → Silver Maiden

More of a party supporter; kills slowly alone.

Templar 45 pts

Paladin → Holy Knight → Templar

A strong area cross skill and a defense buff with high uptime.