Alright, one of my biggest peeves with beng a Paladin is that if I can't hit something with my weapon, then they are safe from me. Lack of options.
I have played predominantly Moon Mages, with them if I cannot connect: Tezirahs Veil, Mind Blast, Hypno, Ambush
Paladin Options:
Halt - My PP ranks are only slightly below my shield but the moons need to align for me to get a cast off.
So tips?
Ackfer - Halfling in a Can, No Fillers Here!
Smite and RW (melee to-hit & damage boost) are your friends.
Do you train brawling? Try some of the non-damaging maneuvers to throw them off balance.
What are you hunting that you can't Halt? With high teens in my mentals I was able to halt Marauders at 13 mana & probably low 80s PM/Harn. If you started your Pally a month or two ago I'd imagine you're not too far off. DiG & MO (although you can't get that until 50th) will help with success.
Maybe bust out the horse to face them & give them a MO penalty if you're hunting solo.
Some ideas at least.
~Thilan
Do you train brawling? Try some of the non-damaging maneuvers to throw them off balance.
What are you hunting that you can't Halt? With high teens in my mentals I was able to halt Marauders at 13 mana & probably low 80s PM/Harn. If you started your Pally a month or two ago I'd imagine you're not too far off. DiG & MO (although you can't get that until 50th) will help with success.
Maybe bust out the horse to face them & give them a MO penalty if you're hunting solo.
Some ideas at least.
~Thilan
<<Smite and RW (melee to-hit & damage boost) are your friends.>>
Smite counteracts the RW negative and then goes beyond it?
<<Smite and RW (melee to-hit & damage boost) are your friends.>>
Food for thought, will give these a whirl (in 7 circles) ;).
<<What are you hunting that you can't Halt?>>
Mechanically speaking, Blood wolves. But when I was hunting tommyknockers if I casted halt without harness extra mana it would fail and drop half my attunement. I would always need to be in a great mana room to use with any consistency.
<<DiG>>
I thought this was an intelligence booster?
Thanks for the input. :)
Ackfer - Halfling in a Can, No Fillers Here!
Smite counteracts the RW negative and then goes beyond it?
<<Smite and RW (melee to-hit & damage boost) are your friends.>>
Food for thought, will give these a whirl (in 7 circles) ;).
<<What are you hunting that you can't Halt?>>
Mechanically speaking, Blood wolves. But when I was hunting tommyknockers if I casted halt without harness extra mana it would fail and drop half my attunement. I would always need to be in a great mana room to use with any consistency.
<<DiG>>
I thought this was an intelligence booster?
Thanks for the input. :)
Ackfer - Halfling in a Can, No Fillers Here!
Slam with your shield.
Just what the other folks sais: Halt, RW, Smite.
I would also say use the feint routine until you have balance.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
Just what the other folks sais: Halt, RW, Smite.
I would also say use the feint routine until you have balance.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
and don't forget energy bolt ;p
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Treat empaths with respect, you'll live longer.
--
If life doesn't need intelligence,
Then why should intelligence need life?
--
http://www.elanthipedia.com/wiki/User:Legeres
http://www.myspace.com/ledge_ear_us
http://legeres.deviantart.com
>>Smite counteracts the RW negative and then goes beyond it?
No, I mean hunt with RW up and use Smite every so often once you get to the appropriate point in your combo (slice, bash or thrust). IIRC it also has a to-hit bonus. For the RW negative, if you can't hit then I'm assuming you're doing fine in the defense department (otherwise you should move down a critter), and I find the defense penalty to be negligible.
>>I thought this was an intelligence booster?
Yes, and as Halt is WvW (using char, disc & intel on the caster's side) the boost to intelligence will help with its success.
~Thilan
No, I mean hunt with RW up and use Smite every so often once you get to the appropriate point in your combo (slice, bash or thrust). IIRC it also has a to-hit bonus. For the RW negative, if you can't hit then I'm assuming you're doing fine in the defense department (otherwise you should move down a critter), and I find the defense penalty to be negligible.
>>I thought this was an intelligence booster?
Yes, and as Halt is WvW (using char, disc & intel on the caster's side) the boost to intelligence will help with its success.
~Thilan
<<Slam with your shield.>>
Good idea, with my much higher shield ranks this should help get them in a position to connect.
<<Yes, and as Halt is WvW (using char, disc & intel on the caster's side) the boost to intelligence will help with its success.>>
And in theory I would not have to harness additional mana to make it work. Cool. Cool.
I am not purposefully trying to be thick, it just seems that way.
Let's assume that I am fighting something that is at a stalemate. I can't hit it, it can't hit me. My options to hit it include: Smite and Halt.
What do Paladin PvPers do to bring their opponents onto the same play field?
Ackfer - Halfling in a Can, No Fillers Here!
Good idea, with my much higher shield ranks this should help get them in a position to connect.
<<Yes, and as Halt is WvW (using char, disc & intel on the caster's side) the boost to intelligence will help with its success.>>
And in theory I would not have to harness additional mana to make it work. Cool. Cool.
I am not purposefully trying to be thick, it just seems that way.
Let's assume that I am fighting something that is at a stalemate. I can't hit it, it can't hit me. My options to hit it include: Smite and Halt.
What do Paladin PvPers do to bring their opponents onto the same play field?
Ackfer - Halfling in a Can, No Fillers Here!
<<What do Paladin PvPers do to bring their opponents onto the same play field?
You use the following abilities:
Smite Foe
Halt
TR
Lead
Lights
Then, you use smart tactics:
You increase your balance and tactically use your spells/abilities or just wait until they make a mistake.
Until they change Smite Foe, that is your checkmate spell if you are close to level. After that is gone, you have to be very smart when fighting an equal opponent.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
You use the following abilities:
Smite Foe
Halt
TR
Lead
Lights
Then, you use smart tactics:
You increase your balance and tactically use your spells/abilities or just wait until they make a mistake.
Until they change Smite Foe, that is your checkmate spell if you are close to level. After that is gone, you have to be very smart when fighting an equal opponent.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
CLA = Clarity.
I'd also say train a ranged weapon.
Something I want to test out is stancing attack 0/100 evasion/100 shield at the start and see if I can take their first attack easily enough to get rid of the first strike soul hit (although if you are fighting under challenge mechanics I believe there isn't any penalty anyway). This probably isn't viable at higher levels where the damage scaling starts to get out of control, but at the sub 40th level I'm at I hope it will work for tourneying.
~Thilan
I'd also say train a ranged weapon.
Something I want to test out is stancing attack 0/100 evasion/100 shield at the start and see if I can take their first attack easily enough to get rid of the first strike soul hit (although if you are fighting under challenge mechanics I believe there isn't any penalty anyway). This probably isn't viable at higher levels where the damage scaling starts to get out of control, but at the sub 40th level I'm at I hope it will work for tourneying.
~Thilan
Does RW work with ranged, HT specifically?
Will Smite work with HT, for lets say a log?
Recently just obtained smite, but somewhat lackluster with my weapons (Pike, ME). Thinking maybe I need a 2HB or something. Does Smite grow with circle or charisma or just your available pool?
Ackfer - Halfling in a Can, No Fillers Here!
Will Smite work with HT, for lets say a log?
Recently just obtained smite, but somewhat lackluster with my weapons (Pike, ME). Thinking maybe I need a 2HB or something. Does Smite grow with circle or charisma or just your available pool?
Ackfer - Halfling in a Can, No Fillers Here!
RW works only for melee weapons.
Smite is awesome. It only works for melee weapons as well. Raise that charisma to get more smites out of your pool. Don't keep trying to smite if you are out of juice, I've noticed it affect my soulstate.
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
Smite is awesome. It only works for melee weapons as well. Raise that charisma to get more smites out of your pool. Don't keep trying to smite if you are out of juice, I've noticed it affect my soulstate.
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
HT is my prime. Which is why I was hoping I could find a way to use my boosters.
I will work on my Charisma. Power up the Smite juice!
Usually when I swing I am at Attacking forcefully, or Moving strongly. Occasionally when I smite I move to Driving in with naturally fluid movements.
Ackfer - Halfling in a Can, No Fillers Here!
I will work on my Charisma. Power up the Smite juice!
Usually when I swing I am at Attacking forcefully, or Moving strongly. Occasionally when I smite I move to Driving in with naturally fluid movements.
Ackfer - Halfling in a Can, No Fillers Here!
>>HT is my prime. Which is why I was hoping I could find a way to use my boosters.
Good. HT is my prime ranged now, after messing around with 4 others first. I really wished I trained it from the beginning.
HeS is great for throwing too.
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
Good. HT is my prime ranged now, after messing around with 4 others first. I really wished I trained it from the beginning.
HeS is great for throwing too.
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
More mana can help you win the contest so you can make them immobile. There is only one immobile state that I know of. Well two if you count what immobile used to be and what it is now. But I won't rehash that discussion again :p
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
That's because even though they are immobile, thier leftover evasion ranks and parry ranks still outclass your weapon ranks and agility. Your best chances will be with the highest cast of RW you can cast on yourself and when using smite in your combat sequence.
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
Player of Holy Soldier Adakin of Prime
Kastr of TF
Killr of TF
"The Key To Immortality Is Living A Life Worth Remembering."
"Killing Time Murders Opportunities."
Immobilization only lowers evasion, not parry or shield. Might be why it's hard to get through a marauder's defenses even after Halting them. This is one reason why I believe stunning spells/abilities overall lower an opponent's defenses more, despite what the GMs tell you. The loss of balance from a stun affects evasion, shield, and parry.
Vinjince
"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die."
- Sima Yi
Vinjince
"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die."
- Sima Yi
<<Immobilization only lowers evasion, not parry or shield. Might be why it's hard to get through a marauder's defenses even after Halting them. This is one reason why I believe stunning spells/abilities overall lower an opponent's defenses more, despite what the GMs tell you. The loss of balance from a stun affects evasion, shield, and parry.
That is my experience as well re: halt/stun.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
That is my experience as well re: halt/stun.
Madigan
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
Arthur Ashe
One thing to do is halt them just after they do a sweep attack. This carries a large defensive penalty that will carry over while they are halted.
It's also nice if you can time it to attack them immediately after doing this with a nice slice or chop attack (assuming you are using an edged weapon here)to put a quick hurt on them.
Also, wearing chain, Marauders are vulnerable to impact damage, so a heavy weapon or blunt will also help add some more factors into your attack. Being patient (assuming you can defend against them) and stacking all of these odds in your favor can really take them out quickly.
-=Dirge. You gotta lava it.=-
"Traders do not shriek like little girls and worry about magic cooties." GM Armifer
It's also nice if you can time it to attack them immediately after doing this with a nice slice or chop attack (assuming you are using an edged weapon here)to put a quick hurt on them.
Also, wearing chain, Marauders are vulnerable to impact damage, so a heavy weapon or blunt will also help add some more factors into your attack. Being patient (assuming you can defend against them) and stacking all of these odds in your favor can really take them out quickly.
-=Dirge. You gotta lava it.=-
"Traders do not shriek like little girls and worry about magic cooties." GM Armifer