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Tank / Support
Holy warriors balancing protection with divine combat power. Wielding a lance, halberd or mace imbued with holy powers, their weapons are more formidable than those of ordinary warriors.

They protect allies while dealing formidable damage. Their battlefield presence offers sanctuary or divine punishment depending on whether you stand with them or against them.
Mana starts full and regenerates steadily. Unlike Rage, you don't have to earn it; it just caps your spell density. Plan your cooldowns so you're not dry at a bad moment.
The Paladin is the "I want to be useful to my group, not just hit things" class. You can solo on one they hit hard and don’t die easily but the real identity is being the person who keeps a party alive. Damage, protection, and healing are all on the table, and which one you lean into is mostly a question of which weapon you pick.
The Paladin’s weapons are less about range and more about what job you’re doing today. Tanking the boss? Different weapon to healing the group. The class still has weapon swapping, but you’re less likely to cycle all three mid fight than a Berserker or Assassin would. You pick your role, then commit.
the protector weapon
One handed spear with a shield. Your special move literally puts up a guard. The passives are all about stepping in front of things holding the line, punishing enemies that hit you, keeping allies safe. This is the tank weapon. If you want to be the person the group hides behind, this is your pick.
the damage weapon
Two handed polearm. Lots of reach, lightning themed damage, and none of the shield tools. This is the "I'm a holy warrior and I'm here to hit things" weapon. You trade the safety of the Lance for real damage output. Good for solo play or when your group already has a tank.
the support weapon
Mace and shield, built around auras persistent effects that buff your group or debuff enemies while they're near you. Includes actual healing. This is the closest thing the game has to a dedicated support/healer, and it's probably the most group focused weapon in the whole class roster. If you want to be the one keeping people alive without being a full healer archetype, this is it.
Per the developers’ post beta notes, each weapon will get four progression paths in the upcoming Matrix system twelve builds per class in total. Final paths aren’t published yet; these are the rough shapes players are likely to settle into.
Lance main, maximum durability, focus on holding aggro and surviving.
Halberd main, damage passives, basically play as a heavy hitting melee DPS with a bit of self heal.
Mace main, stack support passives, buff your group and patch them up.
Split between Lance (defense) and Mace (auras) to be a flexible off tank / off healer.
Seven cross weapon abilities that belong to the class itself rather than any single weapon. Three actives (unlocked at Lv 15) and four passives (Lv 10 and Lv 20). These remain available regardless of which weapon you have equipped.