Paladin Community Guide
Paladin
Editors Wineblue Fanclub for Support Broshaza for DPS Transition time for the guide, support side down, dps side in progress, new guide link https://nexus-guide-site.pages.dev/guides/paladin |
This document is created by community members as a compilation of class related information. This is not meant as a new player guide, if you are a new player we suggest reading Maxroll’s Build Guides instead. If you have any feedback or want to help with class discussions, join our Discord!
They all have their strengths and weaknesses. It’s a matter of personal preference.
For further information, read their respective documents.
Paladin | Bard | Artist | ||||
Summary | Long ranged support with heavy focus on consistent value through periodic heals and shields. Lowest ceiling of all supports. | Short ranged support with the strongest damage buffs. Difficult to play and requires tradeoffs to achieve maximum efficiency. | Jack of all trades with a wide toolkit. Has a ton of options, but requires good positioning to get full value out of her spells. | |||
Pros |
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Cons |
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Unlike the other Supports, Paladin only has one orb known as the Piety Meter. Once full, you can activate one of the stances to enable their effects. Landing Holy skills will generate the most amount of Piety, and Punish skills (including auto attack) will generate the least.
Holy Aura (X)
Paladin’s most important Identity skill. It grants a Damage Buff with a Heal over Time (HoT) and Damage Reduction effect while the Blessed Aura class engraving is equipped. Party members affected by the Holy Aura (12-meter radius) inflict +10% (Base with 0 Spec) Damage to foes. Push Immunity on activation. The efficiency of this Buff scales with the Specialization stat. (45% skill efficiency per 500 Spec, 4.5% additional damage from aura)
Divine Wave (Z)
Added following the support rework, skill added that is an extra shield for the party and also used for meter gen, it has 2 interaction with the ark passive, one being granting 10% meter inside or outside of aura and the other one is getting its cooldown reduced by 0.25s per yellow skills that are used during the Holy Aura itself.
Sacred Executioner (Z)
Only boosts the Range and Damage of your Punish skills. Unfortunately, this is completely useless for Support Paladin. Attack Range of basic attacks and Punish skills +30%. Damage by basic attacks and Punish skills +40%. Push Immunity on activation.
Support Paladins are now locked out of this with their new Z ability, Divine Wave, mentioned above.
Surge™ (X)
Added following the support rework, while using skills paladin will proc falling swords on the enemy per hit, every falling sword generates a stack on you, for every stack on you when you press X you end up doing more damage and clearing yourself of every stack, 1 stack = 5% extra damage. Max stack is 60.
Unfortunately, this skill doesn’t have a gem to boost the damage (but Valkyrie does).
SG please :(
Chaos Dungeon | |||||||||||
Executor's Sword | 2 | 2 | 1 | Galewind | Dash Slash | 3 | 1 | 2 | Galewind | ||
Holy Sword | 2 | 1 | 2 | Galewind | Execution of Justice | 2 | 2 | 1 | Galewind | ||
Punishment | 1 | 3 | 1 | Galewind | Flash Slash | 3 | 2 | 1 | Galewind | ||
Spin Slash | 3 | 2 | 2 | Quick Recharge | Flash Thrust | 3 | 3 | 1 | Quick Recharge | ||
Awakening | Engravings | ||||||||||
Alithanes’s Light | Engravings from left to right: Raid Captain, Lightning Fury, Contender, Preemptive Strike, Cursed Doll | ||||||||||
For stats, follow the DPS Section loadout. | |||||||||||
Paradise Build (Coming Soon™) | ||||||||||
Awakening | Notes and Tips (Coming Soon™) | |||||||||
Alithanes’s Light | Just get lucky with Paradise drops and get ancient gear, dummy (jk, I will actually put real notes and tips here at some point, still testing and figuring things out on the fly) But lowkey though, you do need really good RNG to get legendary, relic, or even ancient Paradise gear to even dream of placing in the top 100 for the Crucible Rankings 10/3/25 Update - I will actually put a build in here within the next week, I just have been dealing with irl stuff so my time has been scattered. | |||||||||
Support |
Paladin is a Support with a more laid-back playstyle and requires less effort to achieve essentially the same results as other Supports. Being a good Paladin is fairly easy due to his simple rotation, screen-wide range for most of his buffs and longer cooldowns that lead to slower gameplay.
Standard Build | |||||||
Evolution | Enlightenment | Leap | |||||
Specialization | Swiftness | Holy Protection | Transcendent Power (2/5) | Awakening Amplifier (3/3) | |||
Goddess of Blessings | Blessed Aura | Release Potential (5/5) | Instant Spell (3/3) | ||||
Passionate Dance | Godly Grace | Bold Salvation | Righteous Light (3/3) | ||||
MP Furnace Or Standing Striker | Divine Liberation | Light’s Vestige | |||||
Notes
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Core Engravings | Pick One | |||||
Awakening | Magick Stream | Expert | Drops of Ether | Max MP Increase | Vital Hit Point | Heavy Armor |
Notes | ||||||
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Core Skills | |||||
Heavenly Blessings | 14 | 3 3 1 | Quick Recharge Wealth | Main Attack Power Buff, Attack Speed, Damage Reduction and MP Regen
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Wrath of God | 14 | 2
2 2 | Wealth Quick Recharge | Main Attack Power Buff
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Holy Protection | 14 | 3 2 2 | Quick Recharge Galewind | Shields and Healing
Note: Swift Fingers does NOT give your team an Atk.Speed Buff. It only speeds up Holy Prot’s animation cast. Quick Pace lasts as long as the Shield’s duration. | |
God's Decree | 10 | 1 1 1 | Quick Recharge Judgment | Shield, Damage Reduction, Push Immunity
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Light of Judgment | 10 | 1 2 2 | Wealth | Best Piety Generator, Weak Point
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Pick One Brand | |||||
Sword of Justice | 10 | 1 1 1 | Quick Recharge Conviction | Default Brand Option
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Light Shock | 7 | 1 3 | Quick Recharge | Alternative Brand Option
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Pick Two | |||||
Holy Sword | 10 | 1 1 2 | Wealth Overwhelm Judgment | Counter and Stagger
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Executor’s Sword | 10 | 3 1 2 | Overwhelm Galewind | Counter, Stagger, Weak Point
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Holy Area | 10 | 1 3 1 | Quick Recharge Wealth Judgment | Extra Piety and Damage Reduction
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T Skill and Awakening | |||||
Divine Justice | Grants all teammates a 10% damage increase for 10 seconds. Grants all teammates a 20% Hyper Awakening damage increase for 20 seconds. This effect stacks with your AP Buff, Identity and your Brand. Use it off cooldown, it is not worth holding as the damage buff is quite significant. Also provides a massive amount of meter gen and is also effective during aura. | ||||
Alithanes’s Judgment | Apply a shield equal to 100% of your Max HP for 10s to allies within 24m. Deals large AoE Damage anywhere on the screen that you manually place. Generates 90% of the Piety meter on hit and 80% if missed. This is your main Awakening for raiding. | ||||
Devotion of Alithanes | Provides 30s Crisis Evasion to Party | ||||
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems. | |||||
DMG | |||||
CDR | (/)(/) note:requires T4 gem to see as an option. | ||||
Example Skill Setups These are some examples of different builds you can use to best fit your playstyle. | |||||
Standard | |||||
7 Yellow | |||||
Depending on your build you may use certain Wealths instead of certain Quick Recharges (or vice
versa) here is a ranking for every skill for their respective rune:
Wealth: Light of Judgment > Holy Area > Holy Sword > Wrath of God > Heavenly Blessings
Quick Recharge: Light Shock > Sword of Justice > Heavenly Blessings > Holy Area > Holy Protection > God’s Decree > Wrath of God.
Some skills are good at using both runes (Holy Area/Heavenly Blessings) so mix and match to what you find most practical.
Transcendence Order | Elixirs Ideal Effects | Accessories Ideal Rolls | Bracelet Ideal Rolls | Karma Order | |||||
| Luminary (Order) Secondary Stats | Brand Power% Identity Meter Gain% | Crit DMG Resist% + Ally Atk Power% | Leap -> Rank 1 | |||||
| Healing Enhancement Secondary Stats | Weapon Power% | Target’s Crit Resist% + Ally Atk Power% | Enlightenment -> Rank 6 | |||||
| Max HP Secondary Stats | Ally DMG% Ally Atk. Power% | Defence down% + Ally Atk Power% | Evolution -> Rank 6 | |||||
| Ally Enhancement Secondary Stats | Party Wide Protection Adds Outgoing DMG% + Ally Atk Power% | Leap -> Rank 6 | ||||||
| Luminary (Chaos) Secondary Stats | Ally DMG% | |||||||
Focus on getting the grade 5 effect on each piece before moving on. Weapon can be worked on at the same time as armor transcendence. For more information, check out the Transcendence Guide. | Secondary effects for support are Weapon Power or main stat. Prioritize getting 40 set first before attempting to minmax Secondary Stats. Shield Enhancement is a bit weaker than Healing for paladin. | Brand Power is more important than Identity Meter Gain, so prioritize it as high as you can afford. Ally Damage Enhancement is slightly stronger than Ally Atk. Power. Flat Weapon Power/Max HP can be filler stats. | Swiftness and Spec are important, but Spec can be dropped in favour of a bracelet with multiple of the above effects. | Leap 1 -> Enlightenment 6 -> Evolution 6 -> Leap 6 is technically higher impact, but no one outside of actual support mains actually wants to do this. For those who are prioritizing DPS paladin first and want to have a support paladin build as a back up, going Leap 6 first is fine over Evolution 6. | |||||
Paladin gameplay is focused around five major aspects:
Knowing which one to prioritize at any given time can greatly increase your party’s damage, and the overall raid experience of your teammates.
Attack Power Buffs
Paladins have two damage buffs: Wrath of God and Heavenly Blessings.
Damage buffs make up the majority of your contribution to your team’s damage: assuming all players have equal gear, the buff given by these two spells works out to 22% of your base attack power as a damage buff on all three of your party members.
Maintaining this buff on your party members should always be your first priority. Due to the cooldown of Heavenly Blessings being extremely long, you cannot naturally get 100% uptime on your buffs without external help. As such, timing these buffs well to cover your teammates’ damage is your most important contribution to the raid.
You can check the duration of each skill by watching the sword icon above your healthbar.
Wrath of God is your primary damage buff. Due to its low cooldown, you should always cast it first if both buffs are off cooldown. Its attack buff applies as soon as the spell is cast, meaning you should cast it just as your other attack buff is about to run out.
Heavenly Blessings is your secondary damage buff. Due to its long cooldown, this skill is the bottleneck for AP uptime on Paladin. The spell has a very short cast animation, after which the buff will always go off, even if you get flinched out of the secondary animation. (This does reduce its meter gain, so be careful!)
It’s important to note that the AP Buff from Heavenly Blessings does not apply instantly. There is a short delay from when you cast the spell to when your allies gain the buff. It’s recommended to practice the timing (~1.5 second left on the Buff) in Trixion so that you can always have your damage increase active.
Light Brand
Your Brand is a unique debuff placed by supports on the boss. Brands increase the damage the boss takes by a flat 10%, and do not stack.
After your AP Buff, your brand is the second largest source of damage for the team, and should be prioritized only after your primary buffs.
Light’s Vestige is Paladin’s unique brand. For legion raids, you can watch the Boss’ HP Bar for the debuff icon to make sure you always have this active. For guardian raids, a large sword symbol will float above the Boss while it’s affected by the debuff.
There are two main skills used for branding, pick one:
If you are lacking skill points or are not level 60, it is recommended to run Light Shock at level 7 to save on skill points and reduce mana usage. You will likely run out of mana with Sword of Justice.
Paladin has other skills with brand tripods ( God's Decree and Holy Explosion), but these tripods are difficult to get good uptime with. You can easily maintain almost permanent uptime with either of the two standard brand options.
In Tier 4, your Light’s Vestige is automatically applied to nearby enemies when you activate Holy Aura once you activate the Light’s Vestige ark passive node.
Defensive Utility
A lot of spells grant your teammates some form of damage reduction or shielding. This is an extremely underrated part of your kit - a good support drastically reduces the amount of damage their party takes, and makes life extremely comfortable for their dps.
Paladin specifically is known as the most reliable defensive support, with almost permanent uptime on damage reduction and constant heals for your entire party.
Holy Protection provides a shield to all party members. With the Vow of Light tripod, it also heals all targets when it expires. The Purify tripod additionally makes it cleanse debuffs from party members on cast.
Aside from certain fights, where you’re expected to use the cleanse for certain attacks or patterns (Inferno Valtan G2, Kayangel G2, or Akkan G3 Fear), you can usually spam this skill whenever it’s off cooldown. Raid Guides will specifically mention when you need to hold cleanse. Robust protection for big boy shields.
God's Decree provides an incredibly powerful 70% damage reduction + a shield to all allies within its radius. This skill is incredibly versatile and can be used to save allies, facetank patterns, or even to let your damage dealers DPS through a damaging pattern. If you do not stand inside the circle, you will not get the damage reduction yourself.
Heavenly Blessings, one of your main buffs, also applies a 20% damage reduction to all affected allies. It’s never worth holding the spell for this effect, but it adds up to a lot of damage reduced over the course of a fight.
With the Blessed Aura engraving, your Holy Aura grants a 20% damage reduction to all allies inside it while active, as well as healing for 2% of your max health every 1.5 seconds.
Your awakening Alithanes's Judgment provides your entire party with a massive shield that makes characters effectively immune to all damage that is not a wipe mechanic. This can be very effective during attacks that do a lot of damage but do not CC.
Counters
During raids, bosses will periodically glow blue, allowing you to counter them. These are often large DPS windows and/or prevent extremely dangerous patterns or mechanics.
Paladin is equipped with two of the strongest counters in the game. It is therefore expected that you will be able to cover most of them in every raid.
Holy Sword is your proactive counter. It has a huge range and fires for multiple ticks, any of which counter the boss if they connect. The one downside to this spell is its longer cast time, which can make it hard to hit certain counters with short time frames, meaning you often have to precast it before the boss turns blue.
Executor’s Sword casts instantly, making it extremely effective on counters with short telegraphs. The spell has a shorter range, though you can run the Excellent Mobility tripod to increase its range.
Only the first hit of Executor’s Sword is a counter, the second only applies weak point.
Most paladins opt to run both counters, though once you are familiar with a raid, you can opt to drop one for an additional utility skill (often Holy Area). In fights with extremely telegraphed counters, like Brelshaza, it’s recommended to drop Executor’s; You can elect to drop Holy Sword instead for fights with short counters, less stagger, or that require weak point.
Identity
Paladin meter generation is fairly simple, since a lot of it is automatic.
Your awakening, Alithanes's Judgment, fills a major portion of your Piety bar when used (80%), with an extra 10% gain if you hit the boss. It is not recommended to cast this at the start of a fight; prioritize your damage buffs, brand, and activate yearning first.
You generally want to use your Holy Aura as soon as you can, since any time you spend sitting at max meter results in wasted cooldowns on your meter skills. The exception is when you know the boss is about to become invulnerable or phase into a mechanic, where you should hold it until that resolves. With Divine Liberation you can start your aura as soon as you have 75% meter and if you cancel aura you get 70% of the remaining meter refunded.
Post support rework, Paladin gets a new identity skill in the form of Divine Wave (Z), it’s primary function will be to replenish 10% meter both inside and outside aura but it also provides paladin with another party shield (10% hp for 6s). Bold Salvation ark passive node will encourage paladin to keep spamming yellow skills during aura to get the cooldown of Z down as much as possible. Basically functions like an extra T skill.
Hyper Awakening Technique
Divine Justice
T skill usage is an integral part of pally’s kit in T4, it serves 3 purposes:
An extra damage buff that stacks with everything else already listed, this is a +10% damage buff on a relatively long cooldown compared to the rest of the kit (base 60s, around 30s with 1800 swift, Magick Stream and Luminary stacked up as well as the Leap Tree CDR node Release Potential)
It’s the only way to buff Hyper Awakening damage making it important to sync up with your dps to enhance their Hyper Awakening.
Specific to Paladin, Divine Justice is also responsible for a big chunk of meter generation due to the Leap Tree Upgrade Node Righteous Light, it provides a selfbuff granting 1/2/3% meter every second for 6 seconds upon casting T Skill, more importantly, the meter provided by this node actually works during Holy Aura, so it serves to extend aura when you have it up during aura or to generate around 20% meter in one skill when you don’t have your aura running. Get your Quick Recharges out because you want to cast this skill as often as possible.
How do I make my buffs stronger?
Here are the relevant stats to scale your buffs: Weapon Power, Main Stat (Str/Dex/Int), Base Attack Power (T4 Gem Bonus, 9/7 Stone bonus), Spec (scales Identity Damage), Ally Damage (Ring and Bracelet,), Ally Atk. Power Enhancement (Elixirs, Transcendence, Bracelet), Brand Power (Transcendence, Evolution Tree, Necklace).
Weapon Quality and Attack Power do NOT make your buffs stronger
I wasn’t familiar with every term in the question above, could you elaborate?
-Ally Atk. Power Enhancement: Stat that increases the Attack Power granted by Heavenly Blessings and Wrath of God.
-Ally Damage: Stat that increases your Identity Buff as well as your T Skill buff (Damage buff only, not the Hyper Awakening part).
-Brand Power: Stat that increases the Damage Buff provided by your Brand (SoJ, etc).
I keep losing track of my buffs, how can I improve their visibility?
In the Game Menu;
Settings -> Gameplay -> Combat Related Settings -> Scroll to the bottom
This is what I personally use
Pet Bonus = the 160 combat stat icon.
Character Skill Bonus Buffs = Buffs granted from skills that are not part of support offensive buffs, this can include stuff like attack/ms speed buff, support’s DR/Shields, Bard’s attack speed on SoC use, soulfist Synergy, there’s a lot of things that can show here.
Attack Support Buffs = = AND = , also includes Valk’s Wings of Liberty and Bard’s Major Chord.
Engraving Effect Buff= Adren, Magick Stream, etc.
Ark Passive Buff = Buffs from ark passive that are not support offensive buffs, this is a bit convoluted so I’ll give some examples, Valkiry’s Trinity and Paladin Surge stacks, Bard’s Perfect Harmony, Side nodes that grant buffs, on top of that it also displays things like the Yearning buff and Standing Striker from Evo tree.
Cooking Bonus Buffs = Feast/Food.
Battle Item Bonus Buffs = Atro.
Other Bonus Buffs = Buffs granted in raids like Echidna stagger buff or Attack power buff from Thaemine g4.
Specialty Bonus Buffs = I put it at the end because it’s a real weird one, the best way I can explain this one are buffs from identity that have not been altered by Ark Passive, this means things like Valkyrie’s buff that allows her to heal after pressing Z, or things like the firepower meter on artillerist or the shield granted by Hypergrav on Destroyer. The weird part? If you take Robust Spirit Soulfist and you allocate the points for the first 2 main in ark passive, the Hype buffs displays according to the Specialty Bonus Buff, as soon as you slot in the 3rd node it stops being a Specialty Bonus Buff and it starts being an Ark Passive Buff instead, better to check on a case by case for this one, for my roster it doesn’t do much.
Can I run Conviction/Judgment?
Yes. Put Conviction on Sword of Justice, and then Judgment on Holy Area or Godsent Law or Holy Sword.
Charged Fury, how does it actually work?
At first Charged Fury does nothing, it activates once upon reaching full Hyper Awakening meter (bar above your awakening skill) when that bar gets full it tries to refund a partial amount of cooldown left from your awakening CD. It usually happens around 3mins into a raid.
Your awakening is not on cooldown? Too bad.
DPS Paladin: |
Hello, my name is Broshaza.
I main Paladin, both as a DPS and a Support, with dedicated builds for each spec but I am mostly known for being the DPS Paladin in the west.
I will be taking over and updating this section of the Paladin guide going forward.
If you have any questions, feel free to DM me on Discord - Broshaza
I am going to keep this part of the guide simple and leave room to experiment for players who are interested in giving DPS Paladin a try in their raids.
A special shoutout to Jeffy for providing me a lot of data and logs to help streamline this guide. He is one of the few dedicated DPS Paladins out there pioneering how well a max DPS support can perform in raids.
Disclaimer - Things are always subject to change as we get more balance patches and more data is gathered based on performance. Also, many of the things mentioned in this part of the guide are directed mainly to new and returning players.
Veterans of the game can use this guide as a jumping off point and then branch off based on their own judgments (pun intended) on how they want to adjust their builds and playstyle.
12/1/25 - Sorry for the lack of updates (for the DPS section, the support section is being worked on separately). A number of things like irl responsibilities, progging Kazeros, and generally trying not to burn out on the game has kept me preoccupied.
Since the last time I updated this guide, we’ve gotten a ~5% general DPS buff from the Fall Balance Patch with no other changes and another ~5% general DPS is coming from the upcoming December Update’s Balance Patch, along with no other changes. On top of all of that, everyone in the game now has access to Ark Grid, which changes up a few things for their respective class.
I am still in the process of gathering Ark Grid Cores but having tested them all out in Trixion, it is a crime that SmileGate put these changes behind Ark Grid because some of these effects feel like QoL updates to our skills. And trust me, we are in dire need of an update because every basic blue skill is still the same since its original launch in KR with no changes to its tripods, if at all.
But I digress.
I will make an actual update to the guide once I get the necessary cores and gather data on their in-raid performance. But in the meantime, I will do my best to update parts of this guide that are outdated over the next few weeks, probably after Kazeros The First Mode. Hopefully I don’t perform too poorly (wish me luck).
Stay tuned.
Starter BuildA build for those who are at the start of Tier 4, meant primairly for doing Solo Content Item level: 1640 to 1679 | |||||||
Evolution | Enlightenment | Leap | |||||
Critical | Swiftness | Divine Knight | Unleashed Power (5/5) | Release Potential (4/5) | |||
Check Notes Below | Limit Break | Light’s Condemnation | Instant Spell (2/3) | ||||
Strike | Piety Training | Immediate Judgment (2/3) | |||||
Check Notes Below | Judgment Chain | Judgment | |||||
Notes | |||||
Side note - If you are running MP Furnace, you are handicapping yourself on damage. It is no longer a viable option due to the introduction of our new Surge™ skill not using mana on use. If the Surge™ skill consumed mana, it would make it reasonable to run MP Furnace but that is not the case as it currently stands. |
Engravings | ||||
Core Engravings | ||||
Grudge | Ambush Master | Stabilized Status | Cursed Doll | Keen Blunt Weapon |
Notes | ||||
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A build for those who have weathered the storm and are at the end-game
Item level: 1680+
Evolution | Enlightenment | Leap | |||||
Critical | Swiftness | Divine Knight | Unleashed Power (5/5) | Release Potential (4/5) | |||
Limit Break | Check Notes Below | Light’s Condemnation | Instant Spell (2/3) | ||||
Strike | Piety Training | Immediate Judgment (3/3) | |||||
Standing Striker | Judgment Chain | Judgment | |||||
Notes | |||||
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Engravings | ||||||
Core Engravings | Pick One | |||||
Grudge | Ambush Master | Adrenaline | Keen Blunt Weapon | Raid Captain* | Cursed Doll | Stabilized Status |
Notes | ||||||
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Note - Many of these blue skills are extremely outdated by modern class standards due to some of the long animation locks that are tied to them. As a result, some of the tripod selections will be entirely up to personal preference.
All blue skills have a back attack modifier to them.
Except your T-skill and Surge™ skill. Both of those have a Front and Back Attack modifier.
I will provide whatever insight I can for each of the following skills.
Core Skills | |||||
Holy Sword | 14 | 2 2 1 | Galewind | Damage, Stagger, Counter
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Executor’s Sword | 14 | 2 2 2 | Galewind | Damage, Stagger, Weak Point
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Flash Slash | 14 | 3 3 1 2
| Galewind | Damage, Quick Hitter
The tripod selection here is all personal preference. Use what suits your playstyle. | |
Punishment | 12 | 1 1 1 | Vision | Damage, Stagger, Weak Point
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Execution of Justice | 12 | 1 1 2 1 2
| Poison Bleed | Damage, Paralysis Immunity, Push Immunity (tripod)
The tripod selection here is all personal preference. Use what suits your playstyle. | |
Dash Slash | 12 | 2 3
1 2 | Poison Bleed | Damage, Mobility, Weak Point
The tripod selection here is all personal preference. Use what suits your playstyle. | |
Charge | 4 (7) | 1 3 | Quick Recharge | Mobility, Counter
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Pick One (and by one I mean Flash Thrust) | |||||
Flash Thrust | 14 | 2 3 1
| Quick Recharge Galewind | Damage, Quick Hitter
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Spin Slash | 14 | 3 2 1 2
| Quick Recharge | Damage, Quick Hitter
The tripod selection here is all personal preference. Use what suits your playstyle. | |
T-Skill and Awakening | |||||
Judgment Execution | (Out of Form : Video) (In State : Video) (Codex) This is your T-skill. This is one of your top 2 hardest hitting skills.
You want to cast this skill as often as possible off cooldown, | ||||
Judgment Blade | This is your new X-skill. This is the other one of your top 2 hardest hitting skills. This is your “Surge™”, in the similar vein of Surge Deathblade, where you unleash a Surge and its damage is dependent on the number of stacks you generate. So the higher the stacks, the harder the skill hits. The main drawback on this skill is that it is a Charge skill, meaning that you have to hold the button down before letting it go to deal a lot of damage. Just like your T-skill above, it has a Front Attack and Back Attack modifier so you should ideally send it as either a Front Attack or Back Attack. Please look at the FAQ below to know when and how often to send your X-skill. | ||||
Alithanes’s Light | You slam your sword onto the ground to launch a skill shot of holy energy. If it hits the target, it deals damage and has a follow-up explosion for more damage. If it misses the target, you will cry as you watch your awakening fizzle out into nothing. You do have to actually aim this awakening skill, | ||||
Fury of Alithanes | You summon a giant holy sword from the sky. And you look cool doing it. What more is there to say? | ||||
Gem Priority Gems are listed in order of most to least important from left to right. Preferred skills are outlined in green. | |||||
DMG | Pick one (/) | ||||
CDR | Pick one (/) | ||||
How would you describe the playstyle of DPS Paladin?
Ever since the introduction of T4 and Ark Passive making this spec of Paladin somewhat usable, I’ve described this class as the love child of Mayhem Berserker and Predator Slayer who happened to discover his love of going to church.
It has the permanent identity form of Mayhem Berserker plus the Back Attacking aspect of Predator Slayer and has the high skill uptime needed from both classes to do damage.
All that while using the power of god on his side.
With the addition of our new X Surge™ skill, paladin also got tutored by a Deathblade.
What elixir do I use?
Critical and Crit Damage Pants.
You can, theoretically, use Master set over Critical if you are really starving for the extra crit rate but realistically, you shouldn’t need Master based on Ark Passive point distribution, engravings, and any additional party synergies.
You can also use Additional Damage on Pants but the difference between that and Crit Damage is marginal so either one can be used, but Crit Damage is the preferred effect.
Boss Damage to Shoulders and going for Atk Power, Weapon Power, or Strength for all other elixir effects is a must.
Will we still need to back attack?
Yes, because all of our blue skills still have a back attack modifier for some reason.
Valkyrie is a hit master class :(
What is the minimum number of Ark Passive points I need to play this build?
As of the July 2025 Update, all Paladins gain access to the DPS mode with permanent identity after the rearrangement of the nodes in the Enlightenment Ark Passive tree. But you will still need a minimum of 80 points in Enlightenment, as this time our new 4th row node gives us access to our new X Surge™ skill.
Players who are 1670+ and are taking on Kazeros Raid Act 2 for Karma materials, prioritize unlocking your Ark Passive in the following order:
When do we send our new X Surge™ skill?
As mentioned in the Skills section above, the damage is dependent on the stacks you generate while hitting the boss from our Light’s Condemnation node in the Enlightenment tree. After a few weeks of testing and data gathering from myself and other DPS paladins, it seems like sending the Surge™ skill anywhere between 20-40 stacks is the ideal sweet spot for maintaining skill uptime as well as DPS output. Obviously, results may vary depending on stack generation RNG as well as raid boss patterns.
You can also choose to send this skill off cooldown but always take into consideration the flow of the raid before doing so. If the boss is just going from mech to mech and phasing, you can choose to either just send your Surge™ skill right away or build up stacks and then send it during an opportunistic damage window.
Use your judgment (pun intended) to see when and where to send your Surge™ skill.
As a personal note, sending a max 60 stack Surge™ into the boss hits really hard and the big number I saw caused “neuron activation” for me, so if you ever have an opportunity to send a max stack Surge™, I recommend giving it a try.
SmileGate, please give us the ability to gem our X-skill like you did for Valkyrie
:(
Is it expensive to build up this class as DPS?
It can be, especially if you want to do any form of competitive damage with other actual DPS classes, but if you are a new or returning player, it doesn’t have to be expensive at all.
Do note that DPS Paladin is also a 7 damage gem class and with gem prices as they currently are, it can become very expensive to properly gear out, especially towards the end game.
Plus, it is still a base support class, after all.
Otherwise, it’s a fun build to use in homework raids.
Does this class even do damage?
Okay, so after a few weeks of testing and data gathering, it definitely does better damage than its previous iteration (although that’s not really saying much). The new Surge™ skill also makes the class feel fun and more engaging, however the fact that it’s a Charge skill kind of bothers me. But that’s besides the point. I am also not going to gas you up and say as if the class is broken and that everyone should make a DPS Paladin.
I am going to be honest about the class because it is the class that I main and I am basically at the “cutting edge” of being built out as I can be in terms of gear, engravings, etc so I can comment on how it performs at the highest levels in comparison to other classes.
If you were to take an equally geared and skilled DPS paladin and any other actual DPS class and put them in a raid to see who does more damage, 9/10 times the actual DPS class will beat out the DPS paladin. This isn’t to say that DPS paladins will always be at the bottom (although we currently are at the bottom based on publicly available log data), but it would be unfair for one class to have so much agency and flexibility of being able to be a strong DPS while also being a support class, a role that already has too much power in the outcome of a raid. Believe me, I would love more than anything for SmileGate to buff the DPS spec of Paladin but I also understand why they probably would never do it.
And yet SmileGate made DPS Bard really strong, even stronger than a few actual DPS classes.
Nerf bard please.
And if you want my personal input - if you want to make a DPS support, Valkyrie will most likely be a better choice given that all of the desired QoLs of Paladin are in Valkyrie, for both support and DPS. And she doesn’t have the pain of having to chase the boss for Back Attack as a Hit Master spec class, which makes it ideal for anyone looking to play a DPS support.
Or play bard. Because bard is broken. Nerf bard.
>:(
Just to update - on August 6, 2025, KR received a balance patch before their Kazeros The First Mode (TFM) race and DPS paladin did get a ~5% overall damage buff so maybe that will help with some of the damage output (or lack there of), but we’ll have to actually wait and see how helpful the buff is when it comes to the west and we are able to gather data from it.
Still no gem for our X skill though. SmileGate please.
>:(
Will I get gatekept if I show up in party finder as a DPS paladin?
I will not lie to you, but you will most likely get gatekept.
The only times you may get into lobbies without gatekeeping issues is:
Just to add - after the July 2025 update, I have noticed and have been told of many DPS paladins being seen out there in lobbies and raids. I’m so happy to know that people are taking DPS paladins into raids. But do understand that gatekeeping is subjective from the lobby lead’s perspective, so do not take it personally if you get denied.
Are you going to make a Valkyrie?
Yes, but how far I will push her, I have no clue. I would ideally like to get her to 1680 so I get the feel for the class with the entire Ark Passive unlocked and see how the class feels but we’ll see how honing goes.
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