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Thasmudyan
03-26-2009, 05:58 AM
Few comments on the auras, for those of you who are or want to become paladins:

- You can have only ONE aura active at a time. If you use a second one it overwrites the one you were using.

- Healing Aura is a regeneration type effect. You and your party members are healed by the listed amount every 4 seconds or so. Level 1 & 2 healing aura get about 5 pulses of healing before they run out.. so level 1 heals 55 HP for everyone in your party over 21 sec, costing 30 mana.

- Advance Aura, at least the lowest level one, is only a small movement boost. So don't go Paladin thinking you'll get the equivalent of rogue Sprint for your whole party. Still helpful to chase down runners at the end of Arena matches.

- If you want to boost your own damage, use the physical aura, not the elemental one. Even if you're using elemental attacks, the physical aura should raise your damage more. Elemental boost is mainly for a team full of Mages or Priests.

- Against monsters, you'll probably just use the healing aura, even in parties - unless you're full on mana, then you might use a damage boosting aura. In PvP, though I haven't tried it yet, I'm guessing healing aura is still the most effective (at least in STD, where you have the mana to keep it constantly active).

Any other Paladins feel free to post your observations as well.

spiralstorm
07-17-2009, 11:47 AM
If you level up the warrior attack buff skill, and become a paladin, then level up the paladin buff skill, it could be very useful in pvp if you use both at the same time.

fojib270
07-17-2009, 03:33 PM
Heres my little say in aura's :)

Advance Aura - Self 30 - Increase physical attack for the party.
Hunting- Pretty useful if you have a party with about 3-4 close range fighters with you. Also its more usefull if you dont mob instead everyone solos.
Pvp- Not really one of my favorite skills in pvp, but if i see a berserker buffing himself to the max, usually i will help him out a little with this skill, or if i have a team of archers its pretty useful.

Healing Aura - Self 33 - Restores health for the party.
Hunting- Only reason i use this aura is when any of your teammates are stacked up on int, str, or dex(which is like 99% of the time). It usually does a pretty good job of keeping them alive while they kill the creatures fast. If you have a priest in your party dont even bother using it, it would be a waste of mana.
Pvp- Everyone on the opposite team will hate you for using this but your teammates will love you. Dont use it too fast in the beginning or you could end up wasting more mp then if you would have waited. I usually wait until my teammates start getting to yellow hp.

Support Aura - Self 37 - Increase elemental attack for the party.
In my opionion this is the worst aura.
Hunting- Mages already kill mobs in 1-2 hits anyways so it doesnt even matter if you use or not, you just end up wasting your mana.
Pvp- i will rarely use this in pvp and thats only if the ratio to my team is 3:1 in favor of mages.

Movement Aura - Self 41 - Increase movement speed for party.
Personally this is my favorite aura.
Hunting- Use this aura if you want to lure creatures for mobs really quick. Other then that i dont really have a good reason why you should use it. To me using this usually makes me twice as fast at mobbing, since you dont get hit as often because by the time the creatures recover from the attack your already gone.
Pvp- To me this is the best way to start any battle. Get you and your team control of the map before the opposing team does. As for fighting 1vs1 this seems to be the most realiable aura, i couldnt tell you how many times i would have been hit by a mages attack if i didnt have this aura on.