The N7 Paladin is the Sentinel from the New Earth DLC, and is a tough class to play.
For those of you who have the Paladin but are unsure of its usage and limits, this is a good place to start.
The Paladin has 3 Unique factors in its use.
1) It has a defensive melee, which when invested into, can trigger tech power combos, tank indefinately and creates tech armor stuns when planted.
2) It has Snap Freeze, which is effectively a short range "Cryo Cone of Cold."
3) It has 3 activatable powers; each that works on a different attack base (instant, arcable and cone) and targets a different defence (health, armor, shield and barriers.
-That Shield-
I know what your thinking. He has a shield. Therefore its either gotta to be good or fun.
Don't worry. for the most part, it is both. But it is a painful at times.
I want to make it clear, that if there is ideal cover, use it. The shield is great when there is poor cover, but actual cover should not be squandered.
The shield appears to be limited in its usage.
- Your shield will only block about 90 degrees of incoming damage.
- Shield off-centers you're ability to properly aim powers.
- You cannot move or shoot while "planted."
- Your shield does not reliably block against some enemies, namely Geth Hunters, Primes and rarely Pyros.
- Your shield will shatter if subjected to an enemy heavy melee, including Primes, Banshees, Brutes, Atlas's and Phantoms.
- Although it can block an Atlas's cannon, if blocking its missile, it will shatter with a chance of taking your shields down as well.
- Your shield does not block instant kills. This makes you fodder to charging Banshees and flanking Phantoms.
Given these weaknesses, it is recommended you only bring a Shield Paladin if you are prepared to have a low score, play conservatively, and play patiently.
The strengths of the shield however,
- Blocks pretty much all other incoming projectiles.
- Regenerates every time it is "planted"
- Creates small Tech Armor bursts when "planted."
- Allows your armors shields to regenerate if not pierced.
- Draws enemy fire, setting up uncoming enemies for Snap Freeze.
- Can be spammed at close range to stun enemies, while Energy Draining them to recover armor shields.
- Can be upgraded with a Fire melee DOT or a Cryo melee snap freeze.
Given these strengths, the Shield Paladin is capable of being a melee class of significant durability. However, it does belong as a support "team" role, especially in Tech based parties.
Keep in mind that the Paladin plays like a Sentinel OR Engineer. There is middle ground between the two, where you can switch between these roles, and that is a strength of being a jack of all trades class.
As a Sentinel, you are a primer and a distraction. Use Energy Drain for Tech Bursts, Snap Freeze to weaken armor based enemies and freeze health based enemies, and Incinerate.....is not that useful but can still good to have. Do not view the Omni Shield as a playstle, but rather as a tool on objectives where cover is ropey at best. You can hold up basic units, tank long range fire, and spam a defensively spec'd Energy Drain to keep you fighting.
As an Engineer, you are a primer, detonator and debuffer. Tech Bursts will be your primary form of combos, and Energy Drain when followed up with Incinerate, Snap Freeze or a Lvl 6 Shield Mastery Melee should trigger a Tech Burst. Use Snap Freeze on large armored targets, making them easier to work down.
As far as builds go, I recommend:
(6) Energy Drain - Damage(A), Drain(A), Armor(
(3) Incinerate -
(6) Snap Freeze - Reach(
(5) N7 Paladin - Power Damage+Capacity(
(6) Shield Mastery - Durability(
Defensively spec'd Energy Drain is extremely useful in maintaining full shields. Temporary damage reduction increases the effectiveness of your shields.
Incinerate is somewhat lacklustre - if you intend to use this class as an Engineer, by all mean spec into Damage(A), DOT(A) and Freeze Combo(A) for an effective combo. I hesitate to recommend this because the cryo explosions and flame explosions only occur if the detonator power kills the target, making them more about solo efforts or good/lucky timing.
Snap Freeze is used as a debuff tool here, but if you intend for combo usage, the extra 100% Combo damage(3b) is very potent.
The Shield Mastery (6) should reflect whichever power you chose to neglect. Although Cryo Shield is probably more effective and useful to the Fire Shield, the Fire Shield makes up for it in aesthetics, as well as providing utility to compensate for a weaker Incinerate
I did not choose to make this Paladin a weapon based one. A Heavy Pistol, Assault Rifle or Shotgun with barrel and melee attachments work well, with Pistols keeping good power cooldowns, with ARs and SGs allowing for some different effective ranges.
Overall, the Paladin is a team-player. You can draw fire on objective rounds (and cower from them magnet hands) and weaken and damage large enemies all in one class. As long as you use the Paladin passive aggressive, synergise with tech team-mates and play the objectives, you will - hold the line.
Also, if there is anything (important) that I missed, please post below. If you think I'm full of crap, post it below. If you think I'm wrong for thinking the Paladin is useful, post it.
Thanks for reading.





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