
Introduction:
The Paladin protects his allies and smites his foes! The combat docterine of this vigilant tech-warrior is versatility. To play a paladin is to know what role your team might need you to be filling at any given time. Your melee is powerful, survivability solid, crowd control undeniably effective, and your debuffing power vast. Keep an eye on your team. Support them.
It took me awhile to click with this class. Many aspects of him seem straight foward on paper, but are much more complex in play. I think the Paladin, hands down, is the most complex class to utilize properly. Once you have it down however, it's like riding a bike.
This guy has it all; Melee, Crowd Control, Debuffs, Damage, Survivability! You can slide into whatever position your team needs you. This is a short guide on how I play him. In all likelyhood it's probably nothing new. It might not be the best way, but I garrantee you it's a lot of fun.
Power Spec and Reasoning:
Energy Drain: Damage/Drain/Armor Boost
-Damage or Radius: Damage to boost your shield stripping, or Radius for long range CC!
-Drain/Armor Boost: Crucial survival tools!
Snap Freeze: Reach/Cryo Explosion/Weakness
-Reach: Helps you hit more guys, or debuff further when pinned down!
-Cryo Explosion: This one is preference really. Both have evolutions have their applications!
-Weakness: To decimate armored targets. This is what rounds out your dps, and allows you to support your team.
N7 Paladin Training:
-Preference: This tree is all up to you. I prefur Power+Capacity/Power/Weapon Damage. But any combination can work here. I like to keep my loadout light and boost my energy drain. It really depends on what weapon load out you forsee yourself using most!
Shield Mastery: Melee/Shield Recharge/Fire Melee
-Melee: We're using our shield as a weapon with this build!
-Shield Recharge: Preference here! I barely deploy my shield, and when I do--I find on gold it's base hp is enough.
-Fire Melee: The damage over time means you can knock an opponent down, and move on to the next one. In a duel with a phantom, it damages her while you bash her to death! Thanks to recent updates, fire explosions are near instant; Bash + Snap Freeze = Boom! Good times!
Weapons and Gear:
What I like:
Mattock: AP Mod + Omni-Blade + Warp
Talon: AP Mod + Melee Stunner + Any Ammo type
Wraith: Choke + Blade + AP Ammo
Pirnah: Choke + Blade + AP Ammo
Carnifex: AP Mod + Melee Stunner + Any Ammo
Paladin: AP Mod + Melee Stunner + Any Ammo
Indra: Ap Mod + Damage Barrel + Any Ammo
I prefured the versatility offered in both the Mattock and the Wraith. Your weapon choice, is again, completely up to you. Whatever feels right in the hands of the player will ultimately be the deciding factor here. The range allows you to support from a distance when need be, soften up targets that are far away, and generally be useful where ever you find yourself on the battlefield. Both weapons are still extremely proficient in our target distance; melee.
Choosing a Weapon:
You want to choose a weapon you are comfortable with---this is of the utmost importance. My list are suggestions that I've had success with, but anything not on that list is viable! Stats are secondary to your own personal proficency with the weapon in question. You want to keep a light load out. Your powers are litterally your life blood in this build. A weapon with a melee attatchment is not strictly neccessary either. Make sure the weapon plays to your strengths as a player.
Gear: Juggernaut Shield, Cylconic Modulator, Strength Enhancer.
Tactics:
Primary:
Your primary mode of engagement starts with energy drain or cyro; you either stripping a defense of softenning the opponent up. This is followed by assualting your foe with your shield or your weapon depending on the distance. The shield packs a signifigant amount of force. It will stagger phantoms, and send regular infantry flying. The DoT from Fire Melee will generally finish up a melee'd foe before he stands back up. Your shield + Snapfreeze will cause an explosion. Use this to your advantage!
Crowd Control:
Snap Freeze and Energy Drain are both forms of CC, the rule of thumb is that you use Snap Freeze on unprotected enemies and Energy Drain on protected enemies---Note that energy drain is great for stunning opponents outside Snap Freeze's range. It's very important to make this decsisions on the fly, when you are approaching your foe.
Cerberous Dragoons:
Dragoons are not as difficult to take down as people would have you believe. While snapefreeze will debuff them, Energy Drain will stun them as long as they are not leaping or in an attacking animation. Often times it is more beneficial to energy drain. If they are attacking you go ahead and snap freeze them---But if you've caught them before they've leapt hit them with energy drain. It is also worth noting, that your shield bash will get them off of you momentarily.
Phantoms:
Fighting a Phantom is exciting and very low risk once you get it down. Energy Drain her for your armor boost, use Snapfreeze if you can use the terrain to block her shots. Lock onto her, then melee, while pressing S to back away. Melee again as soon as you can. This process should take less far less than a second, and your character should barely move a step--it's almost a stutter in time, nothing more--this seems to keep me from getting impaled. You can keep her stun locked and bash her to death--or if she staggers dramatically, you can simply shoot her in the face.
Armored Targets:
You handle these as you would any other spec that includes Snap Freeze---You debuff your target, and your team focuses it down. Pretty simple! No meleeing involved! Reach evolution in snap freeze helps alot here, you can bunker down behind cover debuff your target from a greater distance.
Shield Defence:
Using your shield to defend other players who are capping objectives is a situational thing. I rarely ever do it; you are far more useful drawing the fire or killing the threats. The best situation is if you think it will buy time. Blocking an Atlas Rocket that would reset the player who is capping for example. Or, if they are taking fire, jump between them and the fire and put it down. Very very situational. It's not advised to camp in any one location, holding the line with your shield, unless strictly neccessary. You are generally more useful debuffing and attacking!
Misc Tactics:
-Staying near another class with a powerful debuff (Such as Proxy Mine for example) is a great idea in public matches. Together you will shred armor.
-Energy Drain can be used to finish off a target wile you reload or if you want it dead immediately without having to aim--applicable to niche situations.
-Snap Freeze can be used to finish off Phantoms or other enemeis who have retreated behind cover or even on the other side of walls---Snap Freeze ignores walls and cover, remember this, because it's applicable to many situations!
On Tech Burst/Explosions:
http://social.biowar...6464/1#14517006
This thread is an excellent reference to the explosion potential of the Paladin! While not strictly neccessary to know, this information will improve your game! Credit to MikeSlackenerny for sharing this insight!
Modifié par Rudest, 26 octobre 2012 - 07:27 .





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