Wayward Souls

Wayward Souls

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Paladin Guide (WIP) Beware SPOILERS
By Farmer
Guide to the stalwart and gallant paladin! (WIP)
   
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Introduction
SPOILERS AHEAD! At least unlock paladin first if you don't want to be spoiled!

You have conquered the labyrinth, the final dungeon. And yet you feel something is unfinished, that some business has not been settled. The shadow still looms over......

That's why we need to back to the beginning, this time as Gallus, the rookie paladin. He's the ultimate character of Wayward Souls, and you will need his divine powers to face the last true dungeon.\
Pros
-Highest HP in the game, at 47 with upgrades
-WILL always find a shrine with upgrades
-Starts with greatsword, allowing him to hit at safer range
-Can stun and deal damage in huge AoE in the form of Sun Flare
-Starts with a projectile that hits 3 enemies at once.
-Insanely overpowered emberforge upgrades.
-Can heal by using Sunstone Jewel (Unique Paladin Consumable) or Light Ray scroll.
-Can restore energy with abilities
Cons
-No extra health recovery and fountains only restore 6 hp. This is a very huge problem, and makes Paladin potential very hindered.
-Slow attack speed in general.
-Reliant on his marks, which can only drop from crates, so need to converse them
Playstyle
The paladin is a greatsword user, similar to the warrior, so some people may play him like a warrior, however this is a huge mistake. The warrior can afford to be aggressive, take beatings, and still in general be okay, due to the shield and health recovery. However, the paladin doesn't have this luxury, since his fountain only restores 6 HP. The paladin may have high initial HP, but hits eventually stack up and Paladin will eventually die, if you aren't careful.

To play the paladin, one must play him defensively, at least until you get full stack of his overpowered emberforge upgrades. Dodge hits, slash enemies, repeat until enemies die. Do this routine and at least on the easier rooms you will take little damage. A little bit of patience can afford a lot of HP for later.

However, rooms will eventually escalate in difficulty, and this is where the paladin holy powers become invaluable. Marks clear projectiles, stuns, and deals huge damage, making them good for getting out of sticky situations. However, they don't drop from enemies. so don't make the mistake of spamming them unless it's really necessary to conserve HP (Such as in boss battles). To conserve mark charges, remember that you can also use your holy bolts, which can deal ranged units quite handily, able to pierce 3 enemies.

His consumables are quite handy too. Drakefire grease is insane for DPS, Ray of light is good for clearing narrow lines, and lastly Sunstone Jewel is a super mark that explodes 3 times, which is incredibly powerful. Ray of light and Sunstone Jewel restores HP with upgrades, so it can compensate the lack of HP from fountain.

Lastly shrines are incredibly useful, and the key to paladin success. Every level, a shrine spawns, and different types of shrines stack. By stacking shrines buffs, shrines become harder to remove, as well as makes the paladin overpowered simply through combination of different powerful bonus. Try to protect shrine charges, such as by using marks and spells, and the shrines will carry your Paladin.