Paladin

Paladin combines Taunt and tank stances with healing, stuns, protective magic, and undead-oriented effects. It can anchor a loadout defensively while contributing group recovery and Spellblade-compatible casting.

Overview

Primary Role

Defensive hybrid tank with healing, stuns, and divine utility

Resource Profile

Mana and Endurance interact through spells, stances, and invocations.

Damage Profile

See Melee, Spells, and the class details below for the delivery families this class supplies.

Multiclass Function

The class contributes its skills, spells, passives, stance access, and invocation access to the active loadout; overlapping mechanics use their own cap and stacking rules.

Primary Attributes

For component definitions, see Stats & Attributes and Attack Resolution.

Stances

Invocations

Class Details

Taunt and tank stances

Paladin has Taunt from level 1 and access to Defensive and Mage Hunter stances in the current catalogue. T2; a distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Healing and stuns

The class package combines direct recovery and control with weapon pressure, supporting both threat and survival. T2

Spellblade access

Paladin can convert an eligible first-gem spell into a weapon proc through Spellblade Invocation. T2

Healing and protective support

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Stuns and undead pressure

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Defensive, Divine, and Spellblade options

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Strengths by Level Range

These breakpoints identify spells, abilities, or skills that materially change the class’s damage, control, recovery, or group value. They are highlights rather than a complete spell list.T2

Levels 1–19

  • Early threat, emergency recovery, blind, and mana-converting damage establish the holy bruiser package (1: Taunt, 1: Lay Hands, 2: Flash of Light, 9: Smite, 9: Yaulp, 17: Parry).
  • Smite converts part of maximum Mana into amplified magic damage and reduces the reuse of Lay Hands when it lands.

Levels 20–34

  • Double Attack and stronger recovery improve offensive uptime (20: Double Attack, 30: Greater Healing, 30: Reconstitution, 30: Riposte).
  • This range is where Paladin can hold threat, contribute melee damage, and recover the group without becoming a pure healer.

Levels 35–50

  • Late utility adds a targeted stun and broader weapon control (35: Divine Stun, 40: Disarm).
  • Paladin’s highest damage value often comes from combining Smite, weapon attacks, and Spellblade while its healing prevents stance swaps.

Multiclass Synergy Boundaries

What stacks
Distinct skills, spells, passives, pets, utility, and stance/invocation access can combine when their own stacking rules permit.
What does not automatically stack
Duplicate crowd control, avoidance skills, buffs, and cap-based mechanics do not become additive merely because two classes grant them.
Evaluation method
Identify the mechanic supplied by Paladin, link to its canonical rule, then compare marginal value against the other two active classes.

Developer Commentary

Official patch notes and developer demonstrations identify the following implemented changes or design boundaries. Statements about planned work remain provisional until shipped.

Open Verification Questions

Balance-sensitive: exact spell, discipline, AA, stance, and invocation values may change. This page centralizes stable class boundaries and sends numerical effects to their canonical reference pages.