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Paladin Class Overview (redirected from Protective Class Overview)

Page history last edited by Azmodan 10 years, 10 months ago

Class Overview:

The Paladin class is the most defensive class playable in Monster Evolution. Paladins have the highest resistance and health caps but pay gravely for it with low damage, adrenaline and ammo caps. The Stats Overview will provide you with the exact numbers. The Paladin specializes in abilities that regenerate his own HP and shield as well as medkits and healing weapons. There are two roles a Paladin can fulfill, stay back and heal all hurt team members or stay at the front as a living meat shield and take the damage for the party. To increase the usefulness, Paladins are able to summon spirits with life or resistance increasing auras for everyone in range. As said before, the Paladin can't store adrenaline very well but his abilities are quite expensive, therefore the help of a Support class is highly appreciated. 

 

Development:

Rank 1: Very low damage and ammo limit the offensive but at least you can take some damage. Very few useful abilities are available.

Rank 2: You are able to spawn with full HP and shield which together can already easily exceed 600. Spirits are available but still vulnerable and expensive at this point. You will have enough work with maxing the base stats adren, ammo, health and resistances.

Rank 3: Already more HP than any other class can gain on rank 4. Healing weapon becomes available, as well as the regeneration abilities.

Rank 4: Living rock, almost impossible to kill. Healing sphere and life burst allow healing without your direct attention and in mid battle. Each of your spirits makes a major difference in your party's battle strenght.

 

Unique Ability:

The Paladin gains adrenaline for every damage he takes. 6% of the damage will be rewarded as adrenaline per rank.

 

Threat:

Your so called threat, is an invisible multiplier on any experience, for leveling, you gain by shooting enemies. Since the classes do different amounts of damage, the possibility of threat evens out the classes so every class has the same chances for experience.
The Paladin class gains threat by summoning spirits, medkits and for rolling healing weapons (not for healing with them). Mocking weapons also increase threat but only for the moment when hitting an enemy. Protecting your party with Life Cord or Aegis also gives Threat.

 

Ability Recommendation: 

Advanced Medkit (ME)  -> cheap and increases the chance of your medkits being taken, get it!

Aegis (ME) -> extremely powerful if used at the right time. Can get a party through almost any situation. Cost many many stat points considering prerequisites and adrenaline points. You will need a Support next to you.

Aggravator (ME) -> good for gaining exp with the low damage. The more Health the enemy has the better the effect.
Airborne (ME)
-> get it!

Armor Supremacy (ME) -> early levels have very limited caps, rank 3 is advised for this. Only useful in combination with more shield though.

Enhanced Armor (ME) -> high adrenaline running costs so only limited use possible but if you can get your resistances over 100% you can even heal getting hit.

Enhanced Health Pickup (ME) -> expensive but worth it since it works on your own medkits. Up to 180 Health for 70 adrenaline.

Experienced Healing (ME) -> a little reward for caring for your party. Get it soon or don't get it at all.

Field Medic (ME) -> especially the life burst saves lives.

Hallowed Warrior (ME) -> if you are up for Demon hunting. There aren't that many demons though.

High Metabolism (ME) -> extreme health for 3 minutes.

Life Cord (ME) -> forget the lower levels, it will kill you.

Loaded Medic (ME) -> most important ability, get it when you hit level 100 or be kicked to death by your party!

Medic Awareness (ME) -> helps, but the desperate "medic"-cries are normally enough to find hurt people, extremely cheap though.

Medkit (ME) -> much more effective than boostering. At least level 2 everything else is an extra.

Personal Medkit (ME) -> only 500HP which isn't even 1 fill on a mid-high level Paladin, useful early but you can do without.

Regeneration (ME) -> needs a high HP cap to be effective.

Reinforced Armor (ME) -> good since it increases your normal start HP by 100 and full shield.

Spirit Mastery (ME) -> if you use spirits its essential.

Summon Guardian (ME) -> sparkles nice but its use is limited to maps with many close combat monsters (aliens, shrikes, ...)

Summon Oak Sage (ME) -> up to 50% more HP for everyone.

Summon Spector (ME) -> high resistances needed yourself to be able to buy it, there is more important things to buy first. But when there are 2 Paladins, one with Spector one with Oak Sage then Holy Shit!

Summon Spirit (ME) -> fully developed a very useful beast.

 

Back to FrontPage or take a look at the other classes: Berserker Class Overview, Necromancer Class Overview, Support Class Overview

 

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