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If you're mainly thinking "warrior with some healing powers and a do-gooder attitude" then you pretty much follow the warrior or knight type of build and ensure that you have 1-2 points of Air, Earth, and Water magic for the non-stat-dependent buffs and heals, while choosing appropriate dialogue options (and probably the Soldier and Scholar tags). In this case they'll play pretty much like any other melee heavy when it comes to combat tactics, which leaves the rest of the party build wide open.
But i still dont know what kind of team is good with that kind of melee.
If i use 1h, do i need another melee?! Another healer?!
Ahalala.. Guess ill try anyrhing 2day lol.. Spent like 5hrs yesterday just wondering what to use..
My paladin, physical
Juggernaught, physical/magical
Ranger summoner, physical/magical
Elementalist, magical ( and physical if i can put some necro )
Used a '' team guide '' to help me, but the guy used a ' magick archer ' in place of the elementalist. It should not cause that of a problem, i hope so.. Ill tell you how it goes..
If you have sone ideas to make it better dont hesitate to tell me!!!!
take your time and quicksave a lot.
imo Paladin means a character that wields either 1H+shields or a 2H melee weapon, and uses warfare + hydro + geo (+ maybe huntsman for the first aid ability depending if you need more healing)
a fitting party focuses on physical damage, since the paladin does minor dmg being the support/tank of the group but can still CC with warfare skills once armor is gone ( hence the physical focus )
try necromancy+geo focusing on INT stat, and using necro to do dmg and geo for oil and armor buffs.
add a ranger and add pyro to it for ranged dmg and pyro stat buffs ( haste and clear mind)
last spot; why not a polymorph character? every single thing in poly scales with strength as far as i know and it's easy to add in warfare and hydro to also get the combined heals on this one.
get a summoner if you think you need a 5th character because that's basically what a summoner does for you.
once you leave the first island you can freely change your party to whatever you want but you will still need to buy the new skills then so no need to just restart all over again
-Since you'll most likely be healing yourself alot, get the living armorer talent (35% of healing recived replenishes magic armor)
-Make cleanse wounds (this spell was practically designed for paladins. You need 1 in hydro and 1 in warfare for it. Combine a hydro book with a warfare book and it'll make this skill.)
-One handed weapons are realtivley weak in this game, so I'd advise two handed. But if you really want to one handed DPS you'll have to dump alot in strength and make a crit build. Crit builds work great with humans, as they have a 5% extra crit chance and 10% extra crit damage. I'd advise picking up clear minded on your mage to buff your paladin and increase their crit chance.