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Paladin

Paladin (PLD) Actions, Traits and Role Actions


FFXIV - Disciples of War - Paladin
The elite of the Sultansworn bend the knee to the sultanate of Ul'dah, swearing a solemn oath to serve the nation as its sword and shield. Clad in brilliant silver armor and called paladins, these men and women were once the pride of the nation, held in high esteem by nobles and smallfolk alike.

But their glory days are no more, for as the sultanate's power waned, so too did the prestige of the paladin. They are now but a shadow of their former selves, and the sultana must needs turn to sellswords for protection.

In these troubled times, command of the Sultansworn has fallen to a young paladin named Jenlyns. Desperate to restore their honor, he has resorted to recruiting outsiders and training them in the legendary battle arts of the paladin, once a closely guarded secret.

Patch 1.21 saw the introduction of jobs to FFXIV, which allows you to become one of the traditional jobs from the FF series after completing a quest.


A Gladiator can become a Paladin by equipping the Soul of the Paladin item after completing the first quest. The details for this quest are below.

Quest NPC Location Conditions
Paladin's Pledge Lulutsu Ul'dah Merchant Strip, Gladiators' Guild GLA 30

For each quest you complete, you will be rewarded with a new ability, while the latter quests will also reward you with artifact (AF) armour that is shown in the screenshot above.


Introduction to Paladin


Paladin is a tank job which uses defensive tactics to hold enmity. It is still capable of dealing decent damage however this should not be your main priority - you should always focus on defense before offense.


Attributes


As a Paladin your main stat is Vitality (VIT) as this increases your HP and allows you to survive big attacks from bosses. You should be focusing on equipment with this stat. It is also worth looking at equipment with Strength (STR) to increase your damage and the percentage of damage mitigated by block and parry as this will be useful in boss fights.

For secondary stats you should be focusing on the likes of Direct Hit Rate, Determination, Critical Hit Rate and Skill Speed in addition to simply boosting VIT. However you'll find Skill Speed is generally not worth it.

Skill Speed and Critical Hit Rate are self explantory in what they do. For the other two, Determination is used to boost the damage dealt by all attacks and the amount of HP recovered when healed while Direct Hit Rate is Stormblood's replacement for Accuracy. Instead of a simple hit or miss effect that Accuracy could give, having low Direct Hit Rate for a fight will reduce damage dealt so it is important to improve this stat.


Actions


Actions are skills that the Paladin can equip to their bar and select to use at any time as long as their timer is available. Actions used in a combo will generate additional damage and effects. All Paladin actions are exclusive to that job.


AST  BRD  BLM  DRK  DRG  MCH  MNK  NIN  
PLD  RDM  SAM  SCH  SMN  WAR  WHM

Name Level Cast Recast MP TP Range Radius
FFXIV - Paladin - SheltronSheltron 35 0 50 0 0y 0y
Block incoming attacks.

Duration: 6 s

Oath Gauge Cost: 50
FFXIV - Paladin - ProminenceProminence 40 0 2.50 0 0y 5y
Delivers an attack with a potency of 100 to all nearby enemies.

Combo Action: Total Eclipse

Combo Potency: 220 Combo Bonus: Restores MP
FFXIV - Paladin - CoverCover 45 0 1200 0 10y 0y
Take all damage intended for another party member.

Duration: 12s

Oath Gauge Cost: 50

Can only be executed when member is closer than 10 yalms. Does not activate with certain attacks.
FFXIV - Paladin - Hallowed GroundHallowed Ground 50 0 4200 0 0y 0y
Renders you impervious to most attacks.

Duration: 10s
FFXIV - Paladin - Goring BladeGoring Blade 54 0 2.50 0 0y 0y
Delivers an attack with a potency of 100.

Combo Action: Riot Blade

Combo Potency: 390

Combo Bonus: Damage over time

Potency: 85

Duration: 21s
FFXIV - Paladin - Divine VeilDivine Veil 56 0 900 0 0y 0y
Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yalms.

Duration: 30s

Barrier Effect: Prevents damage up to 10% of your maximum HP

Duration: 30s

Effect ends upon additional HP recovery via healing magic.
FFXIV - Paladin - ClemencyClemency 58 1.5 2.50 0 30y 0y
Restores target's HP.

Cure Potency: 1200

Additional Effect: Restores to self 50% of HP restored to target if target is a party member
FFXIV - Paladin - Royal AuthorityRoyal Authority 60 0 2.50 0 0y 0y
Delivers an attack with a potency of 100.

Combo Action: Riot Blade

Combo Potency: 550 Combo Bonus: Grants 3 stacks of Sword Oath

Duration: 15s
FFXIV - Paladin - InterventionIntervention 62 0 100 0 30y 0y
Reduces target party member's damage taken by 10%.

Duration: 6s

Additional Effect: Increases damage reduction by another 50% of the effect of Rampart or Sentinel if either are active

Oath Gauge Cost: 50
FFXIV - Paladin - Holy SpiritHoly Spirit 64 1.5 2.50 0 25y 0y
Deals unaspected damage with a potency of 350.
FFXIV - Paladin - RequiescatRequiescat 68 0 600 0 0y 0y
Deals unaspected damage with a potency of 550. Potency decreases as own MP decreases.

Additional Effect: Increases attack magic and healing magic potency by 50% if current MP is at 80% or higher , and allows spells to be cast immediately Duration: 12s
FFXIV - Paladin - Passage of ArmsPassage of Arms 70 0 1200 0 0y 8y
Increases block rate to 100% and creates a designated area in a cone behind you in which party members will only suffer 85% of all damage inflicted.

Duration: 18s

Effect ends upon using another action or moving (including facing a different direction).

Cancels auto-attack upon execution.
FFXIV - Paladin - Holy CircleHoly Circle 72 1.5 2.50 0 0y 5y
Deals unaspected damage with a potency of 250 to all nearby enemies.
FFXIV - Paladin - InterveneIntervene 74 0 300 0 15y 0y
Rushes target and delivers an attack with a potency of 200.

Maximum Charges: 2

Cannot be executed while bound.
FFXIV - Paladin - AtonementAtonement 76 0 2.50 0 0y 0y
Delivers an attack with a potency of 550.

Additional Effect: Restores MP

Can only be executed while under the effect of Sword Oath.
FFXIV - Paladin - ConfiteorConfiteor 80 0 2.50 0 25y 5y
Deals unaspected damage with a potency of 800 to target and all enemies nearby it.

Can only be executed while under the effect of Requiescat. Effect fades upon execution.


As well as these the Paladin can also equip Gladiator actions.


Combos


The Paladin job has the following combos which can be executed. These will give extra damage and effects.

Fast Blade > Savage Blade
Fast Blade > Riot Blade
Savage Blade > Rage of Halone

Fast Blade > Savage Blade > Rage of Halone



Role Actions


Since the Stormblood expansion for FFXIV, cross class actions were removed and replaced with the concept of "role" actions. Role actions are more generic as they don't belong to specific classes, but instead to roles such as melee DPS, magic DPS, healer or tank. The Paladin can equip up to 5 of these.

Name Level Cast Recast MP TP Range Radius


PvP Actions


From the Stormblood expansion PvP was revamped significantly and you can no longer use PvE actions during PvP battles. That means all of the actions above you can no longer use in PvP. Action Points (AP) were also removed. While some of the dedicated PvP actions do have the same name, they will have different potencies or effects. Below are the PvP actions that are unique to the Paladin. There exists even more PvP actions and even traits but these are not unique to the Paladin. You can find these further down the page.

Name Cast Recast MP TP Range Radius
FFXIV - PVP - Aegis Boon Aegis Boon 0 0 0 0 0y 50y
Reduces damage taken by self and nearby party members by 25%.
Duration: 15s
Can only be executed while the Adrenaline Gauge is full.
FFXIV - PVP - Uncover Uncover 0 3 0 0 0y 0y
Removes Cover status.


Shared PvP Actions


The following is a list of PvP actions which are shared across all classes and jobs. These can only be used in PvP areas and you are limited to selecting two of them.

Name Cast Recast MP TP Range Radius
FFXIV - PVP - Aetheric Siphon Aetheric Siphon 0 6 0 0 25y 0y
Activates the instrument.
FFXIV - PVP - Anti-gravity Gimbal Anti-gravity Gimbal 0 5 0 0 0y 0y
Simulates the spell Levitate using Nero tol Scaeva's odd contraption.
FFXIV - PVP - Bolt Bolt 0 45 0 0 0y 0y
Movement speed is increased.
Duration: 10s
Chimatsuri 4.5 45 0 0 8y 0y
FFXIV - PVP - Concentrate Concentrate 0 45 0 0 0y 0y
Creates a barrier preventing Stun, Sleep, Bind, Heavy, Slow, Silence, and knockback effects.
Duration: 10s
FFXIV - PVP - Deflect Deflect 0 2 0 0 0y 4y
Scatters potentially harmful aether.
Doom Of The Living 4.5 45 0 0 8y 0y
Dragonsong Dive 4.5 45 0 0 8y 0y
FFXIV - PVP - Enliven Enliven 0 90 0 0 0y 0y
Restores 50% of maximum TP.
Final Heaven 4.5 45 0 0 8y 0y
Delivers an attack with a potency of 9,000.
FFXIV - PVP - Muse Muse 0 90 0 0 0y 0y
Restores 25% of maximum MP.
FFXIV - PVP - Purify Purify 0 45 0 0 0y 0y
Removes Stun, Sleep, Bind, Heavy, Slow, and Silence from target. Can be used regardless of own status affliction.
FFXIV - PVP - Recuperate Recuperate 0 45 0 0 0y 0y
Restores 25% of maximum HP.
FFXIV - PVP - Safeguard Safeguard 0 90 0 0 0y 0y
Reduces damage taken by 25%.
Duration: 10s
FFXIV - PVP - Smoke Screen Smoke Screen 0 2.5 0 0 0y 20y
Throw an incendiary device that creates a blanket of smoke temporarily granting you the Stealth status.
Ungarmax 3 30 0 0 14y 20y
FFXIV - PVP - Vril Vril 0 3 0 0 0y 0y
Use the aetheric residue lingering on your body to temporarily disguise yourself as one of Lakshmi's loyal dreamers.


Shared PvP Traits


The following is a list of PvP traits which are shared across all classes and jobs. These can only be used in PvP areas and you are limited to selecting three of them.

Name Description
FFXIV - PVP - Decreased Damage Taken Decreased Damage Taken Decreases damage taken by 3%.
FFXIV - PVP - Decreased Recast Time Decreased Recast Time Decreases recast time of additional actions by 20%.
FFXIV - PVP - Increased Action Speed Increased Action Speed Decreases weaponskill and spell cast and recast times by 3%.
FFXIV - PVP - Increased Damage Dealt Increased Damage Dealt Increases damage dealt by 3%.
FFXIV - PVP - Increased Healing Potency Increased Healing Potency Increases spell-based HP restoration by 5%.
FFXIV - PVP - Increased HP Increased HP Increases maximum HP by 5%.
FFXIV - PVP - Increased MP Regeneration Increased MP Regeneration Increases MP regeneration rate by 25%.
FFXIV - PVP - Increased Resistance Duration Increased Resistance Duration Increases duration of resistances by 50%.
FFXIV - PVP - Increased TP Regeneration Increased TP Regeneration Increases TP regeneration rate by 40%.


Paladin Equipment


The best equipment for your Paladin constantly changes depending on what was added in the latest patch so it is important to do your own research on top of this guide. We have broken the equipment down into tiers in order to give some indication of what you can use before you get up to that item level tier.

Slot Best Next Tier Third Tier
Main Hand Edengrace Bastard Sword
Augmented Deepshadow Sword
Deepshadow Sword
Shield
Head
Body Eorzean Bliaud
Hands
Legs
Feet
Waist
Neck Adventurer's Choker
Ear Adventurer's Earrings
Rings Adventurer's Ring
Wrist Adventurer's Bracelet




AST  BRD  BLM  DRK  DRG  MCH  MNK  NIN  
PLD  RDM  SAM  SCH  SMN  WAR  WHM


Comments


The following comments are from our legacy commenting system.

Anonymous
Jan 21, 2014 - 06:35:36 | Location: Nowhere, In a Box

I found that after 45 is where you really see pld grow as a tank. I have my pld to 50 and am working on valor gear. It seems like war is better at the beginning, but now I see how much I love my job. I have played as both. It's worth it if you want to be a main tank and really have high health and hate (enmity). Personally I think pld is better, but I might be biased. The cross class abilities from mar make it worth it. You get the best of both worlds.
 
Anonymous
Dec 23, 2013 - 16:21:36 | Location: Nowhere, In a Box

I might be missing something, but isn't it kind of crappy that Paladins lose out on a lot of helpful cross-class abilities that are available to Gladiators?

If I were to switch to Paladin I would lose 70% of my (hypothetical) cross-class build: Raging Strikes, Invigorate, Hawkeye, Featherfoot, Second Wind, Keen Flurry, and Haymaker.

While Shield Oath and Cover would undoubtedly be good for tanking (especially in situations where you can't prevent other party members from taking damage by simply holding aggro), do they sufficiently make up for this shortcoming?

Maybe I'm incorrectly assuming that Hallowed Ground will cause enemies to lose interest in you? I'm only at level 28.

 
Anonymous
Dec 02, 2013 - 06:41:00 | Location: Nowhere, In a Box

Both Defiance and Shield Oath will increase effective hp by 25%.
If you take 20% less damage the effect to health is 1.0/.8 --> 1.25.

That said, what really matters is the Wrath 15% increase to healing taken, but there Warrior definitely falls short of Paladin in terms of how much healing is needed to keep the tank alive. Even if the two passives/buffs were equal, the stronger the boss is compared to your heals, the further that pushes PLD ahead (though, vice-versa on weak enemies).

A 2.0 Warrior is essentially a matter of big numbers when in small ponds. It can practically self-heal WP and AK bosses, but as soon as something is seriously bigger than it is it falls behind Paladins, who scale with the enemy rather than being limited to their own stats.

(Note: Post made prior to patch)
2.1 Warriors will still likely fall behind Paladins in situations of extended streaming damage, but can burst mitigate more often. This still makes Inner Beast-Infuriate-Inner Beast more effective than Sentinel, lasting 12 compared to Sentinel's 10 seconds, and at a third of the cooldown (in addition to the 2-minute CD Sentinel's reduction currently listed for Vengeance), but consider also that PLD is still walking around with a permanent Rampart and one more main mitigation ability than Warrior (IB[~20-], Foresight[90], Vengeance[120], (Featherfoot[90]), (Storm's Path[7.5]), vs. Rampart[90], Foresight[120], Sentinel[180], Bulwark[180], (Flash), (Hallowed Ground)[480].
 
drake [Anon]
Nov 20, 2013 - 03:21:23 | Location: Nowhere, In a Box

according to SE they say that pld has the upper hand on survivability over warrior which is the reason that warrior will be getting a buff
 
Anonymous
Oct 22, 2013 - 15:11:48 | Location: Nowhere, In a Box

As for the tank buffs, Defiance is actually better due to the other effects it has besides HP+ and enmity+. As you stack Wrath you also get a 15% increase to healing taken (and crit). Paladins, however, have the ability to block as well as a no-cd stun. Both types of tank are necessary, both are just as good in many situations.
 
Anonymous
Oct 15, 2013 - 05:25:04 | Location: Nowhere, In a Box

Shield Oath scales with damage, Defiance scales with WAR's health. It's easy to see why Shield Oath is better.
 
Inarius
Oct 10, 2013 - 08:47:30 | Location: Unknown, United States

In regards to defiance looking better than shield oath I would actually say that shield oath is a bit better than defiance. Both increase survivability by exactly the same amount, yet shield oath has a smaller damage reduction (20% vrs 25%). The math is that a 25% hp increase is exactly 1/5th of your new hp total which is now 125%.
 
Vuxxy [Anon]
Oct 09, 2013 - 19:09:06 | Location: Nowhere, In a Box

Here is a video showing the paladin quest giver location..

https://www.youtube.com/watch?v=bfCwXrPopCg
 
Anonymous
Oct 02, 2013 - 13:40:03 | Location: Nowhere, In a Box

Well i was playing around with a equal lvl warrior in an instance last night and we were taking turns tanking mobs. I gotta say it was different. Fact of the matter is paladin is gonna hold hate better most of the time.... I simply had more "oh crap" buttons to hit. Secondly with the cycling of job abilities and shield oath I took significantly less damage. His mobs died a little faster while my mobs were a little less mana intensive on our healer. At this stage in the game it doesnt feel like a huge difference.
 
Anonymous
Oct 01, 2013 - 17:19:56 | Location: Nowhere, In a Box

I'm a lvl 38 Paladin and I was enjoying it but I can't help but think that Warriors are better, key point being WAR's Defiance granted at lvl 30
"Increases maximum HP by 25%, while lowering damage dealt by 25% and increasing enmity.
Effect ends upon reuse."

And the PLD version granted at lvl 40
"Reduces damage received by 20%, while lowering damage dealt by 20% and increasing enmity. Cannot be used with Sword Oath.
Effect ends upon reuse." Seems unfair that the WAR gets 25% more health while the PLD gets a damage reduction (Yes I understand that Tank require Damage Reduction skills) and the ten lvl difference also seems slightly unfair.
Just appears in my eyes slightly unbalanced although I am sure there is a reason for it
 
Nova [Anon]
Sep 27, 2013 - 09:16:58 | Location: Nowhere, In a Box

Best cross class IMO is Stoneskin, Forsight, Bloodbath, Mercy Stroke and Cure.

Skull Sunder is completely pointless, Protect is better left to healers, raise cant be use in combat, fracture only raise your dps slightly and doesnt generate much enmity.
 
anonymous [Anon]
Sep 25, 2013 - 13:14:32 | Location: Nowhere, In a Box

how to use the cross class ability?
 
theLEGEND [Anon]
Sep 03, 2013 - 14:00:32 | Location: Nowhere, In a Box

are these the only cross class skliss for paladin?

because gladiator is able to use a lot more refering to the guide.
 
Andy [Anon]
Sep 01, 2013 - 17:59:11 | Location: Nowhere, In a Box

Skull Sunder and Bloodbath icons wrong way round
 
Hmedon [Anon]
Aug 29, 2013 - 02:12:08 | Location: Nowhere, In a Box

Max vit= become any class you desire ^^