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Paladin

Paladin (PLD) Abilities, Traits, Combos and Cross Class Skills


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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, CNJ 15

* Quest giver/name may be incorrect (1.23 info), conditions have been updated for ARR.

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. Below is a list of abilities that the Paladin job can equip to their bar and select to use at any time as long as their timer is available.

As a Paladin you should be focusing on VIT as this increases HP, as well as STR and DEX for block and parry. For more info on how to play Paladin see our Paladin Guide.


Abilities


Abilities are actions 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.

DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Rogue | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | Ninja | SMN SCH | White Mage | Black Mage

Name Level Cast Recast MP TP Range Radius
FFXIV - Paladin - Sword Oath Sword Oath 30 0 2.5 266 0 0y 0y
Increases the potency of auto-attacks by 50.
Cannot be used with Shield Oath.
Effect ends upon reuse.
FFXIV - Paladin - Cover Cover 35 0 120 0 0 10y 0y
Take all physical damage intended for another party member. Can only be used when member is closer than 10 yalms.
Duration: 12s
FFXIV - Paladin - Shield Oath Shield Oath 40 0 2.5 366 0 0y 0y
Reduces damage received by 20%, while lowering damage dealt by 20% and increasing enmity. Cannot be used with Sword Oath.
Effect ends upon reuse.
FFXIV - Paladin - Spirits Within Spirits Within 45 0 30 0 0 3y 0y
Delivers an attack with a potency of 300. Potency decreases as HP decreases.
Additional Effect: Silence
Duration: 1s
FFXIV - Paladin - Hallowed Ground Hallowed Ground 50 0 420 0 0 0y 0y
Renders you impervious to most attacks. Duration: 10s


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


Cross Class Abilities


In FFXIV: A Realm Reborn it is possible to use some abilities from other classes providing you have unlocked them on that class. You can then equip them on your Paladin no matter what your level.

Name Level Cast Recast MP TP Range Radius Class From
FFXIV - Conjurer - Cure Cure 2 2 2.5 133 0 30y 0y CNJ
Restores target's HP. Cure Potency: 400
Additional Effect: 15% chance next Cure II will cost no MP.
Duration: 15s
FFXIV - Marauder - Foresight Foresight 2 0 90 0 0 0y 0y MRD
Increase defense by 20%. Duration: 20s
FFXIV - Marauder - Skull Sunder Skull Sunder 4 0 2.5 0 60 3y 0y MRD
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity.
Combo Action: Heavy Swing
Combo Potency: 200
Grants Wrath when used with Defiance. Duration: 30s
FFXIV - Marauder - Fracture Fracture 6 0 2.5 0 80 3y 0y MRD
Delivers an attack with a potency of 100.
Additional Effect: Damage over time.
Potency: 20
Duration 30s (Duration 18s below level 28)
FFXIV - Conjurer - Protect Protect 8 3 2.5 266 0 30y 15y CNJ
Increases the physical defence of all party members within range of target.
Duration: 30m
FFXIV - Marauder - Bloodbath Bloodbath 8 0 90 0 0 0y 0y MRD
Converts 25% of physical damage dealt into HP.
Duration: 30s (Duration 15s below level 20)
FFXIV - Conjurer - Raise Raise 12 8 2.5 798 0 30y 0y CNJ
Resurrects target to a weakened state. (Cannot be used when in combat until level 28.)
FFXIV - Marauder - Mercy Stroke Mercy Stroke 26 0 40 0 0 3y 0y MRD
Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%.
If delivered as the killing blow, up to 20% of your maximum HP will be restored.
FFXIV - Conjurer - Stoneskin Stoneskin 34 3 2.5 399 0 30y 0y CNJ
Creates a barrier around target that prevents physical damage totaling 18% of target's maximum HP. (10% until 36)


PvP Actions & Traits


PVP actions and traits are skills which can only be used in PvP battles. They can be purchased using Action Points (AP), which is earned via fightng in PvP battles. In general there are three potencies of each action and you can upgrade them by spending more AP on them. For more on PvP, visit our PvP pages. For a Paladin we recommend you go for Vitality with the traits.

Name Recast Range
FFXIV - PVP - Enliven Enliven 240 0y
Instantly restores 50% TP.
Enhanced Enliven: Shortens recast time to 180 seconds.
Enhanced Enliven II: Increases TP recovery to 75%.
FFXIV - PVP - Full Swing Full Swing 180 0y
Delivers an attack with a potency of 150. Additional Effect: Damage over time
Potency: 30 Duration: 15s Additional Effect: Increases target's damage taken by 10% Duration: 15s
Enhanced Full Swing: Shortens recast time to 150 seconds.
Enhanced Full Swing II: Increases durations to 20 seconds.
Enhanced Full Swing III: Increases target's damage taken by 20%.
FFXIV - PVP - Glory Slash Glory Slash 150 0y
Delivers an attack with a potency of 170 to all enemies in a cone before you.
Additional Effect: Removes one beneficial status from target
Enhanced Glory Slash: Shortens recast time to 120 seconds.
Enhanced Glory Slash II: Increases potency to 200.
FFXIV - PVP - Purify Purify 180 0y
Removes all detrimental effects. Can be used regardless of status affliction.
Enhanced Purify: Shortens recast time to 150 seconds.
FFXIV - PVP - Testudo Testudo 180 0y
Reduces damage taken by target party member by 15%. Duration: 15s Cannot be cast on self.
Enhanced Testudo: Shortens recast time to 150 seconds.
Enhanced Testudo II: Extends duration to 20 seconds.
Enhanced Testudo III: Increases damage reduction to 25%.
FFXIV - PVP - Enhanced Dexterity (PvP) Enhanced Dexterity (PvP) 0 0y
Increases dexterity by 2.
FFXIV - PVP - Enhanced Dexterity II (PvP) Enhanced Dexterity II (PvP) 0 0y
Increases dexterity by 4.
FFXIV - PVP - Enhanced Dexterity III (PvP) Enhanced Dexterity III (PvP) 0 0y
Increases dexterity by 6.
FFXIV - PVP - Enhanced Intelligence (PvP) Enhanced Intelligence (PvP) 0 0y
Increases intelligence by 2.
FFXIV - PVP - Enhanced Intelligence II (PvP) Enhanced Intelligence II (PvP) 0 0y
Increases intelligence by 4.
FFXIV - PVP - Enhanced Intelligence III (PvP) Enhanced Intelligence III (PvP) 0 0y
Increases intelligence by 6.
FFXIV - PVP - Enhanced Mind (PvP) Enhanced Mind (PvP) 0 0y
Increases mind by 2.
FFXIV - PVP - Enhanced Mind II (PvP) Enhanced Mind II (PvP) 0 0y
Increases mind by 4.
FFXIV - PVP - Enhanced Mind III (PvP) Enhanced Mind III (PvP) 0 0y
Increases mind by 6.
FFXIV - PVP - Enhanced Piety (PvP) Enhanced Piety (PvP) 0 0y
Increases piety by 2.
FFXIV - PVP - Enhanced Piety II (PvP) Enhanced Piety II (PvP) 0 0y
Increases piety by 4.
FFXIV - PVP - Enhanced Piety III (PvP) Enhanced Piety III (PvP) 0 0y
Increases piety by 6.
FFXIV - PVP - Enhanced Strength (PvP) Enhanced Strength (PvP) 0 0y
Increases strength by 2.
FFXIV - PVP - Enhanced Strength II (PvP) Enhanced Strength II (PvP) 0 0y
Increases strength by 4.
FFXIV - PVP - Enhanced Strength III (PvP) Enhanced Strength III (PvP) 0 0y
Increases strength by 6.
FFXIV - PVP - Enhanced Vitality (PvP) Enhanced Vitality (PvP) 0 0y
Increases vitality by 2.
FFXIV - PVP - Enhanced Vitality II (PvP) Enhanced Vitality II (PvP) 0 0y
Increases vitality by 4.
FFXIV - PVP - Enhanced Vitality III (PvP) Enhanced Vitality III (PvP) 0 0y
Increases vitality by 6.




DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Rogue | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | Ninja | SMN SCH | White Mage | Black Mage


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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 ^^