Paladin
General Tips-
Judgement is often an underused spell. Judgement of Justice will stop monsters from running away. This behavior is very common in instances and it is good practice to get used to stopping them. Judgement of Light will act as a form of area healing.
Cleanse will remove one magic, poison, and disease effect from a player. There are instances where these types of effects can be devastating. Be mindful of when your party has one of these effects, and remove it as soon as you can.
Divine Intervention takes some planning to use, but can save one group member (usually someone who can resurrect others) from dying. It only lasts for 30 seconds so its timing takes practice. The best time to use it is when you feel that the group cannot win the fight and you have no other spells to help keep the target from dying.
The blessing line of spells can be custom-tailored to the individual. Blessing of Might may be good for a tanking warrior, but a damage dealing warrior may want Blessing of Salvation if they can’t maximize their damage due to aggro.
Aggro Management-
Divine Shield and Blessing of Protection are tricky to use in a group. These spells cause monsters to ignore the targeted player and attack whoever is next on their aggro list. If you are certain that the next person on the list will live, these spells can save the party if a teammate is near death and needs time before they can be healed.
Seal of Fury and Judgement of Fury apply a set amount of aggro per hit. They work best with fast weapons or spells. One easy way to grab the attention of a group of monsters is to cast Judgement of Fury onto them and use Consecration, Holy Shield, or Retribution Aura. The damage may be low, but these spells hit very fast..
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