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Paladin (Final Fantasy XI)

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XI Paladin Artwork
"Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield."
—Official Description

Paladins appear in Final Fantasy XI as an advanced job available to characters who have completed the Paladin flag quest after attaining level 30 with at least one job.

Paladins in Final Fantasy XI are one of the two main "tanks," a massive multiplayer term for a tough character that tries to keep the attention of an enemy. They do this by having a high Vitality and Defense, protective and curative white magic, and defensive abilities like Cover, Sentinel, Rampart, and Invincible which actually does render a paladin immune to physical damage for a short period of time (magic damage is still received as normal).

Contents

Becoming a PaladinEdit

The quest to become a Paladin begins in San d'Oria. This is the only quest for an advanced job that has prerequisites besides a level requirement and a quest. A player must first complete two Squire's Tests before they can be eligible for the Knight's Test. The Squire's quests can be completed before the character reaches level 30.

The Quest to become a paladin takes you to Davoi, the capital of the Orc nation. Strangely enough, the proud Elvaan Knights send you on what is basically a sneaking mission to find an old well. Inside is more than water, but a dead paladin's soul. After you retrieve the knight's soul you have proven yourself worthy and earn the right to level as a Paladin.

Paladin AbilitiesEdit

Job AbilitiesEdit

Level  Name
1  Invincible
5  Holy Circle
15  Shield Bash
30  Sentinel
35  Cover
62  Rampart
75
Merit
 Fealty
 Chivalry
78  Divine Emblem
87  Sepulcher


Job TraitsEdit

Level  Name
5  Undead Killer
10  Defense Bonus
20  Resist Sleep
25  Shield Mastery
30  Defense Bonus II
35  Auto Refresh
40  Resist Sleep II
50  Defense Bonus III
 Shield Mastery II
60  Resist Sleep III
70  Defense Bonus IV
75  Shield Mastery III
75
Merit
 Guardian
 Iron Will
76  Defense Bonus V
77  Shield Defense Bonus
79  Critical Defense Bonus


Spell ListEdit

Level  Spell
5  Cure
7  Banish
10  Protect
17  Cure II
20  Shell
30  Cure III
 Protect II
Level  Spell
34  Banish II
37  Flash
40  Shell II
50  Protect III
 Raise
55  Cure IV
 Holy
Level  Spell
60  Shell III
61  Reprisal
70  Protect IV
77  Phalanx
80  Shell IV
85  Enlight
90  Protect V


Combat Skill RatingsEdit

 Skill Rank Caps by Level
1 37 45 75 90
 Sword A+ 6 114 138 276 361
 Club A- 6 114 138 269 354
 Staff A- 6 114 138 269 354
 Great Sword B 5 109 132 250 335
 Dagger C- 5 105 128 220 305
 Polearm E 4 94 114 200 255
 Shield A+ 6 114 138 276 361
 Evasion C 5 105 128 225 310
 Parrying C 5 105 128 225 310


Magic Skill RatingsEdit

 Magic Rank Caps by Level
1 37 45 75 90
 Divine B+ 5 109 132 256 341
 Healing C 5 105 128 225 310
 Enhancing D 4 101 122 210 280

Paladins in Final Fantasy XIEdit

Paladin FFXI Ikeda Art

StrengthsEdit

  • Strongest defense in the game and a high shield skill make Paladins capable of surviving hits other jobs cannot.
  • Paladins have a variety of spells and abilities designed to direct enmity towards them and/or away from other party members making them ideal tanks, protectors of the party.
  • Paladins have a very large amount of Enmity equipment available and can hold hate very well in most situations.

WeaknessesEdit

  • Depending on what enemy is to be fought, a Paladin may not be as useful as a Ninja because of the damage he will take. Some creatures hit too hard for even a paladin to survive. Other enemies attack quickly but with relatively low accuracy--high enough to hit paladins though--and pose less of a threat to other potential tanks.
  • Due to player preferences, it may be difficult to find an experience party at extremely high levels.


Support JobsEdit

WarriorEdit

Warrior is the major support job for Paladins up through level 70 and for almost every purpose they would be used in high-end events. The simple reason for this is just that warriors get the ability Provoke, the simplest and most reliable way of creating enmity. Certain other abilities are enjoyed by Paladins, such as Defender and double attack.

NinjaEdit

Sometimes Paladins between level 70 and level 75 will use a ninja support job to function purely as a direct damage. With the support job they can function reasonably well in TP-burn parties with their A+ rating in sword as well as benefit from Blink through Utsusemi. A ninja sub can also be useful for soloing because Utsusemi reduces the need for healing (and thus downtime), and Paladin/Ninja tanks can work in situations that don't require large amounts of enmity generation. Paladins have an advantage over some other jobs that use Ninja as a support job in that Shield Mastery will prevent spell interruptions from damage if the hit is blocked with a shield, which when combined with Flash, substantially improves the efficacy of Utsusemi: Ichi.

Red MageEdit

When soloing, Red Mage can be an effective support job for Paladins due to an increased MP pool and spells like Phalanx and Stoneskin to reduce damage, while also having en- spells like Enblizzard to increase damage dealt, usually with a sword and shield set-up.

DancerEdit

The most popular job for solo Paladins in 2010's Final Fantasy XI, PLD/DNC allows the Paladin to continue to heal himself or herself even when MP is running desperately low.

Other appearancesEdit

Final Fantasy Trading Card GameEdit

Paladin XI TCG

Paladin appears in Final Fantasy Trading Card Game.

GalleryEdit

 
Paladin FFXI Ikeda Icon
 
Mithra PLD (FFXI)
 
PLDAF
v · e · dFinal Fantasy XI Jobs
Basic Jobs
Warrior - Monk - White Mage - Black Mage - Red Mage - Thief
Original Advanced Jobs
Paladin - Dark Knight - Beastmaster - Bard - Ranger - Summoner
Rise of the Zilart Jobs
Samurai - Ninja - Dragoon
Treasures of Aht Urhgan Jobs
Blue Mage - Corsair - Puppetmaster
Wings of the Goddess Jobs
Dancer - Scholar
Seekers of Adoulin Jobs
Geomancer - Rune Fencer
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