Final Fantasy 14 has a wide range of exciting jobs that serve a specific role in the game’s various modes. The Paladin, for example, is one of the game’s best Tanks that can dish out melee attacks and cast spells on the enemy while also protecting their teammates.
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The Paladin’s iconic sword and shield give them one of the more unique ability sets for their role and allow them to shine both offensively and defensively. If you’re looking for a job that can hold the fort, protect your team, and deal decent damage to the enemy, the Paladin is practically throwing itself at you.
Updated December 17, 2024, by Seth Parmer: Considering we haven’t touched this guide since the Dawntrail expansion launched for Final Fantasy 14, we decided to dive back into it and include everything that has changed since then, providing better Openers and Rotations for the Warrior Job, as well as bringing its gear up to its current best in slot!
The Rising Of The Shield Hero
Like most jobs in Final Fantasy 14, the Paladin job requires you to level a prerequisite class up to Level 30 before you can take on the role. In this case, you will have to unlock the Gladiator class and reach Level 30 before switching over to Paladin.
The Gladiator is one of the many starting jobs in the game, meaning you can select it after creating your character or learn the class as early as Level 1.
If you didn’t choose Gladiator as your starting class, you can pick it up by heading to Ul’dah – Steps of Thal and speaking to Lulutsu at the Gladiator’s Guild (X:9.2, Y:11.7). Accept and complete the quest “Way of the Gladiator” to become the class!
Road To Paladin
After obtaining Level 30 with your Gladiator, you can finally become a Paladin. To do this, make your way back to Ul’dah – Steps of Thal and speak with Lulutsu once more at the Gladiator’s Guild (X:9, Y:11).
Pick up and complete the quest “Paladin’s Pledge” to receive the Soul of the Paladin, which allows you to officially become a Paladin! From here, you will have to reach Level 100 to get the most out of the job.
If you need help leveling your jobs in Final Fantasy 14, please follow our detailed guide that breaks down the leveling system and how to approach it! Furthermore, if you’re looking for a more fleshed-out guide on how to unlock the Paladin or other jobs in the game, head here to get the full rundown!
Paladin Rotations
As mentioned earlier, the Paladin’s unique sword and shield combo allow the job to access special traits and actions that make them an excellent hybrid of offensive and defensive play.
Another bonus to the Paladin is they don’t have to ever worry about positional attacks as they’re a Tank and will almost always be positioned in front of the target. Below will focus on the basic rotations of the Paladin with no Off-GCD Actions thrown into the mix. That will come a bit later!
The basic rotations for the Paladin have changed in Patch 6.3, allowing them to perform two AoE Rotations instead of one now and scaling back their Single-Target Rotation to one rather than two.
They can now choose to replenish MP or HP with their AoE Rotations, which will come in handy when pulling large mobs or during specific boss encounters.
Basic Single-Target Rotation
- Fast Blade > Riot Blade > Royal Authority
Royal Authority grants three stacks of Sword Oath and deals significant damage to your target. Sword Oath allows you to perform several Actions, such as the Off-GCD Actions we cover in a later section of the guide.
Basic AoE Rotation
- Total Eclipse > Prominence
- Confiteor > Blade of Faith > Blade of Truth > Blade of Valor
The Total Eclipse Rotations recovers your MP while dealing damage to multiple enemies, allowing you to cast more Actions. The Confiteor Rotation deals mass amounts of damage to multiple enemies while also replenishing some of your HP, allowing you to stay in the fight a bit longer.
Paladin Off-GCD Actions
With the Paladin’s basic rotation out of the way, it’s time to focus on the core Off-GCD Actions that bring the job to life and makes it unique. You can find a breakdown of the Paladin’s most essential Off-GCDs for offense and defense below!
The Paladin Job received the most changes of any Job in Patch 6.3 and almost again in6.4, and while the tables below only cover the Job’s Off-GCD Actions, a lot of the changes will be present below and inflicted on the Openers section a bit later in the guide.
Offensive Off-GCD Actions
Action |
Recast Time |
Information |
---|---|---|
Fight or Flight |
60s |
Increases damage dealt by 25 percent for 20 seconds, allowing you to follow the buff up with eleven GCD attacks. (example of eleven-combo attack below) Grants Goring Blade for Ready for 30s. |
Iron Will |
2s |
Enimity Generation is substantially increased. |
Release Iron Will |
1s |
Ends the effects of Iron Will. |
Requiescat |
60s |
Attack with a potency of 320. Grants four stacks of Requiescat and increases the potency of Holy Spirit and Holy Circle with no cast times on Confiteor combo actions. Upon use, you will receive Confiteor Ready for 30 seconds. |
Intervene |
30s |
Charge the target with an attack potency of 150. (action has two charges) |
Circle of Scorn |
30s |
An AoE Attack with the potency of 140. Damages enemies over time with 30 potency over 15 seconds. |
Expiacion |
30s |
An AoE attack with the potency of 420 for the first target, dropping by 50 percent for the remaining ones. Expiacion restores MP. |
Imperator |
60s |
Deliver an attack with a sizable AoE, dealing 580 damage to your target and 50 percent less to all other enemies in the area. Obtain four stacks of Requiescat for 40s, increasing the potency of Holy Circle, Holy Spirit, and all Confiteor Combo Actions. Spells will also no longer require a casting time in this duration. Confiteor Ready will also be granted for 30s. |
Blade of Honor Only while under the effects of Blade of Honor Ready |
1s |
Deliver an AoE attack that strikes your target with a damage potency of 1,000, dealing 50 percent less damage to all remaining enemies in the area. |
Defensive Off-GCD Actions
Action |
Recast Time |
Oath Gauge Cost |
Information |
---|---|---|---|
Reprisal |
60s |
0 |
Take 10 percent less damage for 15 seconds. |
Rampart |
90s |
0 |
Take 20 percent less damage for 20 seconds. Increases Cure Potency on all Healing Actions on self by 15 percent. |
Sentinel |
120s |
0 |
Take 30 percent less damage for 15 seconds. |
Bulwark |
90s |
0 |
Negates all incoming damage for 10 seconds. |
Sheltron |
5s |
50 |
Incoming damage is reduced by 30 percent for 15 seconds. |
Holy Sheltron |
5s |
50 |
All incoming damage is reduced by 15 percent for 8 seconds. Grants Knight’s Resolve, which reduces incoming damage by 15 percent for four seconds. It also grants Knight’s Benediction, restoring your health over a period of time. The cure potency of Knight’s Benediction is 250, and it lasts for 12 seconds. |
Intervention |
10s |
50 |
Reduces 10 percent of incoming damage to the party member you targeted for eight seconds. If Rampart or Sentinel are currently active, the damage reduction of Intervention is increased by another 10 percent. Grants Knight’s Resolve to selected target for 4s, reducing incoming damage by an additional 10 percent. Grants Knight’s Benediction to selected target for 12s, gradually replenishing their HP with a Cure Potency of 250. |
Divine Veil |
90s |
0 |
Places a Barrier on all party members and yourself for 30 seconds that absorbs incoming damage equal to your maximum health. Patch 6.4 has increased its radius from 15 to 30 yalms. Divine Veil also restores 400 of your target’s HP. |
Passage of Arms |
120s |
0 |
Your block rate increases to 100 percent, creating a cone AoE behind you for teammates to stand. Players standing in the AoE will block 85 percent of incoming damage. The duration of this action is 18 seconds. |
Hallowed Ground |
420s |
0 |
Become impenetrable to most attacks for 10 seconds. |
Guardian |
120s |
0 |
Incoming damage is reduced by 40 percent for 15 seconds. Generates a Magicked Barrier for 15 seconds that absorbs damage equal to a Cure Potency of 1,000. |
Best Paladin Opener In FFXIV Dawntrail
Keeping the actions highlighted in the above section in mind, you should have a general grasp on your basic rotation and how Off-GCDs can open them up to incredibly potent combos.
It’s essential to go into openers with the concept of maximizing your job’s potential and setting up for the rest of the encounter. In the Paladin’s case, we will showcase your main opener and what you will transition to once you complete it.
The Off-GCD Actions are placed in parenthesis and are bolded to help make them stand out, allowing you to pick them out in the openers!
Basic Opener
-
(Pre-Pull) Holy Spirit
- Cast Holy Spirit with about two seconds remaining on the countdown.
- Fast Blade > Riot Blade (Grade 1 Gemdraught of Strength) > Royal Authority (Fight or Flight + Imperator) > Confiteor (Circle of Scorn + Expiacion) > Blade of Faith (Intervene + Intervene) > Blade of Truth > Blade of Valor (Blade of Honor) > Goring Blade > Atonement > Supplication > Sepulchre > Holy Spirit
Burst Window Example
- Royal Authority > Atonement > Fast Blade > Riot Blade > Supplication (Fight or Flight + Imperator) > Confiteor (Circle of Scorn + Expiacion) > Blade of Faith (Intervene) > Blade of Truth (Intervene) > Blade of Valor (Blade of Honor) > Goring Blade > Sepulchre > Holy Spirit > Royal Authority
Best Gear For Paladin In FFXIV Dawntrail
The final piece of the puzzle when it comes to putting together a strong build for your job is the equipment and Materia. This is where things can get rather tricky for players, especially newcomers to the game, role, or job.
If you aren’t Level 100 yet, the table below will still be useful to you if you’re wondering which stats/Materia type you should focus on when melding your Paladin’s equipment.
Equipment |
Materia |
Stats |
How To Obtain |
|
---|---|---|---|---|
Weapon |
Dark Horse Champion’s Sword |
|
|
Can drop during AAC Light-heavyweight M4 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x8 AAC Illustrated: LHW Edition IV. |
Shield |
Dark Horse Champion’s Kite Shield |
|
Can drop during AAC Light-heavyweight M4 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x8 AAC Illustrated: LHW Edition IV. |
|
Head |
Dark Horse Champion’s Bandana of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Body |
Augmented Quetzalli Mail of Fending |
|
|
Upgraded by giving x1 Surgelight Twine and the corresponding Quetzalli Armor to Theone in Solution Nine (X:8.5, Y:13.6). |
Hands |
Dark Horse Champion’s Halfgloves of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Legs |
Dark Horse Champion’s Breeches of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Feet |
Dark Horse Champion’s Sollerets of Fending |
|
|
Can drop during AAC Light-heavyweight M3 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x4 AAC Illustrated: LHW Edition II. |
Earrings |
Augmented Quetzalli Ear Cuffs of Fending |
|
|
Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6). |
Necklace |
Dark Horse Champion’s Choker of Fending |
|
|
Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I. |
Bracelets |
Augmented Quetzalli Bracelets of Fending |
|
|
Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6). |
Left Ring |
Dark Horse Champion’s Ring of Fending |
|
|
Can drop during AAC Light-heavyweight M1 (Savage) or purchased from Hhihwi in Solution Nine (X:8.7, Y:13.7) for x3 AAC Illustrated: LHW Edition I. |
Right Ring |
Augmented Quetzalli Ring of Fending |
|
|
Upgraded by giving x1 Surgelight Glaze and the corresponding Quetzalli Accessory to Theone in Solution Nine (X:8.5, Y:13.6). |
Even with the above showcasing the “Best In Slot” for the Paladin, there are still a couple of other ways to get even more damage/defense from the Job. The first is the most obvious and comes by way of consuming a meal before heading out into a Dungeon, Raid, Trial, etc.
The best food buff for the Paladin is Roast Chicken. The other method we already highlighted in the “Openers” section is the Grade 1 Gemdraught of Strength. Weaving this Tincture into your Opener will help you out quite a bit in most encounters.
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