Paladin: Difference between revisions
class-wiki: Crusader/Paladin rework |
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== Inherited skills == | == Inherited skills == | ||
The Paladin | The Paladin retains all [[Crusader]] skills. | ||
== Advancement == | == Advancement == | ||
Revision as of 11:00, 23 June 2026
Paladin
The Paladin is the transcendent (rebirth) form of the Crusader, a holy knight who carries the Crusader's three-branch identity to its peak. On Vortex Legends the Paladin keeps the Tank / DPS / Support specialization system and crowns each branch with reworked and custom skills:
- Tank — near-invulnerable shield defense, a protective party aura and a chain of shield blows.
- DPS — a reworked holy nuke, a life-spending burst, a spear critical passive and an offensive party aura.
- Support — healing echoes, self-sustain and a planned status cleanse.
The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. The Paladin keeps every Crusader skill on top of the additions below.
Specialization branches
Tank
The Tank Paladin is the immovable wall of the party. It stacks the Crusader's blocking and reflection kit with an emergency shield that almost cannot be broken and an aura that hardens the whole group's defense.
Shield Fortress
| Job | Paladin |
|---|---|
| Type | Supportive |
| Target | Self |
| Max level | 1 |
| SP cost | 50 |
| Cast time | 0.5 sec |
| Cooldown | 120 sec |
| Duration | 8 sec |
The capstone of the Tank branch and the Paladin's emergency button. For a brief window it raises the shield into a near-impenetrable fortress that almost completely negates incoming damage, blocks negative status and knockback, and cannot be recast for two minutes afterward.
→ Shield Fortress
Aura of the Guardian
| Job | Paladin |
|---|---|
| Type | Supportive |
| Target | Self and party |
| Max level | 5 |
| SP cost | 50 |
| Cast time | 3 sec |
| Duration | 20 sec |
Projects a protective aura that hardens the defense of the Paladin and nearby party members, draining a trickle of SP to sustain it. Only one aura can be projected at a time, so it cannot run alongside Art of War.
→ Aura of the Guardian
Shield Chain
| Job | Paladin |
|---|---|
| Type | Offensive |
| Target | Enemy |
| Element | Weapon |
| Max level | 5 |
| SP cost | 28 → 40 |
| Range | 4 cells |
| Cast time | 1 sec |
Lashes a single enemy with a rapid chain of shield blows. Like the other shield strikes it hits harder while Auto Guard is active, giving the Tank a real offensive option.
→ Shield Chain
DPS
The DPS Paladin closes out the Crusader's damage lines. The magical holy line ends in a reworked nuke, the physical line in a life-spending burst, the spear build in a critical passive, and the whole branch can buff its party with an offensive aura.
Pressure
| Job | Paladin |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Holy |
| Max level | 5 |
| SP cost | 30 → 50 |
| Range | 9 cells |
| Cast time | 2 → 4 sec |
The reworked end of the magical holy line. It calls down holy energy that strikes an enemy as magic damage and burns away a portion of the target's remaining spirit, making it a strong tool against casters.
→ Pressure
Sacrifice
| Job | Paladin |
|---|---|
| Type | Offensive (Physical) |
| Target | Self then melee |
| Element | Weapon |
| Max level | 5 |
| SP cost | 100 |
| Range | Melee |
The end of the physical holy line. The Paladin spends its own life force to land a string of guaranteed strikes that pierce the target's defense, trading survivability for burst.
→ Sacrifice
Art of War
| Job | Paladin |
|---|---|
| Type | Supportive |
| Target | Self and party |
| Max level | 5 |
| SP cost | 50 |
| Cast time | 3 sec |
| Duration | 20 sec |
Projects a war aura that sharpens the attack power of the Paladin and nearby party members, draining a trickle of SP to sustain it. It is the offensive counterpart to Aura of the Guardian, and only one aura can be projected at a time.
→ Art of War
Deadly Edge
| Job | Paladin |
|---|---|
| Type | Passive |
| Max level | 5 |
A passive that sharpens spear strikes so the Paladin's critical hits land harder while a spear is held. It rewards the spear critical build carried up from the Crusader's Critical Stabs.
→ Deadly Edge
Support
The Support Paladin is the holy healer of the group. It echoes its healing onto a marked ally, sustains its own spirit through long fights and, once the rework is finished, will cleanse harmful conditions from the party.
Beacon of Light
| Job | Paladin |
|---|---|
| Type | Supportive |
| Target | Ally |
| Max level | 5 |
| SP cost | 40 → 60 |
| Range | 9 cells |
| Cast time | 1 sec |
| Duration | 60 sec |
The support capstone. It marks one ally as a beacon, and whenever the Paladin heals itself or another party member, a share of that heal echoes onto the beacon target. Only one beacon can be active at a time.
→ Beacon of Light
Sacred Plea
| Job | Paladin |
|---|---|
| Type | Supportive |
| Target | Self |
| Max level | 3 |
| SP cost | 15 → 25 |
| Cooldown | 60 sec |
| Duration | 15 sec |
Channels holy energy to restore the Paladin's own spirit over its duration, at the cost of weaker healing while it is active. The healer's battery for long fights.
→ Sacred Plea
Purification
A planned status-cleansing skill that will replace the inherited Cure as part of the ongoing Paladin and Crusader rework. Its final cost, level scaling and the exact list of status effects it removes are still being decided.
→ Purification
Inherited skills
The Paladin retains all Crusader skills.
Advancement
The Paladin is a transcendent class, the peak of the Crusader line. See Transcendent Classes.