FFXIV: Endwalker Gladiator/Paladin 1 to 90 Leveling Skills Guide [6.3 Update]

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Welcome to the Paladin Patch 6.3 1 to 90 leveling  skills guide. In this guide we'll cover all of   your skills as you train to become another Warrior  like everyone complained to happen better than the   rest of them, but also hopefully kill your enemies  along the way. Watch as you go from this...   to this! This series is framed in the mindset of  players completely new to Final Fantasy XIV   or the MMO genre in general, or generally  still inexperienced. In that same vain,   this will merely be an overview of the actions  and how to use them. Optimal rotations are better   left to their own in-depth videos just  due to how much complexity is involved   in perfect openers and overall rotations. This  is not meant to be a purely optimal guide. If   you wish to be optimal at level cap, there are  further places you can research your job on. We   will however be crafting rotations as we go to  help new players understand what goes through   creating openers and give them a foothold to push  themselves into being able to do it on their own. The goal is to drop players in on the ground  level, so they can make strides to improve   themselves. All tooltips will be shown at the  level cap for each section. Level 50 for A Realm   Reborn, Level 60 for Heavensward skills, Level 70  for Stormblood stuff, level 80 for Shadowbringers   levels, and level 90 for Endwalker. I also  recommend all players add Sprint and Limit Break   to their hotbars, both found in the general tab  of your actions menu. And as for how my hotbars   build, it'll make sense at 90. Just put skills  on your hotbars in a way you feel comfortable   using as you're leveling. Everyone has their  own way of doing things. If you want more info   on how I setup my UI, check the description  or the card in the corner for a video on it. And keep the following in mind: Patches  can change jobs still. And has with this   being an updated Job Guide. Be sure to  check the description for any Patch notes   for minor potency changes, or skill  changes, or any other special notes. With that all out of the way let's begin. Paladin is a tank job all about big defensives  and support. Good at protecting itself and   others. You have some of the strongest single  button defensives and a higher base defense   thanks to a shield reducing incoming damage.  You also have some flexibility in what you can   do but generally less than other tanks,  due to fewer but stronger mitigations. Your offensive kit has changed from before to  be a bit more simple but also contains more   flexibility. You will be the only tank with a  real ranged attack and I don't mean the early   level Shield Lob. You otherwise don't need  to deal with much rotationally, with one   exception at the end of the leveling experience.  We also got a bit more defensive in the update. To play a Gladiator you either start as  one, or pick the Class up in the Ul'dah   Gladiator's Guild after completion of your  level 10 class quest as your first class. Let's get into the finer details of each skill. Level 1: Tank Mastery Before we even get into the skills, we have  to mention that Tanks are sturdier than any   other role. You have a built in 20% damage  reduction, higher returns to HP from Vitality,   and it says bonus to damage based on  Strength, but you're still weaker than   an average DPS. Just keep in mind, being  more defensive doesn't mean you can just,   casually stand in all the AoEs that  come your way. You still need to dodge. Level 1: Fast Blade This is a very basic attack. It deals a 150   potency hit to the target. Nothing  impressive, but it gets us started. Level 2: Fight or Flight This is a buff that has a 60 second cooldown,  increasing all of our damage by 25% for 20   seconds. The goal of Fight or Flight is to  use this on cooldown as much as possible,   and fit in all your best attacks within the timer.  We'll be getting a bunch of those skills later,   just make sure you keep attacking and  use Fight or Flight as much as possible. Level 4: Riot Blade This is our first combo attack. It does  100 potency, unless you use it after Fast   Blade. Then it will do 260 potency  of damaage. Combos will flash their   borders when available. The glow is shown  here. You should always do your combos,   and going forward I will only  mention potencies in combos. Level 6: Total Eclipse This is an AoE or Area of Effect attack.  It does 100 potency to all enemies within   5 yalms of your character. When  there are three or more enemies,   you should swap to using Total Eclipse  over your 2 hit combo. This doubles both   for doing damage and ensuring you keep  all enemies attacking you as the tank. The more enmeies there are, the better  AoE gets. So the more enemies there are,   the more enemies you pull to fight, the stronger  this attack gets. It's 100 potency to EVERY enemy,   not 100 potency spread across all enemies.  And so the better the tank you become, the   more enemies you want to be gathering together.  Both for you, and especially for your DPS allies. And as a side note, this will break your  single target combo if used between strikes. Level 8 is our first Role Action, Rampart.  Tank's Role Actions are some of the most   important role actions in the game. Please  learn what all of these do. The description   has a video about these skills, as does  the card in the corner. Please learn,   but I will not be going deep into details here. Level 10: Iron Will and Release Iron Will This ability comes with a new UI element, a  gem that glows when the skill is activated.   If you do not see this gem glowing, hit  Iron Will to turn it on. This is known   as your "Tank Stance" or "Enmity Stance." It  will become Release Iron Will when activated,   signaling that pressing the button  again will turn the Stance off. With the exception of 8 or more player  content, you ALWAYS, and I mean ALWAYS   want this on. You are a tank, and you are the  one all enemies should be attacking. Iron Will   gives you a massive enmity multipler to all  actions you do, ensuring you keep enemies   eating your face. Enmity being a measure  of how much enemies want to murder you. In your party list, when targeting an enemy,  the enmity levels of your party is shown. You   want the lead as a tank, with an A. The enemy  list also has colored indicators for current   enmity levels. Red square means you're in the  lead. Anything else, you're not in the lead. The exception I list is 8 or more player content,  which means there are multiple tanks. 2-3 of   them usually, depending which content. You  absolutely do not want to be fighting your   co-tanks for aggro. One of you is in charge of  the boss, the other is in charge of picking up   adds additional enemies or the boss when the other  tank dies or is otherwise not available to tank. General idea: Whoever puts their enmity stance  on first when entering a duty is in charge of   the boss. Every tank has an Iron Will, but the  name will differ. You'll get used to the icons   and animations as you go, but it's a rule  to follow. Or maybe go based on which tank   has more gear and HP. Ultimately though  the best way to choose is to communicate   with text. If you play on Console, buy a  cheap 5 dollar USB keyboard. It's worth it. Beyond who is tanking the boss, you want to be  ready to take the boss if the other tank dies,   so after a minute or so into the fight,  turn on Iron Will even if you're the   designated "off-tank." This will ensure  that you are second in enmity above the   DPS and healers. So if the tank dies,  the boss doesn't start hitting the rest   of your allies. It will immediately start  hitting you, saving someone else from die. The other thing to worry about is when entering  duties with level sync. If you are say, level 50   and go into a duty lower than 50 with Iron Will  on, it turns off. Always always always make sure   Iron Will is on when you need it. This must be  stressed, be ready to hit the button every time   you enter a new duty. This is especially important  with dungeons, since you're the only tank. Otherwise it boils down to, turn it on,  then hit enemies as hard as you can. Also   in higher end content this relationship  changes and tank swaps become a thing. Level 10: Shield Bash This is a little bit of Crowd Control, or the  idea that you can prevent enemies from doing   stuff for a bit. It does a puny 100 potency  to a target, and stuns them for 6 seconds with   diminishing returns. A second hit will cut the  time in half, stunning the target for 3 seconds,   with a third use cutting it in half again to 1.5  seconds. Afterwards, the enemy will become immune   to stuns entirely. At least until an invisible  decay makes them susceptible to stuns once more. The problem with this is, you almost never want  to be using Shield Bash. In two levels we get a   better Stun called Low Blow, but it has a short  cooldown. Shield Bash being single target means   you're massively hampering your damage with groups  of enemies. And a dead enemy deals less damage   than a stunned enemy. Tanks aren't the level of  power of a DPS, but they're not lightweights.   And when it comes to reducing damage, you  have outright better options than Stun. For bosses, they quickly become entirely immune to  Stuns. There will be the exception here or there,   but come level 50, most all bosses become  entirely immune to all normal status effects   but one. The exceptions, you have a better  skill that doesn't waste attacking time. Now I won't say there are zero uses of Shield  Bash, but my singular go-to example no longer   exists. So... I don't know any off the top of  my head. But I won't say they definitely don't   exist. They're not very common at the best  of times. And if spamming Shield Bash on a   group of 6 enemies is better than just using  Total Eclipse, then you have bigger issues to   be sorting out like proper cooldown usage or  other players not using their own toolkits. We have another role action at level  12, Low Blow. This is the Shield Bash   replacement. If you need more than  just one stun for stopping AoEs,   Shield Bash is there but is not your main  Stun. There is also Provoke at level 15 Level 15: Shield Lob You do not automatically obtain this  skill. This is a Class quest skill. Please,   especially as a tank, do your Class and Job  quests. I will not verbally mention every   skill that is a quest skill, but in the top left  is a denotion of this. Please just do your quests. As for Shield Lob itself, this is an engagement  and positioning tool. From within 20 yalms away,   you can throw your shield at your enemies  for a weak 100 potency of damage. It has   a further enmity multiplier. I like  to use this to initiate combat. It   drags enemies towards me as I run  towards them, allowing me to grab   enmity on them all sooner. Or in bosses,  position them in the middle of the arena. There is also the chance you lose enmity  on a target for whatever reason. Let's   say the Black Mage in the back there  has taken the enmity lead on an enemy,   you can Shield Lob to quick grab  the enemy and get the lead back. Otherwise you really don't want use this  much. Much like Shield Bash, it's single   target and weak. Other than initiating  fights and catching a straying target,   the range of the skill is not that helpful.  You don't want to be out of attacking range,   and anytime you are, you won't  be out of range for long. Later on we get better options for ranged  attacking and overall, it's just a bad use of   time. It won't break your combos or anything,  but you're not having any real effect either. Role actions come in, giving us Interject  at level 18 and Reprisal at level 22. Level 26: Rage of Halone This is the third hit to our combo,  comboing off of Riot Blade. It does   330 potency of damage to a target.  There isn't much more to say on   this. Make sure you are always ending  your single target combos with this. To obtain the Paladin job, you must first  reach level 30 and complete the level 30   Gladiator quest. Additionally, complete  the Main Scenario Quest Sylph-Management,   which is at level 20 in the story. Return to  the guild and the quest should be there for you. Level 30: Spirits Within This is a simple bit of extra damage  for us. Spirits Within has a 30 second   cooldown to do 270 potency of damage to  a target. Just use this anytime you can,   no matter what the situation is.  It's free damage. Ideally use   this under Fight or Flight too, but  because it is a 30 second cooldown,   you will get two Spirits Within for every Fight  or Flight. So every other use will not be buffed. Arm's Length is level 32 and lemme just stress  this one... THIS IS A DEFENSIVE COOLDOWN. Yes,   actually. Go watch the Role Actions video. Level 35: Oath Mastery and Sheltron Oath Mastery gives our little gem a big  upgrade into a full on bar. Iron Will is   now a big shield embellishment when  activated. A lot more obvious than a   small gem. But the real part of this skill  is the bar itself. Filling the bar is done   by hitting anything with auto attacks.  You get 5 gauge for every auto attack. But you will notice that entering any  duty, your bar begins full. This is to   make the associated gauge skills easier to  start using. Paladin will begin every duty   with a full 100 gauge. So let's talk about the  first skill that uses gauge, which is Sheltron. Sheltron will reduce damage by15% for 4 seconds,  at the cost of 50 gauge. This sounds terrible,   but it's better than it sounds. The short  length makes it hard to use in trash mobs,   but not impossible. It's better  than not using it at all,   and auto attacks will fill it back up fast.  In boss fights at least later on it will be   perfect fodder for blocking tank busters big  hits that do a lot of damage even to tanks. It might take some memorization but long casting  attacks that look like the boss is winding up   for a big punch tend to be tank busters, or  will have special tank buster indicators. Due to your auto attacks occuring often,  you'll get a lot of uses of Sheltron,   as if this is a 30 second or shorter  cooldown. Don't be afraid to use this   often for reducing damage from trash mobs,  or big hitting tank busters in bosses.   You'll almost always have this available  for any situation you could ask for. Level 38: Sentinel Sentinel is a much more typical piece of  mitigaation. It has a long 2 minute cooldown,   lasts for 15 seconds, and reduces  all damage by a massive 30%. This is   a must-use for the highest points of damage  in a duty. Pulled 10 enemies? Pop Sentinel,   and maybe even Sheltron once. In the 15 second  timer, you'll get much of that gauge back. It's directly opposed to Sheltron in that way.  Sheltron is encouraged to be used extremely   often. While you wouldn't purposefully  hold Sentinel for a long time or anything,   you want to be smarter with your uses. Once  you pull all the enemies you intend to pull,   pop it off while enemies  are at their most dangerous. Keep in mind, you don't want to use cooldowns  BEFORE an encounter. You waste time on them   that way, and with a cooldown this strong,  every second of damage reduction counts. Level 40: Prominence This is a combo off of our AoE.  Total Eclipse into Prominence,   which does a much stronger 170 potency per  enemy hit. This makes AoE spam stronger than   single target attacks on 2 enemies. But that's  not super required overall and can just do it   when there are three or more enemies.  Just make sure you're keeping enmity,   and using your AoE combo. Prominence is a  huge boost in power next to Total Eclipse. Level 45: Cover Cover costs 50 gauge losing yourself a  potential Sheltron has a 2 minute cooldown,   and has a very limited range of 10  yalms. You must select an ally and   hit the skill to Cover them. This causes  all damage that player takes to transfer   to you so long as they stay within range  as displayed by the very feint tether. The benefits are obvious in that you're making  another player take no damage for 12 seconds,   or until out of range. Some players will  take a lot of avoidable damage. Usually   AoE indicators. Sometimes this  leads them to take vulnerability   stacks and take even more damage. Cover  ensures the one team member with high   HP and defense is the one taking the brunt of  what might otherwise kill the weakened player. With some good positioning and very quick  reflexes, this can save lives at the risk   of your own. That's where the problems begin.  Depending on just how much a player is messing up,   they could mess up so bad they take enough  damage to kill you. Overlapping AoEs or   some other potential issue. Debuffs they  receive under Cover also transfer to you. If you played Dragoon before the  removal of the Dragon Sight Tether,   this is SHORTER than Dragon Sight's tether.  Any Dragoon knows that keeping a partner   in range can be exhausting. Cover is even  harder to achieve. In your average party,   ranged, mage, and healer party members will  stand well a ways away from you, even when   that's a bad idea. Cover will not reach them if  they're far away, so you'll have to run over,   hit cover, and potentially move the boss  into a bad position, or some other issue. Larger bosses, even melee players can be too far  away. Standing deep inside the boss's hitbox,   melee DPS behind the boss can  still be too far away to Cover.   Then anytime you actually can tether them  with Cover, their mistakes become your own. Cover shines better in 8 player trials and raids,  especially the high end ones. When co-tanking on   Paladin, you can cover the main tank, taking  damage in their place for a couple seconds,   all without requiring a tank swap,  which often would be better anyway. Again, there are actual uses. It's  just overly niche and difficult to   use for an average player. High  end tank buster cheese is great,   and it's okay if some skills are only useful  in high end I'd argue. It just means I need   to warn of the dangers of improper usage.  Make sure you can actually save the player   you intend to Cover... if you can even  Cover. Good luck reacting fast enough. Our final Role Action is Shirk at level 48. Level 50: Circle of Scorn On a short 30 second cooldown, this does a 100  potency AoE around yourself with a 5 yalm range.   In addition to the base hit, all enemies affected  will receive a DoT - Damage over Time - for 15   seconds. This does 30 potency on a server tick,  which are every 3 seconds. As a result we have   5 ticks of 30 potency, or a 150 potency DoT,  totaling the power to 250 potency per enemy. This is an ability, so you can weave it  between Weaponskills with no loss. And   since it's free damage, you want to use it for  single target. Being an AoE, its true strength   is definitely in AoE situations though. Even at  level 50, most enemies will live for 15 seconds,   or close to it, so you're getting a stronger  hit than even Prominence on all enemies. It's otherwise no different to  any normal other oGCD attack   like Spirits Within. Throw it out  under Fight or Flight when you can,   and the ones where Fight or Flight isn't  available, just use as soon as possible. Level 50: Hallowed Ground With the longest cooldown in the game, at 420  seconds 7 whole minutes Hallowed Ground grants   you 10 seconds of complete invincibility. The only  exceptions are typically high end raid mechanics,   so you can't cheese some sort of normally  instant wipe mechanics. But even some of those,   this works for. Oh, and Cover. Cover goes  through Hallowed Ground. So you will take   FULL DAMAGE if for whatever reason  you need to Cover during Hallowed. The initial reaction most people have is  "this is an emergency button." This thought,   is wrong. What's the point in such a strong  button you'll almost never use if all it's   for is emergencies? This button can prevent the  emergency to begin with. Stood in a bunch of AoEs   and now you're about to die and so it's now an  emergency? If you used Hallowed Ground BEFORE   you stood in those AoEs, and stood in them on  purpose this time, you would have taken 0 damage. If you wanna go and pull 20 enemies, you can  because you're immune to damage for 10 seconds.   Then as Hallowed runs out, you can pop Sentinel,  or Rampart, or anything now that damage is coming   in. By the time the enemies die, you'll still  have some left or just about be running out. Tell your healer before you start pulling "Hey,   I'm gonna use my invuln" and they know they  don't even need to heal you. Get partnered   with a White Mage and they can stand there  for 10 seconds, then as Hallowed falls off,   start using Holy which effectively will give  you another 5-6 seconds of invulnerability. And given most dungeon runs will  go over 15 minutes or even more,   you can get up to three uses of this. The pace  of the dungeon and ability level of your group   are factors, but that's far more than the 0  if your feared "emergencies" never happen. Plus, Hallowed Ground is easy to waste  in "emergencies". Press it as you die,   and you LOSE the use entirely. The  cooldown will still count as used,   despite you dying. If you don't release  your body to the start of the dungeon,   you're not getting it back for seven  minutes. So say the emergency wasn't as   bad as you thought or such... you'll just  be raised and carry on without Hallowed. Emergencies are easier to mark out in 8 player  content like trials and raids. Specific mechanics   that might kill the party, or you need just 10  seconds more alive before the boss kills you to   finish it off without wiping. But there's no real  way to know if or when that will happen. Meanwhile   you can otherwise use Hallowed at some point to  negate tank busters or otherwise heavy damage. Be more proactive with using Hallowed.  You may not get to spam it, but you can   use it to huge effect. At the very least, it's  going to take 10 more seconds for you to die,   but the effects tend to ripple across an entire  encounter and be even more beneficial than that. But let's finally talk about openers,  which keep in mind are a single target   kind of thing. We have 50 levels of skills,  but overall not much to do when it comes to   an opener. A buff, a couple off global attacks,  and that's really it. This makes it easier for   us to weave in defensive buffs as needed  for bosses. Tank buster happening during   your opener? You have room to use Sentinel  or such. The only goal we have to worry   about is making sure we use everything  under Fight or Flight. So let's do that. Make sure Iron Will is on as the tank, and Shield  Lob to pull the boss to the middle of the arena. As said, the important part of this is  getting our off-global attacks used in the   middle of Fight or Flight. Their specific  timings don't need to be in these places,   but we're timing them here for reasons we'll  see later. Otherwise you're just spamming 1-2-3   over and over. When Spirits Within and Circle of  Scorn come off of cooldown, immediately use them. The only other thing I want to note is  the Shield Lob. This too is a placeholder   for something later, but also allows us to  position the boss better. Moving the boss into   the center of the arena for mechanics, or just  to make your melee party members not hate you,   is of utmost importance. Your allies being  able to do damage is more important than   how big your numbers can be... unless your  team is just THAT bad, which isn't common. Later, this will do double duty and be both  good damage and be a way to drag enemies to   the middle of arenas. But for now, practice boss  positioning with it. Again, middle of the arena   is ideal in the majority of cases. It's  rarer for a boss to be placed elsewhere. The rotation is going to  develop a bit as we go on,   but Heavenward has a bit more than just  rotation stuff... for better and worse. Level 52: Bulwark The return of a previously removed skill! On a  90 second cooldown, you will block all attacks   for 10 seconds. If you haven't already  noticed, randomly you will block attacks   with your shield. You can block both physical  and magical attacks, giving Paladin passive   defense no other tank has. Bulwark guarantees  these blocks trigger when you need them most. Blocks tend to mitigate 20% of damage. So assuming  you would have gotten 0 blocks for the duration,   that's a 20% mitigation for 10 seconds. But  because some blocks are likely to happen,   often your effective reduction is lower. But  that doesn't make this bad or anything. This   can be used to great effect in trash  pulls. For bosses and tank busters,   you might block anyway, but guaranteeing  the block is pretty important if you're   in a bad situation. Or it's super high end  content and you wanna guarantee you live. Put a little more simply, pretend this is a  half as effective Rampart, lasting half as long. Level 54: Goring Blade Goring Blade has entirely changed its function.  It is a Global Cooldown Weaponskill that does   not break combos not that you would every  use it in the middle of your combo. It will   activate the 2.5 second Global Cooldown  but has a separate 60 second cooldown.   The cooldown is also affected by Skill Speed.  It's a fairly unique button in those aspects. Simply though, all this does is  do a big 700 potency hit to a   single enemy. Since it has the same  cooldown length as Fight or Flight,   make sure this gets used while Fight or  Flight is up. It's such a big hit even,   it is stronger than AoE on up to 5 targets.  So even small groups of enemies, it's worth   hitting on whatever enemy seems stronger or has  more HP so everything dies around the same time. Not much more to it. It's just a really  big hit with some unique interactions.   Put it under Fight or Flight every  time and make it even stronger. Level 56: Divine Veil On a 90 second cooldown, you and everyone within  15 yalms of yourself will be given a shield worth   10% of your maximum HP. That's YOUR HP, not each  individual party member. This has been buffed,   because before you did not get the  shield. This shield lasts for 30 seconds. This can be used selfishly to minor effect  in trash mobs. A little bit of HP on top   to keep you going. If you're nowhere near  a boss, you might as well make use of it.   But the best use of this will be during  bosses. The further we get into the game,   the more bosses will actually become a  threat, especially dedicated trials and raids. Most all bosses by this point have  raid-wide damage, that being damage   that hits all players in the fight. You will  pop Divine Veil to protect the rest of your   party more than yourself for these. Your DPS  and Healer allies will be the ones to die to   these more than you ever will. Especially  if they took an avoidable hit beforehand. When you know the boss is soon going  to raidwide, or see the cast begin,   throw out Divine Veil to reduce the damage  they take. You might save someone's life if   you use it. There's also mechanical damage. Most  fight mechanics will also do damage to the party,   while not having a cast you can reduce the  damage of with something like Reprisal. This makes Divine Veil more flexible. You  can reduce damage from any and all damage   types without needing a cast bar. If someone is  going to take damage, the shield will be spent   first. Make sure to start using this often in boss  fights to experiment where it will best be spent. Level 58: Chivalry Riot Blade and Spirits Within have been given  an upgrade. Both of these will now restore MP,   Riot Blade restoring 1000 MP and Spirits Within,   500 MP. Note that Riot Blade requies you to use  it in a combo. You can't spam Riot Blade alone   to generate MP. This upgrade is because  of the other skill we get at this level. Level 58: Clemency Costing a massive 4000 MP, this is a single target  heal on a 1.5 second cast time. This restores 1000   potency of healing to the target. And if you heal  a party member, you will also be healed for 50% of   the power of the heal given to your team member.  But this won't be something you want to use. When solo, sure, Clemency to stay alive.  When in a party... you don't need this. A   lot of Paladins for some reason think any  missing HP is cause to use Clemency. No,   that's the healer's job. And no, you're not  "helping them." Cooldowns are more important,   and the less damage you do, the longer a  fight goes on, and the more damage you take. If nobody is dying due to lack of heals, if  you are living just fine, you don't need to   start spamming Clemency. Your healer has a lot  of tools for healing, let them use them. You're   not helping by using Clemency on the guy that  the healer just used their big ability on. You   just made the healer regret healing at all. You  also likely aren't giving them a chance to learn. That isn't to say that there's NO uses for  Clemency. Let's take the example of yes,   someone did die; the healer. You can't completely  replace them, but adjusting your rotation to   spam Riot Blade combos, you can become a worse  healer. Lightning isn't going to strike twice,   but go watch the Shadowbringers video and  the section on Clemency. While recording,   I managed to get a run where the healer  died and we still finished the boss fight. We saved time over wiping, all thanks to  Clemency spam. Which lemme just also warn here,   don't use Clemency as an excuse to refuse to wipe  a run. Know when an act like that is warranted   or when you should just die on purpose to  start the next run sooner. But point is,   Clemency DOES have uses. The issue is a LOT  of Paladins use it when it isn't needed. If I messed up my cooldown rotation, I'll  tell my healer straight up, "I messed up my   cooldowns, so I will use Clemency as  a Cooldown." This way I admit fault,   show I'm not distrusting of them all of a  sudden, and I don't need to slow down a run   when my group is obviously handling  wall to wall pulling with no issue. It will never be a default reaction. If my  HP is dropping low, I will assume that was   intentional. If people aren't healed, I assume  this is intentional. Until the moment we die,   I trust the healer has a plan. Because much like  you have a plan with Divine Veil, they have their   own cooldowns. Trust your healer, until you are  a corpse. The penalty for death is so low anyway. Level 60: Rage of Halone  Mastery and Royal Authority Rage of Halone Mastery upgrades it  into Royal Authority. It's up to a 360   potency attack when used in a combo.  It's nice, arguably worse animation,   but other than that, it doesn't  change how we play the job. But it does mean we see a different button in our   level 60 technically level 54 - opener.  Just remember it's just Rage of Halone. Let's add Goring Blade into the opener. Use it  under Fight or Flight every chance you get which   will be every time you use Fight or Flight.  We did move Fight or Flight, Circle of Scorn,   and Spirits Within back a GCD each. This is  because of how things are later. Practicing   muscle memory for higher levels. Fight or  Flight would likely be better before Royal   Authority for the moment. Otherwise  this is your opener every 60 seconds. With nothing else to go over let's move into the   Stormblood skills and see a much  more pace changing set of skills. Level 62: Intervention Let's just change the name of Cover to  Intervention (Derrogatory), because while   it loses out on the pure strength of Cover,  all the downsides are also gone. Costing 50   gauge and having a 30 yalm range three times  of that of Cover the target of this ability   will take 10% less damage for 6 seconds.  Further, if Rampart or Sentinel are active,   this becomes a 20% damage reduction.  This cannot be used on yourself. The niche uses of Cover remain, but Intervention   is just a million times more useful for  general usage. There's no tiny range,   it doesn't potentially put you at risk... but  it's not nearly as effective at saving the   target. A damage reduction can save them, but  it's not a guarantee anymore. But of course,   that range. Maybe it's just my experience,  but you really notice how often players stand   miles away even when it's a bad idea once you  start trying to use Cover and Intervention. Similarly though there are niche uses for  Intervention. Pop this on your co-tank for   tank busters you can't afford to Cover. Or maybe  you CAN afford to Cover but you're both taking   damage. Some bosses attack both tanks, or there's  two bosses, or an Add. In these situations,   you Cover, you die. But Intervention protects  your friend without your safety being lost. If you have gauge to spare, and you think you  need to reduce an ally's damage, throw them an   Intervention. Especially if Rampart or Sentinel  is already running. Don't waste them JUST to make   Intervention stronger though. It's a bonus effect,  not the main intent. And technically there is a 10   second cooldown so you can't use it back to back.  But usually it won't be used that close together. Level 64: Divine Magic Mastery This is a bit of Quality of Life and real  usage. All MP costs have been cut in half   and you can't have your cast interrupted by  taking daamage. If you did use Clemency at all,   you may have noticed some casts  got cancelled due to taking damage. The real usage is from the buff to Royal  Authority. Completing your combo will give   you Divine Might, which allows you to cast Holy  Spirit the other skill at level 64 instantly.   Also Holy Circle which is later. You have 30  seconds to use this buff, meaning you don't   need to immediately use it. Just do it before you  finish your next combo. So let's talk about that. Level 64: Holy Spirit Costing 1000 mana and having a 1.5 second cast  time, Holy Spirit does 300 Potency of Damage to   a target, or 400 Potency when under Divine  Might. This is our replacement for ranged   attacks as anything more than a trash pulling  tool. In Trash mobs you'll still continue to   Shield Lob, tag everything with an AoE,  and keep running if you're pulling more. If you need to disengage from a boss and  attack from a ranged position extremely   rare as that is outside of high end content  you will Holy Spirit instead of Shield Lob. As for fitting it into a rotation, Divine Might  is here. 400 potency isn't something to skip over,   that's higher than any hit of your normal combo,  and has no cast time either. Technically just   spamming Holy Spirit is even stronger than your  main combo, but you will lose auto-attacks during   the cast times and makes it actually weaker.  Since you're a tank, you won't be at range   for more than 1 GCD anyway, so just use the main  combo and abuse Divine Might every chance you get. And by that I mean consider that it is a  30 second buff. If in the next 5 seconds   you have to dodge out of the way of an  attack, hold that Divine Might until that   dodge. You can continue to keep uptime and use  Divine Might before the next Royal Authority. Summarized, make sure you spend  every single Divine Might you get   and this will replace Shield Lob as  a mid-fight ranged option but again,   being out of melee range is typically  the sign of you doing things wrong. Level 68: Requiescat This is an oGCD with a 60 second cooldown  the same as Fight or Flight. It deals 300   potency to a single target and buffs your  Holy Spirit casts to hit harder and have no   cast time. You have 4 stacks, and 30 seconds  to use them which is basically infinite time. The Holy Spirit potency under Requiescat is 600  potency, a full 200 over even the Divine Might   Potency. Divine Might will however be spent first.  This is due to important rotation interactions   later in levels. But otherwise you can do a combo,  pop Fight or Flight and Requiescat during it,   Goring Blade for your biggest hit, then Holy  Spirit five times for some really good damage. For now in AoE, Requiescat isn't that great,  making Holy Spirit do more damage than AoE   on up to four enemies which is a very small  group. But do get used to using Requiescat   itself. In a few more levels, this will be  very important to have practiced, even if   you don't use the Holy Spirits. Extra damage  on one enemy at least, practicing for later. Don't be fooled by the long length of the buff.  This is a big chunk of your damage and saving   the casts for when you will be out of melee  range... again, you shouldn't be out of melee   range. Redundant reminder at this point, but its  something to emphasize across all play you do. Level 70: Passage of Arms On a 2 minute cooldown, Passage of Arms causes  you to hunker down and block all attacks. You also   channel magic wings of protection with the floor  shining behind you at an 8 yalm radius. Anyone   standing within this shining space has all damage  reduced by 15%. This can last for 18 seconds,   but will cancel if you are moving upon hitting the  button or at any point after hitting the button. The issue is, we often don't want to be  holding onto this for the duration. Sure,   for boss ultimates in 8 man duties, you  can sit there and just hold the shield.   By now you've seen many times, bosses can't be  attacked during their ultimate attacks. Reducing   that damage is a good use... but not the best  use. Outside of like, the Ultimate difficulty,   you're gonna survive those Ultimate  attacks with little or no mitigation. No, the best use is to put your back  to the party, hit Passage of Arms,   then immediately cancel it.  Notice the buff on your allies.   Despite the animation being immediately  cancelled or potentially not even appearing,   the buff does get applied for a few seconds.  It's a very short duration, but once you've   learned the timing, you can use this to reduce  the danger of multiple raidwides in all duties. If nothing else, in trash, if you are THAT  desperate, yes you can channel it for a bit.   Though you have to be pretty desperate at that  point. Even Clemency will be a better choice. So let's get into the opener technically the  level 68 opener. There isn't much to it that   has changed, mostly just an extension  on top of what we already had. But   quickly I'll remind you that all rotation  images are down below in the description. We'll begin to double weave Fight of Flight  with Requiescat in order to get both buffs   running. Requiescat does have 30 seconds,  so there is no real issue with using it a   little early. This leads into Goring Blade and  our oGCDs as normal. Then we just go into our   Holy Spirit spam to use our Requiescat buff.  One of them will also be the Divine Might one. Beyond that, every time you do a full combo,   make sure you're using Holy Spirit. And  remember to also be using Circle of Scorn   and Spirits Within every 30 seconds, not just  doing it within the opener every 60 seconds. Now let's go into our first Karaoke Opener to  introduce it. That means I'm going to speak   the name of the skills as they get used  in time with the opener. Because of this,   and the length of some of these skill names,  I may cut myself off a bit when an opener gets   busy. Otherwise just know that the skills ARE  being used in time with the words being spoken. Prepull Iron Will if tanking> Holy Spirit to pull > Fast Blade >   Riot Blade > Royal Authority > Fight or Flight > Requiescat > Goring Blade > Circle of   Scorn > Spirits Within > Holy Spirit >  Holy Spirit > Holy Spirit >  Holy Spirit > Holy Spirit >  Fast Blade > Riot Blade >  Royal Authority > Holy Spirit Let's get into Shadowbringers for some of of  the most loved skills in the Paladin Toolkit. Level 72: Enhanced Prominence Prominence when used in a combo will now give  us a few extra benefits. Firstly, it will give   us 1000 MP back. That's one time, not per enemy.  Additionally, it will also grant us Divine Might,   which is exactly the same. It will remove  the cast time of Holy Spirit and Holy Circle   while also boosting the potency. But maybe  now we should talk about Holy Circle, hm? Level 72: Holy Circle Finally we have an AoE use for magic. Holy  Circle has the same cast and cost as Holy Spirit,   but is a 5 yalm AoE around yourself, similar to  your AoE combo. It's power is 100 potency at base,   which is terrible. Under Divine Might  it does 200 potency to every enemy,   or a greater 300 when under Requiescat. Every  enemy you hit, full 300 potency. As a result,   once you have established enmity on  all enemies, go right into Requiescat   for Holy Circle spam. Put up Fight or  Flight too for even further damage. This is why I said to practice Requiescat in  trash pulls earlier. You'll need to be able   to hit it for Holy Circle to get its main use.  Otherwise, Divine Might essentially turns your   AoE into a 3-hit combo. Total Eclipse  into Prominence, then use Holy Circle. Let me emphasize again quick that you really  should pop Fight or Flight into Requiescat the   moment you have gathered up every enemy you  intend to fight. The cooldown is so short,   by the time you hit the next encounter it will  be back up. It's a big chunk of damage for free. Level 74: Enhanced Sheltron Shelton now lasts for 6 seconds. It's really  simple, a really small boost, but is a 150%   length boost on paper. That's a good bit of extra  damage negated for your most spammed cooldown. Level 74: Intervene This is our first and only skill with charges,   meaning it can store multiple uses, at  a max of 2 for Intervene. Each charge   has a 30 second cooldown for a total 60  seconds. The moment you use a charge,   the next one begins to charge up. As for Intervene  itself, it does a rushing attack of 150 potency. It's not very strong on it's own, but the big  breakthrough use is as a gap closer. It has a 20   yalm range, and it says you rush at the target.  That means gap close, and means you don't need   to stay away from the boss for any significant  amount of time. Run out of range of whatever AoE   is making you walk out of range, hit Intervene,  and immediately start melee attacking again. If you know that there's a need to  disengage or some kind of knockback effect,   use one of your charges and hold onto  the other for when it happens. This way   you don't waste charges by not using them,  but still keep one on hand for gap closing. Also... DO NOT USE THIS TO PULL! Please just stop.  Bring the boss into the middle of the arena. We   aren't using Holy Spirit just because it's a  strong start or anything. Placements of bosses   matter, and getting it in range for your party  matters. Please stop using this as a pulling move. Level 76: Sword Oath and Atonement Sword Oath gives a buff to Royal Authority,  essentially extending the combo again. For   30 seconds you are granted 3 stacks of Sword  Oath. These stacks are only used for Atonement,   a 360 potency hit that restores 400 MP  each. After hitting Royal Authority,   you will want to spend your stacks before  the next Royal Authority. If you start a   combo before doing so, you don't lose Sword Oath,  but using Atonement WILL break a combo you start. The change this has on our opener  and filler phases is significant,   so we'll wanna talk about that. I'll save it  for during the opener talk at only 90 though. Use your Sword Oath stacks before starting  your next combo, and that's it for now. Level 80: Enhanced Requiescat and Confiteor Enhanced Requiescat adds an extra  buff of Confiteor Ready for 30   seconds. But you'll be immediately using it. Confiteor is a massive hit you want to be using  under Requiescat. It deals 400 potency only in   a 5 yalm AoE on a target, 200 potency to  every additional enemy. Under Requiescat   that power is boosted to 900, and 450 on every  additional enemy. One of your five Holy Spirits   or Holy Circles in the case of doing AoE  will be replaced with Confiteor instead.   That is pretty much all there is  to it. Every time you Requiescat,   you will Confiteor. And that's going  to be under Fight or Flight too. So let's quick talk about the effects  these skills had on our opener As mentioned, Intervene, you can keep one of these  around if you're gonna need it for gap closing.   If you don't though, just pop it off. Atonement  merely replaces our 2nd Royal Authrority Combo.   And Confiteor starts off the magic phase with one  use. It really hasn't done anything otherwise. The big changes are what Atonement does to our  filler phase, which again, I'll go over at 90. Let's quick talk AoE and quote un-quote openers  with those. Openers in AoE tend to be way more   free form and subject to far more considerations  with how you use it. For example, enemy count,   size, etc. For Paladin, this is the small blurb  for AoE I will give you. Like in Single Target   we could use our Divine Might first before  the Confiteor to delay for any party buffs. Again, its just one possible way of doing things.  If it's a very small group of enemies you may even   use Goring Blade just due to it being a high  potency hit. Otherwise the important part of   your AoE is making sure enemies are tightly packed  together not be surrounded by them. You can dive   in after they're packed together, but ensure they  are grouped up for your party's benefit first. That's really all there is to it. Time to see  what Endwalker does for our skillset. Not much. Level 82: Sheltron Mastery and Holy Sheltron Sheltron is being massively buffed. First,  the duration is increased to 8 seconds for   the 15% mitigation. Secondly, for 4  seconds the original base length of   Sheltron damage is reduced by a further 15%  thanks to Knights Resolve! That's roughly   28% damage reduction for 4 seconds, since  mitigation is multiplicative, not addative. On top of that, we have Knight's Benediction a  12 second Heal over Time effect for 250 potency,   totaling to 1000 potency of healing. That's  an entire Clemency every use of Holy Sheltron.   Supplement other cooldowns with your constant  Holy Sheltron usage, and you're getting a Sentinel   level reduction for a few seconds, slightly weaker  Rampart for a few more, and a heal on top of it. Just make sure you're using Holy Sheltrons 12  seconds apart if you can. Make use of that heal,   but it is understandable if you need to  use back to back once the main Sheltron   effect runs out. Things get rough  in the first few Endwalker dungeons. Level 82: Enhanced Intervention Intervention has also been buffed up a  ton! Added 2 seconds as well for an 8   second duration. Knight's Resolve from Holy  Sheltron is also here, giving the target 10%   reduction for 4 seconds. It's a little weaker  than the Sheltron version, but expected. But   Knight's Benediction is also here, but is the  same power. 250 potency HoT for 12 seconds. Now any using of Intervention is far stronger,   closing the gap between it and Cover a bit  more. Though again, some different use cases   between the two. There's still people standing  far away and Cover is still usually a liability. Level 84: Divine Magic Mastery II This adds a 400 potency heal to Holy Spirit, Holy  Circle, and Confiteor. Two and a half of these   is the same power as a Clemency. Which means, you  should be avoiding Clemency even more now. Again,   did you die? No? Then why are you using  Clemency? The healer literally is doing   their job. And they can do it easier with you now  able to heal and attack at the exact same time. Level 84: Melee Mastery This is a basic power boost to a bunch of our  attacks, but poorly worded. It says the base   potenies of Riot Blade, Royal Authority, and Holy  Spirit, but increases the combo, Divine Might,   and Requiescat potencies too. Overall just  basically upping our power levels a little. Level 86: Spirits Within Mastery and Expiacion Spirits Within is now Expiacion, which  is more than just a power boost. Spirits   Within was a basic single target attack  with MP regen. Expiacion is an AoE for   450 potency of damage on the first target,  and 180 potency to all additional targets.   Try and aim to target the enemy in  the middle of the pack to hit as   many as possible. Assuming it's not a big  enemy at least. The AoE is only 5 yalms   in radius like your AoE combo. Definitely  something to throw out in trash packs now. Level 88: Enhanced Divine Veil Divine Veil now takes care of a bit of healing  when being applied to allies. Any ally affected   by the shield of Divine Veil will receive 400  potency of healing. Before the raidwide hit   that you're putting this up for, you'll heal  your team a little. If anyone was missing HP   be it from taking an avoidable hit or otherwise  you'll top them up and protect them even further. Level 90: Blade of Faith, Truth, and Valor This is an extention to your Confiteor button.  Confiteor as we know is a massive AoE strike for   900 potency under Requiescat. These are also  impressively strong. After hitting Confiteor,   the button will change into Blade of  Faith. Hitting Faith changes it to Truth,   and hitting Truth changes it to Valor. So all   wrapped into one button. All three of  these will restore HP at 400 potency. What I must emphasize is that all of these  have a very weak base potency like Confiteor,   but a very strong Requiescat potency. All three  will spend a stack of Requiescat. Along with   Confiteor, all four of our Requiescat  stacks are spoken for. Confiteor and   all three Blade strikes. They are all  also AoE strikes with a 5 yalm radius. Blade of Faith is a 700 potency hit with 50%  falloff, doing 350 potency of damage to all   enemies after the first. Blade of Truth is 800  potency with falloff, doing 400 potency to all   extra enemies. And finally Blade of Valor does 900  potency to the target, 450 on all enemies beyond.   Be careful you don't hit other attacks after  Confiteor. If you start your main combo before   using your Blade attacks, the combo will  be lost, and the powerful hits with it. If it wasn't obvious, just like  Confiteor these should never be skipped,   even rushed to for AoE. They are so much  stronger than your Prominence combo,   and especially strong since you will put  up Fight or Flight. Blade attacks - despite   being giant swords - are still spells and  can be used at range like Holy Spirit. And because of how this final skill set works,  Endwalker basically hasn't changed our opener.   I'll do a Karaoke opener for you just so that  you have the new names being said if you need   to look back on this video, but otherwise  we're just replacing that post Requiescat   Holy Spirit spam with our Blade combo. And  of course Spirits Within is now Expiacion. Iron Will if tanking> Holy Spirit to pull > Fast Blade >   Riot Blade > Royal Authority > Fight or Flight > Requiescat > Goring Blade > Circle   of Scorn > Expiacion > Confiteor > Intervene > Blade of Faith > Intervene > Blade   of Truth > Blade of Valor > Holy Spirit Atonement > Atonement > Atonement The note I mentioned at the very beginning is  going to come into play here. In the current   iteration of Paladin, you have a 63 second  rotation. Because of how this works out,   there are two suggested ways of  dealing with this to move into a   perfect 60 second loop you can repeat  when there is no forced downtime. The one I suggest is the "drop Atonements"  strategy. When you have a 2.5 second GCD,   all your weaponskills are a 2.5  second recast, you will need to   intentionally drop two Atonements every 60  seconds. And by that I mean NOT use them. To be able to re-do your opener exactly as you did  it the first time without things being misaligned,   you will do a Royal Authority combo, Holy Spirit,  and two Atonements with Expiacion and Circle of   Scorn mixed in due to 30 second cooldowns. Then do  it again. Royal Authority Combo, Holy Spirit, and   two Atonements. You will then be set up to do your  opener again exactly as you did it the first time. At faster Skill Speed tiers,  you will only need to drop one   Atonement. You'll do a full three  Atonements, and then only a set of   two. The difference of four or five in  your filler phase. Beyond that though,   the rotation of Paladin is pretty simple  with very little thought you need to put in. Just stop touching Clemency. Thank you for watching this updated Paladin  1-90 leveling skills guide. Feel free to give   feedback or ask questions on what might still be  confusing to you. I am always seeking to improve,   as should you! Don't stop with this guide, even  if I succeeded in helping you improve. Please   leave a rating, comment, sub, those really do  help creators. Or even go follow my patreon. Have fun in your adventures across Eorzea,   and may the Power of an A Nidhoggs  lay Waste to your enemies.
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Channel: WeskAlber
Views: 48,436
Rating: undefined out of 5
Keywords: ff14, beginner, learning, guide, endwalker, skills, leveling, opener, rotation, gladiator, paladin, GLA, PLD, tank, updated, update, 6.3
Id: g1iLEpNUJnw
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Length: 52min 43sec (3163 seconds)
Published: Wed Jan 25 2023
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