Offensive Auras

MightHoly FlameThornsBlessed AimHoly WindConcentrationHoly FreezeSanctuaryFanaticismRedemptionThe Paladinīs Offensive Auras are much like his Defensive Auras except for the fact that as their name says, they are more offensive in nature.  The Paladinīs Offensive Auras are all active skills that have to be selected and require mana with each use.

The Paladinīs Offensive Auras tree is split into roughly three catagories, but as the tree is rather sketchy in details we arenīt sure of these divisions/  The skills on the left are skills that alter the Paladinīs attacks somehow, adding damage or effects to his strikes.  The middle row are skills that create offensive barriers that can augment the Paladinīs damage while he is in close quarters.  The right row contains barries that are more of wards, keeping creatures from attacking the Paladin.  These skills, as they effect Friendly players as well, can level the field for a Paladin and his party, allowing them to become more of a match for the creatures sec against them.

 

 

 

Might (Req: Clvl 1)
Might adds damage to the Paladinīs attack, making it successful strike worth more.  Alone it is not a powerful skill, but as the only Clvl 1 skill it opens the tree up for the Paladin, and is required for almost every other skill in the tree.








 

Holy Flame (Req: Clvl 5, Might)
Holy Flame surrounds the Paladin in an aura that will cause Fire-based damage to creatures who venture too close.  It damages in timed bursts, and can effect many creatures while active.








 

Thorns (Req: Clvl 5)
The Aura known as Thorns surrounds the Paladin in a green nimbus that damages any creature that damages the Paladin.  Dealing with Thorns the enemies may find that they kill themselves faster when they assault the Paladin.








 

Blessed Aim (Req: Clvl 10, Might)
Blessed Aim improves the Paladinīs and his friendsī Attack Ratings, making it easier to hit enemies.  Blessed Aim will make combat easier and more effective, as more damage can be done with fewer strikes.








 

Concentration (Req: Clvl 15, Might, Blessed Aim)
A powerful aura, Concentration increases the chance the the Paladinīs attacks will be uninterrupted.  This can prevent "hit locking" as each swing by the Paladin will hit home.








 

Holy Wind (Req: Clvl 15, Holy Flame, Might)
This skill may have changed forms recently, as the icon doesnīt appear to match the name of the skill.  It was formerly a wind-driven barrier that inflicts damage, but it is now unknown.








 

Holy Freeze (Req: Clvl 20, Holy Flame, Holy Wind, Might)
Holy Freeze does cold-based damage to creatures that enter its area of effect, and may also possess the power to freeze creatures solid if they get enough ot this potent aura.  It will be quite useful in immobilizing monsters that are swamping the party.









 

Sanctuary (Req: Clvl 20, Might, Holy Flame, Holy Wind)
The Sanctuary Aura creates a glowing, blue barrier that wards away all undead creatures.  It knocks them back a few paces, and it is also assumed that it does damage to them as well.








 

Fanaticism (Req: Clvl 25, Might, Blessed Aim, Concentration)
Fanaticism increases the Paladinīs attack speed, allowing him to make more hits faster.  Since the Paladin has a fast attack speed in any case, Fanaticism can switch a Paladin into overdrive, allowing him to pummel opponents to the ground.








 

Redemption (Req: Clvl 25, Thorns, Sanctuary, Might, Holy Flame, Holy Freeze)
What redemption does is unknown, but being in the same row as other barrier skills we can assume it will also be a barrier of some kind.  Redemption may kill creatures that enter its area of effect, and give their life and mana to the Paladin, but that is only a guess at this time.









 

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