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Corepunk Paladin Guide

The Corepunk Paladin guide you’re about to read will go over all 3 subclasses, their abilities, and a general overview of the class, listing its strengths and weaknesses. Inside you’ll also find a list of the best Talents and passives that you can try out for any of the class variations you’re going with.

The New Corepunk Paladin Guide Is Here

Hello, Adventurers! In this Corepunk Paladin guide, we’ll embark on a journey to understand the unwavering strength and sacred resolve of this noble class. This guide aims to serve as your complete reference for the Paladin class. Throughout the guide, we’ll examine the essence of the class, weigh its advantages and drawbacks, and take a closer look at its weapon masteries (or subclasses) alongside their active skills. Finally, we’ll recommend the most effective talents and passives to enhance your Paladin’s performance in any role you choose.

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Paladin Overview

The Paladin in Corepunk embodies the virtues of valor, resilience, and unwavering dedication to eradicating evil. Guided by the sacred light, Paladins are mighty warriors who excel in protecting their allies while smiting enemies with righteous fury. Their versatility shines as they seamlessly switch between supporting their team with healing and buffs and delivering devastating blows with their hammer or mace when the situation demands.

Paladins offer a variety of playstyles, depending on the chosen subclass. Whether wielding a massive weapon as the Hand of the Light, focusing on healing and shielding as the Cleric, or tanking in the thick of battle as the Crusader, Paladins can adapt to fit the needs of their group. Their abilities often combine offensive and defensive elements, allowing them to deal significant damage while mitigating harm to themselves or their allies. Even though we’re going to focus on these weapon masteries later on in the guide, here’s a quick summary:

  1. Hand of the Light – pure paladin with two-handed weapons and Light-based spells.
  2. Cleric – a support slash healer subclass using dual weapons and Light-based spells.
  3. Crusader – tanks with a morgenstern and a shield who can take on a lot of damage and also keep aggro.

This class is ideal for players who enjoy being the backbone of a team, offering protection, utility, and raw power. While Paladins can stand toe-to-toe with their enemies in combat, their true strength lies in their ability to influence the flow of battle, ensuring their team survives and triumphs. With a skill set that rewards strategic thinking and timing, the Paladin is a rewarding choice for players who embrace a balanced and impactful role in the world of the game. This concludes the general Corepunk Paladin overview. Now, we’re going to move on to a deeper class analysis.

Paladin Pros and Cons

A list of Corepunk Paladin pros and cons should help you make up your mind whether this class is for you or not. All 3 subclasses are as different from one another as possible, but they all share the same core idea – a Light adept who obliterates the forces of evil or something along those lines. So, let’s take a look at Paladin's strengths and weaknesses:

pros:

  1. Exceptional Team Support - Paladins can heal, shield, and buff allies, ensuring their team’s survival in difficult encounters. Their versatile support abilities make them indispensable in group content.
  2. High Durability - With abilities that reduce damage, enhance resistance, and mitigate crowd control, Paladins can absorb significant amounts of incoming damage. This makes them reliable front-liners who can protect their team by drawing enemy focus.
  3. Flexible Playstyles - Depending on the subclass, Paladins can adapt to different roles—ranging from healing as a Cleric to tanking as a Crusader or dealing damage as the Hand of the Light. This versatility allows players to tailor the Paladin to their preferred playstyle.

cons:

  1. Low Mobility - Paladins lack consistent mobility options, making it harder to chase down enemies or escape dangerous situations. Their reliance on positioning can be a challenge in fast-paced encounters.
  2. Moderate Damage Output - While capable of dealing damage, Paladins are not as offensively focused as other classes, such as the Champion or Bomber. This may make solo leveling or content more time-consuming compared to damage-centric classes.
  3. Resource Management Complexity - Many Paladin abilities have high mana costs or long cooldowns, requiring players to carefully manage their resources. Poor resource planning can leave Paladins unable to contribute effectively in extended fights.

Overall, a Paladin is a pretty awesome class, no matter what subclass you end up choosing. That being said, let’s actually take a look at these subclasses and learn what actually makes them stand out from one another.

Paladin Weapon Masteries

In Corepunk, weapon masteries define a hero’s unique approach to combat, offering specialized abilities and tailored playstyles. Each class, including the Paladin, has access to three distinct weapon masteries, shaping their role in a group and their effectiveness on the battlefield. For Paladins, these masteries unlock access to the power of light through a variety of weapon types, from heavy two-handed hammers to dual maces or a shield and morgenshtern combination. BLOG20

As you level up, weapon masteries can be further enhanced through a system known as Weapon Talents. By using Catalysts starting at level 6, you’ll unlock upgrades for individual Corepunk Paladin skills, boosting their power and utility. Each skill has a dedicated tree with numerous enhancements to refine your combat abilities, including advanced modifications to your ultimate ability.

The mastery system not only empowers your chosen specialization but also opens up new avenues of customization as you progress. By investing in your Corepunk Paladin weapon masteries, you’ll ensure your character remains a cornerstone of both offensive and defensive strategies.

Hand of the Light

The Hand of the Light is a melee hero that wields heavy two-handed weapons and channels the energy of the Light to dominate the battlefield. While their primary focus is dealing damage, they can also buff allies, removing debuffs and shielding them in the heat of battle. Their skills provide a balance of offense and utility, making them a formidable presence in any fight.

Ability Description Cast Time Cost Cooldown
Smite (Q) Unleashes a powerful strike that deals physical damage in an area. Affected enemies take increased damage for a duration. 0.2 seconds 23–133 Mana 12 seconds
Beam of Light (W) Projects a 5-meter-long beam that deals magic damage to enemies and slows them. Removes slows from allies and provides a shield on recast. Instant 25–80 Mana 10 seconds
Mark of Judgement (E) Marks an enemy for 5 seconds. When the mark expires, it deals true damage based on received damage during its duration. Instant 23–133 Mana 25 seconds
Light’s Fury (R) Charges a heavy blow and smashes the ground, dealing magic damage in an area. Damage increases with charge time. Up to 1.6s 38–113 Mana 100–160 seconds
Empowered Strikes (Special) Empowers the next basic attack after an ability is used, dealing bonus damage and providing periodic healing. Stacks up to 3. Instant No additional cost No cooldown

Hand of the Light heroes shine in group fights, offering utility while delivering punishing attacks with their two-handed weapons. Their unique blend of offense and support makes them versatile in various combat situations.

Cleric

The Cleric is a support-focused hero wielding dual maces and the Light’s healing energy. They excel at shielding and healing allies while also dealing significant melee damage. The Cleric’s abilities scale with their activity in combat, rewarding aggressive healing playstyles.

Ability Description Cast Time Cost Cooldown
Sacred Strike (Q) Strikes an enemy, dealing physical damage. Creates a healing zone that explodes on recast, dealing damage to enemies. Instant 8–35 Mana 5 seconds
Light Wave (W) Releases a wave of light, dealing magic damage, rooting enemies, and reducing their armor and magic resistance. 0.3 seconds 18–73 Mana 10 seconds
Shield of Grace (E) Shields an ally, absorbing damage. If the shield expires with remaining strength, it explodes, damaging and stunning enemies. Instant 23–50 Mana 15 seconds
Holy Aura (R) Creates a healing aura for 3 seconds, increasing movement speed and reducing incoming damage for the Cleric and nearby allies. Instant 50–125 Mana 60–150 seconds
Divine Charges (Special) Gains charges with attacks, empowering abilities by 2% per charge. Activation deals bonus damage for 10 seconds. Instant No additional cost No cooldown

The Cleric is a strong choice for players who want to support their team without sacrificing offensive potential. Their healing and shielding abilities make them invaluable in prolonged engagements.

Crusader

The Crusader is a tank hero, utilizing a shield and morgenshtern to endure heavy incoming damage while controlling enemies. They specialize in disrupting enemies, protecting allies, and drawing aggro to maintain control of the battlefield. BLOG20

Ability Description Cast Time Cost Cooldown
Chain Pull (Q) Launches a chain, pulling the first enemy hit back to the Crusader and taunting them for 2 seconds. Instant 18–73 Mana 15 seconds
Light Explosion (W) Charges and releases a powerful explosion that deals magic damage in an area. 2 seconds 28–83 Mana 12 seconds
Shield Bash (E) Blocks the next attack. If successful, the ability can be recast to deal physical damage and slow enemies. Instant 23–50 Mana 18 seconds
Sanctuary (R) Creates a field that prevents enemies from teleporting or dashing. Allies in the field take reduced damage. 1 second 63–100 Mana 60–160 seconds
Vigilance (Special) Gains increased armor and magic resistance for each nearby enemy. At max stacks, stuns an enemy on hit. Instant No additional cost No cooldown

The Crusader is the ultimate protector, capable of mitigating damage, disrupting enemies, and creating safe zones for allies. Their resilience and crowd control make them a cornerstone of any team composition.

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Best Paladin Talents

Corepunk Paladin talents are an integral part of character progression, offering players the chance to enhance their heroes’ skills and adapt their playstyle to different challenges. Each hero can choose up to three talent trees, unlocking unique passive abilities to augment their role in battle.

Passive Talents:

Corepunk includes ten distinct Passive Talent branches, each tailored to a specific aspect of gameplay and offering stat bonuses alongside impactful passive effects. These branches are:

  • Assassin
  • Hunter
  • Looter
  • Mage
  • Medic
  • Pathfinder
  • Support
  • Tank
  • Warrior

Beginning at level 5, players gain Passive Talent Points to distribute across these trees. Each tree consists of five rows with three passive effects per row. Players can choose one effect per row, enabling diverse and creative builds that complement their hero’s strengths and weapon mastery.

Below is probably the Corepunk Paladin best talents we could think of for the start of the game, designed to provide effectiveness and adaptability across all subclasses:

Talent Row 1 Row 1 Row 1 Row 1 Row 1
Support Aura of Ferocity Dynamic Fortress Coordinated Assault Tactic Amplified Efficiency Matrix Radiant Ascention
Tank Stalwart Defender Protector’s Presence Indomitable Tenacity Stoic Endurance
Medic Harmonic Trade-off Symbiotic Mending Benevolent Echoes Overflowing Barrier Ultima Resonance

Choosing the right talents and passives is essential for maximizing your Paladin’s potential. One might go as far as to call it one of the most important Corepunk Paladin tips to know about. Support talents enhance group utility and healing, Tank talents ensure survivability and damage mitigation, and Medic talents bolster healing output and sustain. By selecting these talent trees, your Paladin will excel as a beacon of resilience and light, ready to protect and aid allies in any encounter. Experiment to find the ideal synergy for your preferred playstyle! BLOG20

Conclusion

The Paladin class in Corepunk is an inspiring and steadfast choice for players who value balance, teamwork, and a commitment to justice. With their three distinct weapon masteries, Paladins can heal and shield their allies as a Cleric, stand as an immovable force as a Crusader, or bring divine retribution to enemies as the Hand of the Light.

Mastering the Paladin requires a strong sense of timing, adaptability, and a focus on both offense and support. With the right combination of talents—Support, Tank, and Medic—the Paladin becomes an invaluable asset to any group, thriving in both cooperative and solo scenarios.

If you’re looking for a class that embodies resilience, selflessness, and divine power, the Paladin is your perfect match. For players eager to champion the cause of the Light and protect those in need, this class delivers an experience as noble as it is impactful.

F.A.Q.

Is Paladin good in Corepunk?

 

Yes, the Paladin is a versatile class that can heal, tank, or deal damage. Its adaptability makes it valuable for solo play and team-based content.

What is the best Paladin Weapon Mastery in Corepunk?

 

The best mastery depends on your focus:

  • Hand of the Light for high damage and ally buffs.
  • Cleric for healing and shielding.
  • Crusader for tanking and crowd control.

What does Paladin do in Corepunk?

 

The Paladin combines healing, damage, and utility. It can adapt to various roles, supporting allies or leading the charge in combat.

Is Paladin good for fast leveling in Corepunk?

 

Yes, the Paladin is effective for leveling, especially with the Hand of the Light mastery for damage. The Cleric and Crusader offer great survivability for tougher challenges.

What are the best skills for Paladin in Corepunk?

 
  • Beam of Light for AoE damage and utility (Hand of the Light).
  • Energy Zone for healing and damage (Cleric).
  • Shield Throw for crowd control (Crusader).

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