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Paladin abilities and build paths

The Paladin showcase covers several active abilities and talent interactions that define the class's current combat style. The class combines melee attacks, holy and fire-themed spell schools, defensive tools, and party support effects.

Many values and visuals are stated to be work in progress, but the underlying build concepts are already visible.

Basic attacks and spell school interactions

Vindicator Strike is presented as the Paladin's main two-handed basic attack. It functions as a three-strike combo and is intended to be used frequently as a core filler attack.

A talent called Holy Vindicator Strike changes the attack into a holy spell and increases its damage by 30%. This conversion matters because gear and talents that improve holy damage can then affect the attack. The same logic is described for other future interactions, such as holy spells restoring health or granting buffs.

For one-handed tank play, Decisive Strike replaces the basic attack pattern. Its third attack can heal the Paladin for a percentage of attack power over time.

Fire and Inquisitor-style damage path

Blazing Sweep is described as a cleaving attack that applies Sanctified Fire, a damage-over-time effect central to the Inquisitor-style Paladin path. Other talents and abilities are intended to interact with this fire effect, including consuming it or gaining benefits when it is present on a target.

Castigation is shown as an area attack that applies both an area stun and Sanctified Fire. The stun occurs with a delay, which is described as intentional counterplay because immediate area stuns would be too strong. The spell is characterized as powerful and still subject to tuning.

Avatar abilities

Avatar of Sanctification, also referred to in discussion as an avatar-style power-up, is presented as one of the signature offensive Paladin abilities. It transforms the Paladin into a stronger state for a period, increasing offensive output.

Avatar of Justice is described as a power-up cooldown that currently grants bonuses such as weapon damage and critical hit chance. Additional improvements such as more critical damage, longer duration, or other enhancements are expected to come through talents rather than the base spell alone. The stated design concern is that the class should still feel functional and enjoyable outside of avatar uptime.

Healing and support tools

Healing Hand is the Paladin's direct healing spell. It is described as a sustain tool rather than the basis of a full healer specialization, and it can be cast on allies as well as on the Paladin.

A planned interaction allows Vindicator Strike to reduce Healing Hand's cooldown, creating a play style where attacking more frequently enables more frequent healing. This supports the idea of a Paladin who sustains through active combat rather than standing back as a pure healer.

Another showcased support talent grants strength and dexterity for a short duration when Healing Hand is used, reinforcing a hybrid support-damage role.

Protective abilities

Final Verdict: Absolution grants nearby allies an absorb shield for a short time. It is positioned as a timing-based defensive cooldown for mitigating incoming group damage rather than a full immunity effect.

Oath of Sanctuary is a separate ally-targeted channel that makes the protected ally immune while the Paladin remains in place. The Paladin cannot cast it on itself. The channel can be interrupted, and a balancing measure is mentioned to prevent repeated chaining of the effect by multiple Paladins without downtime.

Banner support

Radiant Banner is a placed area effect that increases armor for allies standing within it. It is described as useful around choke points, during boss fights, and in other situations where party members can remain grouped inside the effect. In PvP, the banner is intended to be destructible by opponents.

Mobility and control tools

Heavenly Dive is shown as a leap that deals damage and slows targets. It is treated as controversial within the class kit. The ability was added to address a perceived lack of Paladin mobility, but it is also described as feeling closer to a warrior ability and may be removed or replaced later.

Blessed Hammer is described as a ranged stun used to disrupt enemies and help the Paladin close distance. Its visuals and icon are noted as placeholders.

Cavalcade of Light summons holy cavalry to strike an area repeatedly. The spell currently pulls or knocks targets toward the center, though that control effect is still being evaluated. Alternative versions such as a stun, slow, or root are discussed as ways to preserve the trampling fantasy without overcommitting to a pull mechanic.

Shield and block gameplay

Aegis is the Paladin's active block ability. It only remains active while held, and it is intended to block incoming projectiles from the front.

A tank-oriented talent, Restorative Aegis, grants healing over time while blocking. Another planned interaction allows successful blocks to empower the next Shield Smite, increasing its damage and applying silence. This creates a reactive tank play style built around timing blocks rather than passively absorbing damage.

Bulwark Crash is described as a tank-oriented capstone-style shield slam that deals heavy area damage. It is presented as a spell with room for further expansion, especially in combination with block-triggered effects.

Action bar and active-skill philosophy

The current action bar limit is stated as 20 abilities. The design direction favors augmenting and modifying existing skills through talents rather than endlessly adding new active buttons. Players can still pursue more active-heavy builds, but doing so is expected to involve trade-offs compared with investing in passive empowerment nodes.

Source

  • Recording: Scars OF Honor - Paladin Talents Showcase
  • YouTube: Watch on YouTube
  • Published: Sunday, April 12, 2026 at 7:08 PM UTC

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