The FFXI Paladin is the 'holy warrior' of the Final Fantasy XI. With their incredible divine abilities, defensive capabilities, and melee aptitude, they make more than a match for the undead, which they aim to wipe out from Vana'diel.
To unlock this job category you have to at least have a level 30, plus you have to complete the FFXI Paladin Flag Quest. (Which actually means three separate quests starting form Balasiel.)
The Final Fantasy XI Paladin are said to be a mixture of a White Mage and a Warrior, they have the ability to heal like the Mage and they can tank incredibly well like a Warrior.
They boast an extremely good defense that is capable of taking many blows. They are able to carry almost every weapon in the game, and use just about every armor in Vana'diel. So effectively, they can be the best equipped unit around.
Final Fantasy XI Paladins have magical abilities which they can use from time to time, both to heal and to tighten up defense.
A low MP means that they fall short of a primary healer mark, though they are great backup to have in any party.
FFXI Paladin's are considered to be the best tanks around in Vana'diel, its not to say that they cant play as attackers, but the amount of damage they can take and the hate they can churn up makes them ideal for the job. Therefore, the role of a FFXI Paladin in a party is to be up front holding hate and protecting the fragile members of the clan. So provoke guys, that's your job.
The best paladin combo anyone can come up with is Paladin/Warrior combination. The job roles are similar and warrior's abilities add some extra substance and survivability. Provoke ability is always very important for tanks so Warrior adds that to your game as well.
Red Mage sub job offers the incentives of a higher MP and the Stoneskin and Phalanx abilities. So if you want a Mage option for some solo play in high levels, there is no topping this one.
Being a Monk makes a good sub job as well if you are looking to go solo. It raises you HP, Vitality and Strength, making you a more formidable opponent.
To be a good tank you have to have high HP and Vitality, Galka is all about HP and VIT, so rest assured that you can't go wrong if you pick a Galka to be your FFXI Paladin. However some would argue that a Hume would make a better FFXI Paladin, as they have good HP and VIT stats to add to those MP ones. But that largely depends on your style of play, whether you want to stick to tanking or would you take to casting as well when you get up on the levels. Choose wisely, or you can always switch to another job...
| Race/Specs | HP | MP | STR | DEX | VIT | AGI | INT | MND | CHR |
|---|---|---|---|---|---|---|---|---|---|
| Hume | 30 | 16 | 7 | 6 | 8 | 5 | 5 | 7 | 7 |
| Elvaan | 32 | 14 | 8 | 6 | 9 | 4 | 4 | 8 | 7 |
| Galka | 35 | 10 | 8 | 6 | 10 | 5 | 5 | 7 | 6 |
| Mithra | 30 | 16 | 7 | 8 | 8 | 6 | 5 | 7 | 6 |
| Tarutaru | 26 | 22 | 6 | 6 | 8 | 6 | 7 | 7 | 7 |
Job abilities mean special strengths which are unlocked after the required number of levels are completed. These can be reused after a specific amount of real-life time has passed (re-use time for each ability is different).
| Ability | Level | Re-Use Time(min) | Effect |
|---|---|---|---|
| Invincible | 1 | 120 | Makes the Paladin impregnable to physical damage for 30 seconds |
| Holy Circle | 5 | 5 | Defends party against the undead for 3 minutes |
| Shield Bash | 15 | 5 | Deals damage to enemy who carries a shield |
| Sentinel | 30 | 5 | Gives a boost to the Paladin's physical defense for 30 seconds |
| Cover | 35 | 5 | A tanking special; can be used between the enemy and a comrade to claim the hate on yourself |
| Rampart | 62 | 5 | Boosts party defense for 30 seconds |
