Taking out a Paladin.


Dogface

 

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Hunting Paladins is for people who’ve taken one too many shots to the head from a giant Lostie. If “crazy and stupid” does not describe you, just forget about it. Anybody with a lick of sense would draw a straight line away from one of these things all the way to Alaska and follow it there. So, if you’re like me, you’ll probably hunt Paladins. I was part of a group of seven or eight who took out a Paladin in Kings Row in the first week of March. For part of that fight, I was the only front man they had. But we took it out and some of us managed to not get zapped over to the hospital in the process. I don’t know if they’ll all be like this, but maybe my fight will help you fight them.
Forget the thing’s Security Rating. It’s a lot tougher than that, but I’ll lay down dimes to donuts that it won’t be the Paladin that will do the most damage to wannabe hunters. Paladins don’t travel alone. The first time I saw one I thought it had some kind of stealth field, since its outline was so blurry. I was wrong. It didn’t have a stealth field, it had a clockwork field. Paladins travel with a swarm of clockworks. These little doodads would be a joke if you caught one on its own, kind of like kicking your old aunt’s yap-dog. But Paladins have enough clockwork yap-dogs around them to fill—that’s right, I said fill—a street in Kings Row from side to side, across the sidewalks, up to the buildings, and still have to crawl and fly all over each other. And it’s not just one breed of yap-dog, either. There will be cogs, ossies, and teslers in that swarm. Most of the time, I’d have to just stand around all day to get hurt by these things, but there were so many that they had me nickel-and-dimed down to almost nothing in no time, flat. To top it all off, Mr. Paladin is happy to hand out the hurt at the same time, but he won’t be the major threat to anybody who wants to get in an mix it up close and personal, not at first.
Once you get to him, you’ll find out that the Paladin can do a lot of different things. First, he can hit, and hit hard. Most of you probably have never been hit as hard as a Paladin can lay out in a single swat. You walking armor cans will find out what this “pain” stuff the rest of us talk about feels like. Be ready to be pounded on. Second, he can shoot, electricity, of course, but he’s got good range and it’s pretty high power. Third, he can throw down a cage that will send anybody into naptime at least once or twice. But most of all, a Paladin is tough. The worst part about a Paladin (after the swarm has been trimmed down) is that he can stand around and take everything a group dishes out for a long time and give it back with gravy.
But they can still be beaten. I’m proof of that.
First things first: If you can’t shoot from a distance or get the heck out of Dodge good and fast, do not draw hostile attention to yourself in this fight or you will be overwhelmed. I’m talking to the Empaths. Your job will be to keep everybody else on their feet as much as you can, and you will be very busy.
At first, if you can, make sure your team has somebody who can lay down areas of injury, the bigger the better. The Paladin won’t be hurt by it, but the swarm needs to be eliminated. You’ll be happy you pulled the weeds before taking out the tree. The last thing you want is distraction. Until that swarm is gone, you risk losing people left and right to it. It will plink a walking tank down to nothing in no time flat. The worst part is that these clockwork yap-dogs are so piddly that they won’t give you a thing for inspiration from taking them out. You’ll have to fight the whole fight with whatever you brought to the party.
You will need a couple of people with distance attacks to keep the big guy busy at this stage of the game. They should be in a straight line on either side of the Paladin to trade off shots. While he’s being distracted, close-in fighters can start to shave off that swarm, but you have to make sure that you can get out and back in whenever you need to. There is no dishonor in breaking off and regrouping in this fight, especially at this stage of the game. That also applies to the shooters. But that means you’ll need a smart team tactician, one who can see when it’s time to fall back as a group, and it also means you’ll have to actually listen to your tactician.
Once the swarm is gone, and I mean gone, not just trimmed, then it’s time to really concentrate on Big Man. He’ll be the longest part of the fight. Once you’re at this stage, get ready for a grind. Close-in fighters should try to rotate in and out, making sure that the Paladin is always occupied even though one of them is taking a breather. Shooters just have to keep shooting and don’t bunch up! Support personnel should concentrate on keeping the close-fighters and the shooters doing as well as they can. Remember that it can be a good idea to fall back, but don’t take too long to replenish. Paladins seem to regenerate.
Don’t bother trying to stun or disorient a Paladin with something like Cobra Strike. I’m not even sure they have minds to mess with (but maybe some of the mind-messing pros out there would have more luck than I did). If you can knock them on their butts, do it. They might be big and tough, but they still can be kicked off their feet, and that’s a couple of seconds your team will have for free beat-down on the Paladin. The most annoying thing for a close-up fighter (after the Paladin’s toughness) is his electrical cage. If you can’t resist being put to sleep, you’re going to do a lot of napping. But it’s not always a disaster. If the shooters are any good, they will be able to keep the Paladin distracted after you’ve gone to bed and until you wake up. Every time the Paladin put me out with his sleep cage, he didn’t bother to finish me off because my team was pulling his attention.
The good news is that Paladins can go down, and they don’t seem to drop a pile of walking gears in the process. The better news is that you can cancel a lot of debt with one Paladin.