Difference between revisions of "Sun Paladin"
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| Mastery = 1.3 | | Mastery = 1.3 | ||
| Locked = no | | Locked = no | ||
− | | talent1 = [[Weapon of light (talent)|Weapon of | + | | talent1 = [[Weapon of light (talent)|Weapon of Light]] |
| talent2 = [[Martyrdom (talent)|Martyrdom]] | | talent2 = [[Martyrdom (talent)|Martyrdom]] | ||
− | | talent3 = [[Wave of power (talent)|Wave of | + | | talent3 = [[Wave of power (talent)|Wave of Power]] |
| talent4 = [[Crusade (talent)|Crusade]] | | talent4 = [[Crusade (talent)|Crusade]] | ||
}} | }} |
Revision as of 08:59, 23 August 2014
Sun Paladin | |
---|---|
Metaclass | Celestial |
Locked | Yes |
Starting Life | 110 |
Life Rating | +2 |
Stat Modifiers | |
Strength | +5 |
Dexterity | 0 |
Constitution | 0 |
Magic | +4 |
Willpower | 0 |
Cunning | 0 |
Contents
Locked Description
The sun rises in the east in full glory, but you must look for it first amidst the darkest places.
Description
Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'The Sun is our giver, our purity, our essence. We carry the light into dark places, and against our strength none shall pass.'
They can channel the power of the Sun to smite all who seek to destroy the Sunwall. Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.
Their most important stats are: Strength and Magic
Starting Equipment
- Iron Mace
- Iron Shield
- Iron Mail Armor
Starting Talents
Talent Categories
Strategy
Beginning with beta 32, human and elven Sun Paladins begin in the Gates of Morning. Their starting zone is the Slazish Fens, accessible through a stairway inside the town.
This class plays like a Bulwark (one-handed weapon and shield, with some of the same talents), but lacks Shield Wall. This is compensated by Retribution which forms a shield to half the damage taken. The shield then explodes to deal light damage to surroundings when certain amount of damage is taken.
Paladins are limited in mobility (no Step Up option). They make up for that by bringing an assortment of auxiliary damage buffs -- adding Light damage to melee attacks, doing Light damage to attacking monsters when hit, a one-tile Light damage-over-time talent, and a Fire beam, among others.
Paladins also get healing talents in the Light tree.
The biggest choice with this class is which of the Chants to develop (and when).
As of version 1.2 sun paladin has had a major overhaul, with 3 new (2 locked) main skill categories, one (locked) devoted to a light-giving aura available from level 1, and 2 others (1 locked, level 10) giving a variety of 2 handed only specialty techniques.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |