Difference between revisions of "Sun Paladin"

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(Strategy)
(Strategy)
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==Strategy==
 
==Strategy==
[[Human|human]] and [[Elf|elven]] Sun Paladins begin in the [[Gates of Morning]]. Their starting zone is the [[Slazish Fens]], accessible through a stairway inside the town.
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[[human|Human]] and [[Elf|elven]] Sun Paladins begin in the [[Gates of Morning]]. Their starting zone is the [[Slazish Fens]], accessible through a stairway inside the town.
  
  

Revision as of 22:55, 3 May 2015

Sun Paladin

Sun paladin 128 bg.png

Metaclass Celestial
Locked Yes
Starting Life 110
Life Rating +2
Stat Modifiers
Strength +5
Dexterity 0
Constitution 0
Magic +4
Willpower 0
Cunning 0

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

Class
Type Name Mastery Locked Talents
Celestial Combat 1.3 No Weapon of Light Wave of Power Weapon of Wrath Second Life
Celestial Sun 1.0 No Sun Ray Path of the Sun Sun's Vengeance Suncloak
Techniques Combat Veteran 1.1 No Quick Recovery Fast Metabolism Spell Shield Unending Frenzy
Technique Shield Offense 1.1 No Shield Pummel Riposte Shield Slam Assault
Technique Two-Handed Assault 1.1 No Stunning Blow Fearless Cleave Death Dance Execution
Celestial Crusader 1.3 Yes Absorption Strike Mark of Light Righteous Strength Flash of the Blade
Celestial Guardian 1.3 Yes Shield of Light Brandish Retribution Crusade
Celestial Radiance 1.3 Yes Radiance Illumination Searing Sight Judgement
Techniques Combat Techniques 1.1 Yes Rush Precise Strikes Perfect Strike Blinding Speed
Generic
Type Name Mastery Locked Talents
Celestial Chants 1.3 No Chant of Fortitude Chant of Fortress Chant of Resistance Chant of Light
Celestial Light 1.3 No Healing Light Bathe in Light Barrier Providence
Techniques Combat Training 1.1 No Thick Skin Armour Training Combat Accuracy Weapons Mastery
Cunning Survival 1.1 Yes Heightened Senses Charm Mastery Piercing Sight Evasion

Strategy

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.


Sun Paladins are powerful arcane warriors who can specialize in either two-handed or one-handed/shield combat, with a very strong selection of healing and shielding.


Sun Paladins are easy to build Stat-wise, needing only Str and Mag for their skills, focusing on Mag early on for most of their talents while investing some points into Str for their chosen weapon tree is the best way to go. Cun is a good option later in the game, adding to your critical strike chance, which synergizes well with Sun's Vengeance and Sun Ray. Con and Dex being their defensive stats after everything else has been maxed, since Dex offers extra accuracy, defense, and chances to shrug off critical hits. Con grants more HP which Paladins boast plenty of, and get even more of with Chant of Fortitude.

Chants offer an array of powerful sustains that add to a Sun Paladin's survivability, and it's heavily advised to max one that best suits the player's playstyle and avoid the rest, due to being tight on generic points for the rest of their skills.


The biggest choice a sun paladin must make is whether he or she will focus on shield or two-handed combat. Both trees are powerful and have very useful offensive and defensive tools and are recommended to be unlocked at level 10. (Although Ogres May choose to do both)

Guardian Offers Retribution, an extremely useful shield that cuts all damage taken in half, and explodes when reaches the limit, dealing AoE light damage.

Shield of Light protects the player by partially smearing the damage received with healing, and adds to offense by granting an extra shield bash on melee hits.

Brandish offers very solid AoE and single-target damage that scales well with talent levels.

Crusade is a short cooldown single-target talent that will hit with both weapon and shield while also granting the user positive energy to utilize with their talents, and reducing cooldowns as a bonus.


Crusader comes with Absorption Strike which fulfills many roles, it's your main opener with a solid damage modifier, while also reducing the light resistance and all damage dealt by enemies in radius 2 and should be maxed or invested on early.

Flash of the Blade Will provide very reliable AoE damage while also becoming a shield that blocks all damage for one turn at level 4 or higher.

Mark of Light Is an instant talent used to mark a target and making it heal you when you deal damage to it, making it ideal for high-priority targets such as bosses.

Righteous Strength Increases a Sun Paladin's critical strike chance, while also providing a stacking buff to your physical and light damage modifiers and a dot and debuff to an enemy's armor when critically striking in melee.


Early on, Sun Paladins might find themselves sustain-heavy and with little resource (there is no real way of obtaining positive energy other than certain artifacts, and more importantly character levels), and must generally choose which sustains are important to them in the class-trees. Fatigue also affects positive energy and -% fatigue items can sometimes partially relieve the need for resource.

Some important early game talents include Path of the Sun, a sun paladin's main mobility tool allowing them to move inside a beam-like area without spending a turn, making it a great gap closer or escape, while also becoming fully effective at talent level 2, not requiring further investment. Sun Ray will be their main opener, dealing ranged light damage, along with Barrier for shielding, both providing positive energy for their other talents.

Sun Paladins have incredible sustainability thanks to the Light tree, which offers Healing Light, Bathe in Light, a HoT spell that applies shielding on each tick, and scales well with levels and healing modifier. Barrier which will be their default shielding talent, and Providence, a powerful HoT that removes debuffs each turn. Second Life allows Sun Paladins to avoid death by healing them upon taking fatal damage. This talent works extremely well with prodigies like Cauterize and Draconic Body


Radiance is a solid tree that starts locked for Sun Paladins and offers blindness immunity, light radius, invisibility detection and extra damage with a powerful on-demand heal at the cost of their radiance for 5 turns, and should be considered as an unlock later in the game.


Classes

Classes with a non-white background need to be unlocked or may have other requirements
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