Difference between revisions of "Sun Paladin"

From Tales of Maj'Eyal
Jump to: navigation, search
(Strategy)
(Strategy)
Line 147: Line 147:
 
Beginning with beta 32, [[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.
 
Beginning with beta 32, [[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.
  
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.
+
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 (talent)|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 (talent)|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 are limited in mobility (no [[Step up (talent)|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.

Revision as of 12:49, 23 January 2014

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

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 Searing Light Sun Flare Firebeam Sunburst
Celestial Sun 1.0 No Searing Light Sun Flare Firebeam Sunburst
Techniques Combat Veteran 1.1 No Quick Recovery Fast Metabolism Spell Shield Unending Frenzy
Technique Shield Offense 1.1 No Shield Pummel Riposte Overpower Assault
Celestial Guardian 1.3 Yes Shield of Light Brandish Retribution Second Life
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

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).

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