Difference between revisions of "Sun Paladin"
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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 | |
---|---|
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
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 | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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 |