[b21] Vur the L41 Sun Paladin on indefinite hiatus

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eulf
Cornac
Posts: 37
Joined: Sun Feb 13, 2011 6:53 am

[b21] Vur the L41 Sun Paladin on indefinite hiatus

#1 Post by eulf »

I did snip out the gems/ammo from the character inventory there. I just don't see myself attempting to finish with this character, hitting a nasty bug/exploit just broke my stride.

A few quick notes about the character however is that he has 12 stat, 7 class, and 4 generic talent points unallocated at this point. With his usual setup I had my healing increased by 178% (Assuming it's all additive, -26% without Bathe in Light). Natural regen was ~28 without bathe in lights bonus. Shield of Light was basically god mode, healing 44 per proc, keeping it up could've been done even in the worst possible conditions for it with a bit of effort.

I had a blast playing this character for the most part. Corridors were my bane however, specifically against large monster pits due to boredom. After becoming nigh-invulnerable, I could speed through areas (relatively) by just wading into the middle of it all and allowing Retribution/Brandish/Sunburst, along with my when-struck damage to mow down large mobs. Killing bosses would go surprisingly fast, outside of a few specific exceptions. One noteworthy mention would have to be Vor, as he kept on removing all my buffs and tried to stay 12 tiles away from me at all times. It was a tricky fight, but certainly not as frustrating as others.

The house stored just about every artifact that I had found/saw in a shop.

In retrospect, Dwarf just wasn't a terribly great pick for this class. I had completely forgotten about the innate.

I never used Second Life at all outside of a deliberate suicide to see if +% healing would affect it. It was still nice to have a 'Oops' button right there if needed, but the sustain cost was too steep for the most part.

The helmet is there because I was imagining double-sunflare shenanigans (never used), and the gloves were to see if I could have a chance to resist disarming from a certain disarm-happy enemy (the answer is no). I did intend to grab myself some nice resist all rings from Limmur just prior to heading for the high peak.

I was somewhat disappointed however that Martyrdom couldn't be used in any gamebreaking manner (no looping effect for casting it on yourself and giving yourself a hard smack for example)

Oh, and I got a spare Resonating Diamond/Athame.

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  42
Race             : Dwarf        DEX:  8
Class            : Sun Paladin  MAG:  74
Level            : 41           WIL:  25
Exp              : 64%          CUN:  10
Gold             : 3471.04      CON:  72

Attack(Main Hand):  44          Life             :     1654/1654Encumbrance      : 93/115
Damage(Main Hand):  46          Stamina          :     244/250  Difficulty       : Normal
APR   (Main Hand):  17          
Crit  (Main Hand):  15%         Positive         :     95/140
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 49%          Spellpower       : 74
Armor            : 28.76        Spell Crit       : 2.2%
Defense          : 28.9         Spell Speed      : 1
Ranged Defense   : 40.9         

Blight damage    : 4%

Physical Save    : 82.264935126045
Spell Save       : 92.014935126045
Mental Save      : 12.95

All Resists:  10%
Fire Resist(cap):  32%( 70%)
Cold Resist(cap):  37%( 70%)
Lightning Resist(cap):  17%( 70%)
Acid Resist(cap):  17%( 70%)
Nature Resist(cap):  30%( 70%)
Blight Resist(cap):  53%( 70%)
Light Resist(cap):  24%( 70%)
Darkness Resist(cap):  48%( 70%)
Mind Resist(cap):  45%( 70%)
Poison Resistance:  19%
Bleed Resistance:  30%
Confusion Resistance:  60%
Blind Resistance:  70%
Disarm Resistance:  30%
Stun Resistance:  30%
Fear Resistance:  70%
Knockback Resistance:  30%

Number of NPC killed: 3625
Most killed NPC: cold drake hatchling (216)

  [Talents Chart]

 - Technique / Shield offense         (mastery 1.10)
    Shield Pummel (class)             5/5
    Riposte (class)                   0/5
    Overpower (class)                 0/5
    Assault (class)                   0/5
 - Technique / Combat veterant        (mastery 1.10)
    Quick Recovery (class)            1/5
    Fast Metabolism (class)           5/5
    Spell Shield (class)              0/5
    Unending Frenzy (class)           0/5
 - Technique / Combat training        (mastery 1.10)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 1/5
    Health (generic)                  5/5
    Weapon Combat (generic)           5/10
    Weapons Mastery (generic)         1/10
    Knife Mastery (generic)           0/10
 - Divine / Guardian                  (mastery 1.30)
    Shield of Light (class)           5/5
    Brandish (class)                  1/5
    Retribution (class)               5/5
    Second Life (class)               5/5
 - Divine / Chants                    (mastery 1.30)
    Chant of Fortitude (generic)      5/5
    Chant of Fortress (generic)       1/5
    Chant of Resistance (generic)     0/5
    Chant of Light (generic)          0/5
 - Divine / Light                     (mastery 1.30)
    Healing Light (generic)           5/5
    Bathe in Light (generic)          5/5
    Barrier (generic)                 1/5
    Providence (generic)              5/5
 - Divine / Combat                    (mastery 1.30)
    Weapon of Light (class)           5/5
    Martyrdom (class)                 5/5
    Wave of Power (class)             0/5
    Crusade (class)                   0/5
 - Divine / Sun                       (mastery 1.00)
    Searing Light (class)             1/5
    Sun Flare (class)                 5/5
    Firebeam (class)                  1/5
    Sunburst (class)                  1/5

  [Inscriptions (5/5)]

Infusion: Regeneration
Infusion: Insidious Poison
Infusion: Regeneration
Infusion: Healing
Rune: Frozen Spear

  [Current Effects]

- Weapon of Light
- Chant of Fortitude

  [Character Equipment]

 In main hand
a) elemental stralite waraxe of ruin (33.5-46.9 power, 5 apr)
   Type: weapon / waraxe

33 Power [Range 1.40] (+100% Strength), 0 Attack, 5 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 15 fire,12 ice,24 acid,6 lightning.
When wielded/worn:
Attack 0, Armor Penetration 7, Physical Crit 8%, Physical power 0
Increases stats: 4 Strength.
Increases critical damage modifier: +18.00%.
Physical Crit 8%

 In off hand
b) blood-runed voratun shield of the night (12 def, 3 armor)
   Type: armor / shield

When used to attack (with talents):
65 Power [Range 1.10] (+100% Strength), 0 Attack, 0 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Armor 3, Defense 12, Ranged Defense 12
Fatigue 14%
Increases stats: 5 Constitution.
Damage when hit: 13 darkness.
Increases resistances: 16% darkness.
Regenerates 1.40 hitpoints each turn.
Infravision radius 2
Increases all healing by 30%

 On fingers
c) stralite ring of life
   Type: jewelry / ring

When wielded/worn:
Regenerates 1.30 hitpoints each turn.
Maximum life 60
Increases all healing by 21%

d) gold ring of life
   Type: jewelry / ring

When wielded/worn:
Regenerates 1.10 hitpoints each turn.
Maximum life 73
Increases all healing by 18%

 Around neck
e) stralite amulet of greater telepathy
   Type: jewelry / amulet

When wielded/worn:
Grants telepathy: all.
Regenerates -3.00 hitpoints each turn.

 Light source
f) healer's brass lantern of the sun
   Type: lite / lite

When wielded/worn:
Increases spell save: 15.
Increases blindness immunity: 40%.
Light radius 3
Increases all healing by 12%

   Dropped by Urkis, the High Tempest
 Main armor
g) radiant stralite plate armour of Eyal (7 def, 13 armor)
   Type: armor / massive

When wielded/worn:
Armor 13, Defense 7, Ranged Defense 0
Fatigue 26%
Increases stats: 3 Willpower,4 Luck.
Damage on hit(melee): 8 light.
Increases resistances: 23% blight,22% darkness.
Regenerates 1.30 hitpoints each turn.
Maximum life 46
Increases all healing by 16%

 Cloak
h) wyrmwaxed cashmere cloak of fog (9 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Armor 0, Defense 9, Ranged Defense 0
Increases resistances: 7% acid,22% fire,7% cold,7% lightning,14% light.
Increases stealth bonus: 7.
Increases confusion immunity: -20%.
Light radius -1

 On head
i) Helm of the Dwarven Kings (0 def, 6 armor)
   Type: armor / head

When wielded/worn:
Armor 6, Defense 0, Ranged Defense 0
Fatigue 4%
Increases stats: 3 Willpower,4 Magic.
Increases blindness immunity: 30%.
Light radius 1
It can be used to activate talent: Sun Flare (level 3), costing 30 power out of 30/30.
 Around waist
j) Girdle of the Calm Waters
   Type: armor / belt

When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
k) Gloves of the Firm Hand (0 def, 0 armor)
   Type: armor / hands

When wielded/worn:
Increases stats: 4 Constitution.
Increases disarm immunity: 30%.
Increases stun immunity: 30%.
Increases knockback immunity: 30%.

   Dropped by Chronolith Clone
 On feet
l) restorative pair of drakeskin leather boots of phasing (0 def, 5 armor)
   Type: armor / feet

When wielded/worn:
Armor 5, Defense 0, Ranged Defense 0
Fatigue 5%
Increases stats: 4 Magic,3 Willpower.
Increases poison immunity: 19%.
Increases cut immunity: 30%.
Regenerates 0.90 hitpoints each turn.
Increases all healing by 26%
It can be used to blink to a nearby random location, costing 35 power out of 60/60.
 Tool
m) Tooth of the Mouth (dig speed 12 turns)
   Type: tool / digger

When wielded/worn:
Attack 0, Armor Penetration 5, Physical Crit 0%, Physical power 0
Damage when hit: 15 blight.
Increases damage type: 4% blight.
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2011-03-06 18:25:24
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2011-03-06 18:05:43
'Arachnophobia' was achieved for Destroyed the spydric menace. At 2011-03-08 09:39:44
'Back and there again' was achieved for Opened a portal to the Far East from Maj'Eyal. At 2011-03-07 12:12:32
'Brave new world' was achieved for Went to the Far East and took part in the war. At 2011-03-07 06:47:49
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2011-03-05 20:06:39
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2011-03-06 21:02:22
'Exterminator' was achieved for Killed 1000 creatures At 2011-03-04 15:04:17
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2011-03-05 19:38:36
'Home sweet home' was achieved for Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2011-03-04 15:50:44
'Level 10' was achieved for Got a character to level 10. At 2011-03-04 11:16:14
'Level 20' was achieved for Got a character to level 20. At 2011-03-05 19:38:36
'Level 30' was achieved for Got a character to level 30. At 2011-03-06 20:49:37
'Level 40' was achieved for Got a character to level 40. At 2011-03-08 13:09:21
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2011-03-04 12:30:06
'Size matters' was achieved for Do over 600 damage in one attack At 2011-03-04 11:14:14
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2011-03-06 21:05:01
'Squadmate' was achieved for Escaped from Reknor alive with your squadmate Norgan. At 2011-03-04 09:32:36
'The Arena' was achieved for Unlocked Arena mode. At 2011-03-04 11:25:08
'The secret city' was achieved for Discovered the truth about mages. At 2011-03-05 19:24:29
'There and back again' was achieved for Opened a portal to Maj'Eyal from the Far East. At 2011-03-07 08:30:51
'Treasure Hoarder' was achieved for Amass 3000 gold pieces. At 2011-03-08 14:13:04
'Treasure Hunter' was achieved for Amass 1000 gold pieces. At 2011-03-05 22:47:21
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2011-03-06 17:50:07

  [Character Inventory]

a) titan's healing infusion [heal 494]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 494 life.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the infusion..
b) titan's movement infusion [758% speed; 223 turns]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 974% for 7 turns.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the infusion..
c) titan's wild infusion [resist 29%; cure hex, poison, curse, magical]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, poison, curse, magical effects and reduce all damage taken by 29% for 6 turns.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the infusion..
   Dropped by orc archer
d) titan's wild infusion [resist 25%; cure mental, physical, poison, hex, curse]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental, physical, poison, hex, curse effects and reduce all damage taken by 25% for 6 turns.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the infusion..
e) wild infusion [resist 23%; cure hex, disease, magical, poison, physical]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, disease, magical, poison, physical effects and reduce all damage taken by 23% for 7 turns.

It can be used to inscribe your skin with the infusion..
f) wild infusion [resist 19%; cure mental, disease, magical, poison, hex, curse]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental, disease, magical, poison, hex, curse effects and reduce all damage taken by 19% for 7 turns.

It can be used to inscribe your skin with the infusion..
g) wizard's movement infusion [1000% speed; 229 turns]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 1222% for 7 turns.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
   Dropped by elven mage
h) wizard's movement infusion [1006% speed; 230 turns]
   Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 1228% for 8 turns.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects.
Its effects scale with your Magic stat.

It can be used to inscribe your skin with the infusion..
i) brawler's acid wave rune [319 acid damage]
   Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to fire a self-centered acid wave, doing 319.60 acid damage.
Its effects scale with your Strength stat.

It can be used to inscribe your skin with the rune..
j) Ancient Tome titled 'Gems and their uses'
   Type: scroll / tome


   Dropped by thief
k) Choker of Dread
   Type: jewelry / amulet

When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Increases blindness immunity: 100%.
Spellpower 5, Spell Crit 0%
See invisible: 10
It can be used to summon an elder vampire to your side, costing 60 power out of 60/60.
   Dropped by Chronolith Twin
l) gold amulet of teleportation
   Type: jewelry / amulet

When wielded/worn:
It can be used to teleport you anywhere on the level, randomly, costing 60 power out of 120/120.
   Dropped by ghoul
m) stralite amulet of healing
   Type: jewelry / amulet

When wielded/worn:
Increases cut immunity: 80%.
Increases all healing by 12%
It can be used to activate talent: Heal (level 3), costing 80 power out of 80/80.
   Dropped by orc cryomancer
n) Demonic Orb of Many Ways
   Type: jewelry / orb

It can be used to activate a portal, costing 10 power out of 30/30.
o) Elemental Orb (Orb of Command)
   Type: jewelry / orb

When carried:
Increases stats: 6 Magic.
It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Vor, Grand Geomancer of the Pride
p) Orb of Many Ways
   Type: jewelry / orb

It can be used to activate a portal, costing 10 power out of 30/30.
   Dropped by Tannen
q) Orb of Scrying
   Type: jewelry / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
r) gold ring of evocation
   Type: jewelry / ring

When wielded/worn:
Increases damage type: 11% arcane.
Spellpower 5, Spell Crit 5%

   Dropped by slimy ooze
s) stralite ring of evocation
   Type: jewelry / ring

When wielded/worn:
Increases damage type: 10% arcane.
Spellpower 5, Spell Crit 6%

   Dropped by stone troll
t) titan's steel ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 3 Constitution.
Increases physical save: 3.

u) titan's stralite ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 5 Constitution.
Increases physical save: 5.

v) voratun ring
   Type: jewelry / ring


w) voratun ring
   Type: jewelry / ring


x) voratun ring
   Type: jewelry / ring


y) Emedanor the dwarven-steel longsword (29-40.6 power, 4 apr)
   Type: weapon / longsword

29 Power [Range 1.40] (+100% Strength), 0 Attack, 4 Armor Penetration, Crit 3%
Damage type: physical
When wielded/worn:
Attack 8, Armor Penetration 8, Physical Crit 0%, Physical power 0
Increases stats: 4 Dexterity,5 Cunning.
Increases stun immunity: 30%.

z) slime-covered stralite waraxe of accuracy (35-49 power, 5 apr)
   Type: weapon / waraxe

35 Power [Range 1.40] (+100% Strength), 18 Attack, 5 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 33 slime.

   Dropped by Pale Drake
{) regal cashmere cloak of sorcery (2 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 3 Magic,7 Willpower,6 Cunning.
Increases silence immunity: 40%.
Spellpower 0, Spell Crit 5%

|) blood-soaked pair of hardened leather boots of rushing (0 def, 3 armor)
   Type: armor / feet

When wielded/worn:
Attack 0, Armor Penetration 3, Physical Crit 0%, Physical power 4
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Increases stats: 3 Strength,3 Constitution.
Increases pinning immunity: 16%.
It can be used to activate talent: Rush (level 2), costing 80 power out of 80/80.
}) shaloran drakeskin leather cap of the depths (0 def, 5 armor)
   Type: armor / head

When wielded/worn:
Armor 5, Defense 0, Ranged Defense 0
Fatigue 5%
Increases stats: 2 Willpower.
Allows you to breathe in: water.
Increases disease immunity: 15%.
Increases stun immunity: 40%.

~) icy dwarven-steel shield of lightning resistance (8 def, 2 armor)
   Type: armor / shield

When used to attack (with talents):
33 Power [Range 1.10] (+100% Strength), 0 Attack, 0 Armor Penetration, Crit 3%
Damage type: physical
When wielded/worn:
Armor 2, Defense 8, Ranged Defense 8
Fatigue 12%
Damage when hit: 15 ice.
Increases resistances: 15% lightning.

) Mummified Egg-sac of Ungol?«
   Type: misc / egg

When carried:
Light radius -2
It can be used to summon spiders, costing 80 power out of 100/100.
   Dropped by ghast

?) Blood-Runed Athame
   Type: misc / misc


   Dropped by Tannen
?) Telos's Staff Crystal
   Type: gem / multi-hued

When wielded/worn:
Increases stats: 5 Constitution,5 Dexterity,5 Magic,5 Strength,5 Willpower,5 Cunning.
Light radius 2
When carried:
Increases resistances: 35% mind.
Increases confusion immunity: 80%.
Increases fear immunity: 70%.
When used to imbue an object:
Increases stats: 5 Constitution,5 Dexterity,5 Magic,5 Strength,5 Willpower,5 Cunning.
Light radius 2
It can be used to combine with a staff, costing 1 power out of 1/1.
?) 37 alchemist bloodstone
   Type: alchemist-gem / red

When used as an alchemist bomb:
Life regen 10% of max life

   Dropped by Tannen

?) Transmogrification Chest
   Type: chest / sher'tul

It can be used to open a portal to send items to the Fortress core, extracting energies from it for the Fortress and sending back useless gold., costing 0 power out of 1000/1000.

?) Rod of Recall (0/1)
   Type: wand / wand

It can be used to recall the user to the worldmap, costing 1000 power out of 186/1000.
?) Rod of Spydric Poison (3/3)
   Type: wand / wand

It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75.
   Dropped by Ungol?«
?) ash wand of detection (6/7)
   Type: wand / wand

It can be used to detect the presence of creatures around you, with 6 charges out of 7.
?) dragonbone wand of illumination (27/27)
   Type: wand / wand

It can be used to light the area, with 27 charges out of 27.
?) elven-wood wand of healing (6/6)
   Type: wand / wand

It can be used to heal, with 6 charges out of 6.
?) solid dragonbone wand of conjuration (14/14)
   Type: wand / wand

It can be used to fire a bolt of a random element, with 14 charges out of 14.
?) solid elven-wood wand of flames (12/12)
   Type: wand / wand

It can be used to fire a beam of fire, with 12 charges out of 12.
   Dropped by Warmaster Gnarg
?) solid yew wand of detection (8/9)
   Type: wand / wand

It can be used to detect the presence of creatures around you, with 8 charges out of 9.
?) yew wand of trap destruction (8/8)
   Type: wand / wand

It can be used to try to disarm any known traps in a line, with 8 charges out of 8.
   Dropped by skeleton warrior
?) Resonating Diamond
   Type: gem / white

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#2 Post by greycat »

What "nasty bug/exploit" are you referring to?

eulf
Cornac
Posts: 37
Joined: Sun Feb 13, 2011 6:53 am

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#3 Post by eulf »

Shield of Light not playing nicely with burning hex (Possibly in conjunction with Curse of Death?). It appeared that Shield of Light was activating the hex each time it went off, leading to a massive increase in my maximum positive energy from SoL attempting to deactivate itself multiple times (and of course, 0 energy throughout the duration of the hex). Made a topic of it here:
http://forums.te4.org/viewtopic.php?f=42&t=25165

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#4 Post by edge2054 »

It's just burning hex. I just got done testing it. I'll see if I can figure out a fix.

gruevy
Higher
Posts: 53
Joined: Mon Jan 31, 2011 7:34 am

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#5 Post by gruevy »

I've played maybe 10 sunpas and I can never seem to get enough damage up to survive. How on earth did you manage so far?

eulf
Cornac
Posts: 37
Joined: Sun Feb 13, 2011 6:53 am

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#6 Post by eulf »

I focused mainly on survivability, wearing the same icy shield + slime iron waraxe for the majority of the game (7-35). When-struck effects was my main source of damage until I became an unkillable blob of constant AoEs.
Where specifically are you having issues? Between Weapon of Light and shield pummel, you deal a fair chunk of damage in the early levels.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#7 Post by Final Master »

Why no points into Riposte, Overpower or Assualt?

Why no love for Brandish?

Why so much love for Chant of Fortitude?

Why no love to Barrier? It's like a shield rune that uses a turn but generates Pos Energy.

Other than brunt nothing can hurt you - how are you surviving without a 'real' ranged attack, ala Weapon of Power?

I understand Sun Flares blind duration and damage/range go up with tlvls, but why not much investment into the other magic talents? Especially considering you have 74 magic.

I realized you said that WoL + SP will be the base for early game attacking, but what about ranged npcs? Early game you don't have much survival yet.

How did you go about building? Did you focus in on learning up Healing Light + Shield Pummel/WoL or some other method?

Thanks and I hope you will keep playing this character ...

FM
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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#8 Post by edge2054 »

Overpower and Assault are great on SPs, especially with WoL. I've never invested much in Riposte on them (re: one point to get assault and overpower) because it scales off a stat I don't plan to invest in ;)

eulf
Cornac
Posts: 37
Joined: Sun Feb 13, 2011 6:53 am

Re: [b21] Vur the L41 Sun Paladin on indefinite hiatus

#9 Post by eulf »

Final Master wrote:Why no points into Riposte, Overpower or Assualt?
I'm in love with Assault now, dealing more damage in a single turn then my 2h wyrmic for a single point investment. Not so much a fan of overpower and Riposte was a costy investment for minimal return for the most part.
Final Master wrote: Why no love for Brandish?
I was extremely reliant on keeping Shield of Light up, using it was fairly risky in the situations precisely where it would've shined for the most part. The +% to damage was a nonfactor given how I was using iron-tier items for the most part.
Final Master wrote: Why so much love for Chant of Fortitude?
It was an experiment, I'm a believer in the beauty of a good saving roll now. Without it I would've died from stuns/freezes, it also prevented a large pile up of effects so there was synergy with Providence.
Final Master wrote: Why no love to Barrier? It's like a shield rune that uses a turn but generates Pos Energy.
I adore Barrier, but it's not a skill that fit in with my gimmick build there outside of generating pos energy, something that doesn't scale with level unfortunately. It was a key skill however early game.
Final Master wrote: Other than brunt nothing can hurt you - how are you surviving without a 'real' ranged attack, ala Weapon of Power?
It's mainly just brunt nothing can kill me (I get hurt alot, I just heal up to full each turn. Partially why barrier didn't fit in and martyrdom is useful) and cycling through all my AoEs and such (Retribution, Brandish, Sunburst, etc.)
Final Master wrote: I understand Sun Flares blind duration and damage/range go up with tlvls, but why not much investment into the other magic talents? Especially considering you have 74 magic.
The other magic talents for the most part didn't seem worth spending an additional 4 talent points to double their minor damage. Searing Light I'm tempted to level up however, it eases up the early game a bit and ~300 damage on a 6 turn cooldown is pretty convienent for killing those summoners behind a horde of units. Sunburst honestly needs AoE scaling and possibly something else, retribution outshines it outside of positive energy generation with having a larger AoE, greater damage, lower CD, and a minishield effect thrown on for kicks and giggles.
Final Master wrote: I realized you said that WoL + SP will be the base for early game attacking, but what about ranged npcs? Early game you don't have much survival yet.
How early are you talking about? I'm usually level 10+ before hitting any ranged attackers outside of a lone skeleton mage, outside of those packs of 4 in a vault. Honestly when-struck was my largest source of damage for a very long time. I can't stress how convienent having that is.
Final Master wrote: How did you go about building? Did you focus in on learning up Healing Light + Shield Pummel/WoL or some other method?
It was my first SunPaladin, so I was doing alot of point banking being unsure of how useful WoL and Healing Light would turn out. My first key skills to max were SunFlare, FastMetab, and Shield Pummel, with a single point in Healing/Bathe/Barrier for a very long time. I did chuck in a couple of points into WoL somewhere along the line before deciding to max it. The main focus early on was to increase my healing-per-turn after realising how absolutely insane the icy shield + slime weapon is for survivability. Keep in mind that I'm recalling from memory here and that was fairly long ago.
Final Master wrote: Thanks and I hope you will keep playing this character ...

FM
I'm on holidays right now and playing this character a little bit actually.

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