Sun Paladin Guide-Sustains and Shields 1.25
Posted: Sun Nov 23, 2014 4:49 am
Preface: This guide is not gospel. This is almost certainly not the best advice you can get, and if you already know what you're doing and this guide says otherwise, listen to yourself. I am literally just writing this because I recently won with Sun Paladin and the only other guide for it is from 1.10. With that out of the way, let's begin.
1. Introduction
2. Race
3. Stats
4. Class Skills
5. Generic Skills
6. Inscriptions
7. Category Points and Prodigies
8. Strategy
9. Anything Else
Introduction
The Sun Paladin, well built, is tankier than a Sherman. Following this guide, you'll be able to receive massive amounts of damage without dying, heal yourself up from just about anything, and even when the battle gets too instense, you'll have the capability of recovering enough to fight again within a dozen turns. Best of all, by the time you're level 12 you'll ahve a permenant safety net of resurrection.
This build specifically is for using shields and all your positive energy on sustains-past the early game, you will never touch an ability that actually consumes positive energy.
Race
Most of this is conjecture. I have only played Sun Paladin as a Ghoul and would highly recomend it, but I'll do my best to talk about other races.
Cornac: 4/10 The category point will come in handy for an extra inscription, but it's not really needed. The lower life rating hurts this build. Not a bad choice, but nothing much good here either.
Higher: 5/10 A better choice than Cornacs, but still not especially good. The stat bonuses are negligible, so their only benefits are slightly improved life rating and racials. Only Gift of the Highborn is going to be that useful, and since you won't be pumping Willpower, it's not that powerful. However, an instant regen is nothing to throw away. Overseer of Nations is pointless, since you'll be in melee. Born Into Magic gives nice spell save, but the resistance and damage bonus aren't that important. Highborn's Bloom will really not be needed. In my playthrough, I ran out of Stamina once, and that was against Linaniil.
Shalore: 3/10 Bad life rating and mediocre racials for this build. Grace of the Eternals won't be that much use, as your talent use is dictated mostly by cooldowns. Magic of the Eternals gives crit boosts, which never hurt, but Secrets of the Eternal is basically useless. Timeless is never a bad ability, but not needed here and not worth the missing life.
Thalore: 6/10 Good life, good starting stats, good racials. Wrath of the Woods is useful in a pinch for extra all resist in addition to a Wild Infusion, Unshackled will save you from stuns and confusion, and Guardian of the Wood gives passive all resist. All worth putting points in. Nature's Pride isn't bad, but you don't really need meatshields.
Doomelf: No freaking idea. At all. If someone plays a Doomelf Sun Paladin, let me know how it was.
Halfing: 8/10 Great life and useful racials. Luck of the Little Folk is a great tool for upping your damage when you need to kill something fast(er), Militant Mind will be helpful since you will be surrounded by crowds, and Indomitable is a fantastic status manager. Duck and Dodge, while helpful defensively, won't be that useful though.
Dwarve: 9/10 Like Halflings, but with better racials. Resilience of the Dwarves adds to your already impressive armor and saves, Stoneskin is yet more armor, Power is Money will add up with Resilience to make you basically immune to Physical and Magic debuffs for a little bit, and Stone Walking is an extra escape option. Can't go wrong with a Dwarf.
Ghoul: 10/10 Total life rating of 16. You will be swimming in hit points. It also adds great stat buffs and damage limitation through Ghoul, great mobility through Ghoulish Leap, and a damage dealer/regen effect/status removal that lasts for 15 turns through Retch. Gnaw isn't a bad extra attack, but not worth the generics. In addition, the main penalty of Ghouls, -20% global speed, is not that important for Sun Paladins, and the undead inability to use Infusions is made up with the racials.
Skeleton: 7/10 Good life, good racials, but huge XP penalty and can't use Infusions. Strength from Skeleton helps, and while Dexterity helps, it isn't needed. Bone Armour is a good shield, but without pumping Dexterity it'll be outclassed by runes or Barrier. Useful all the same. Resilient Bones is pointless with Providence, and Re-Assemble is a useful heal, but you already have plenty.
Yeek: 2/10 I love these little furballs, but... They suck as Sun Paladins. Horrible, horrible life, and the only useful skill is Unity. The immunities and saves are very helpful, but global speed isn't needed, you don't have the Willpower to make Dominant Will stick, and the summons aren't very helpful.
Stats
Strength=Magic>Cunning=Dexterity>Willpower>Constitution
Strength and Magic must be kept high, Dexterity or Cunning after those two are maxed is your choice.
Early on, more points should go into Magic for using skills, but once you've got a lot of abilities start putting more into Strength.
Class Talents
Combat
Weapon of Light: This talent is beautiful. Because nearly all your attacks are weapon based, this adds a lot of light damage to everything you do, and the defensive bonuses from powering up damage shields lets you make any attack operate as just a little bit of defense too.
5/5
Wave of Power: Damn useful when you get it, but this build doesn't use positive energy for anything other than Shield of Light. An important note is that this is a melee hit and applies any melee effects that wouldn't normally occur five squares away.
1/5
Weapon of Wrath: More weapon damage? Yes please. This talent, just like Weapon of Light, will seriously buff your damage once a fight gets going. the Martydom effect works great with your immense HP pool, as does the extra damage based on lost life. Once you get Weapon of Wrath, it's worth your time to save Shielding effects for part way through a fight, once you've taken a few hits and can gain extra damage.
5/5
Second Life: YES. YES YES YES. This ability is your safety net. Get it as soon as possible, max it as soon as possible, and never let it drop. Not only is this basically an extra 40% HP at level 5, it's a perfect warning system. If you ever see this sustain go down, run immediately. This includes if it gets taken down through a sustain removing effect, unless there's a good chance you'll be teleporting into more damage.
5/5 Immediately
Sun
Sun Ray: Nice bit of extra damage, one of your longer ranged abilities. Overall not very useful on this build except in conjuction with Sun's Vengeance.
1/5
Path of the Sun: Fantastic mobility tool. Deals some damage, but not enough to be worth more than taking out a Bone Shield. However, this creates a five turn road for you that you can walk on indefinitely. Great for scouting, clsoing, running, anything involving movement. Rnage increases with talent level and maxes at 9, but hits 8 at level 3. Not worth the extra two points to get 9.
3/5
Sun's Vengeance: A passive ability, useful but not above many other abilities. Not worth investing in till late game. Once you get it, watch your status buffs carefully. When you see Sun's Vengeance appear on it, make sure to use your Sun Ray for a bit of extra damage and shielding, as it won't cost anything.
5/5 eventually
Suncloak: An absolutely godly ability that this build cares very little for. Since very few spells are used by this build, the spell bonuses are mostly irrelevant. The main reason to get Suncloak is to get is to drop the maximum amount of damage you can take, however, if you play as a Ghoul you already have this effect passively.
0/5 for Ghouls, X/5 for other races
Combat Veteran
Since this is a widely used tree, I won't bother discussing each skill. Just don't invest in it early, consider it later on when you have spare class points, and never put anything into Unending Frenzy. The only reward there is unending misery from wasting valuable class points.
Quick Recovery 1/5, 0/5 if not investing futher down the tree
Fast Metabolism X/5
Spell Shield X/5
Unending Frenzy 0/5
Shield Offense
Same as Combat Veteran-widely used tree, minor discussion. Shield Slam will be very useful for the block and Assault does great damage.
Shield Pummel X/5
Riposte 1/5
Shield Slam 1/5
Assualt 5/5
Two-Handed Assualt
This is a shield based build. Do not invest in this tree.
Crusader
Reread Two-Handed Assault.
Guardian
Shield of Light: Another one of those sustains you'll learn to love so much. Shield of Light is a damage buff, a survivability buff, and a place to finally spend all that positive energy you've been ignoring up till now. This will turn 2 positive energy into healing every time you get hit and add shield bashes to an attack once per turn. Once this is active, you can treat every positive energy gaining ability as also having a healing component from this sustain.
In addition, so long as you keep positive energy up, Shield of Light will completely negate and add additional healing over any DoT. The base healing is capable of crits, so with a high spell crit you can expect your healing to be significantly higher than the indicated amount. If you have a dangerous DoT effect and are low on positive energy, activate any generator ability to effectively cure it. In addition, if your only debuffs are DoT, don't waste a cure if you have Shield of Light up.
5/5
Brandish: You get this after Shield of Light, and Shield of light is the cut off point for when you stop using any positive energy for anyhting except Shield of Light. I did not use this ability once my entire game.
1/5
Retribution: More sustains! This is a fantastic damage shield, and since it lets half damage through, it synergizes with Shield of Light and any other regen effects by letting them help deal with damage, making it more powerful than a true damage shield. In addition, it deals massive damage when it does finally go down and in a good radius to boot. Against ordinary foes, this ability will literally let you sit there and do nothing until they finally break your shield and die.
5/5
Crusade: Your only main attack outside of Shield Offense. It increases your positive energy, so it adds healing from Shield of Light, does good damage, and lowers cooldowns and heals a debuff. Save this ability for when you need it-the cooldown isn't much, but it's much better to trade lower damage output to gain a debuff removal when you really need it. Never use Crusade when less than 3 talents are on cooldown unless you absolutely have to remove a debuff and have no other abilities that can do it ready.
5/5
Radiance
Radiance: A nice passive. Gives you light radius and blindness immunity. The main benefit comes from later abilities.
5/5
Illumination: Reduces stealth and defense. Great buff to Radiance, especially since one of your status removals relies on hitting an enemy.
5/5
Searing Sight: Another sustain. I actually thought it was an active ability at first and didn't use it, but it's extra damage and dazing. Defnitely a useful sustain to have, espeically combined with the massive radius of Radiance. Since dazing pins enemies in place, it can help you close with an enemy while your mobility is on cooldown, as well removing Bone Shields. Do note the damage is low, so one point wondering it isn't bad, but at the end you've got enough class points to toss wherever and here's not a bad spot.
1-X/5
Judgement: Uses positive energy and shirnks your Radiance, and therefore Searing Sight and Illumination, for five turns. Not worth it.
0/5
Combat Techniques
Widely used tree, little discussion. I personally did not unlock this tree at all. Rush is a great mobility tool, but you're probably better off spending a category point on a Movement Infusion for that purpose. Precise Strikes and Perfect Strike are helpful but unneeded, and Blinding Speed isn't very useful since you have so few abilities worth using.
Potentially not worth unlocking.
Rush X/5
Precise Strikes 0/5 or X/5 on preference
Perfect Strike 0/5 or X/5 on preference
Blinding Speed 0/5
Generic Skills
Chants
Chant of Fortitude: The Chant. This is the Chant I used the entire game. Saves and max life, both incredibly useful. In addition, the melee retaliation is nice for a tanky build like this.
5/5
Chant of Fortress: You will be in melee range. While it might save you from out of vision one shotting, it won't help you close with that enemy and deal with them up close. Fortitude will likely be able to help just as much.
0/5, 1/5 if going for Resistance
Chant of Resistance: Another solid choice, I preferred the status mitigation and Weapon of Wrath synergy provided by Fortitude, but all resist is never a bad thing.
0/5 or 5/5
Chant of Light: No. Extra damage is nice, but this build is about surviving, not dealing out damage. Use a massively powerful defensive tool instead of spreading yourself thin.
0/5
Light
Healing Light: A powerful heal. Takes a turn, but usually heals for more damage than you take, so net gain. Plus you gain positive energy, so Shield of Light will turn that into even more healing over time.
5/5
Bathe in Light: Since you're a melee class, this is the least useful of the Light tree. As such, it gets relegated to autocast duties. Put in on autocast when enemies aren't around and start every fight with a full tank for Shield of Light.
1/5
Barrier: A powerful shield. Takes a turn, but usually survives long enough for you to attack. Stacks well with Weapon of Light-use Barrier to survive a turn, then power the shield up with an Assault. Also gains positive energy for Shield of Light.
5/5
Providence: Hell yeah. One of the best status removers in the game. Also gives good regen and positive energy. If you're about to go into a dangerous fight, consider popping this ahead of time.
5/5
Combat Training
Same deal as the rest. Nothing you wouldn't expect here.
Thick Skin 5/5
Armour Training 5/5
Combat Accuracy 5/5
Weapons Mastery 5/5
Dagger Mastery 0/5
Survival
Not even worth unlocking.
0/5 for all
Inscriptions
All Inscriptions should scale with Magic or Strength if possible.
Runes
Teleportation Rune: A must have. This is your main escape tool-when you get low on health or if you see Second Life go down, pop this and live another day.
Shielding Rune: Another must have. This combined with Weapon of Light can easily give you an extra two or three turns of survival in a dangerous situation.
Heat Beam, Biting Gale, Acid Wave: I'd recomend one of each by the end game. These will let you instantly cure a specific status condition (barring having multiples of the same category) and do a little damage. Excellent tools to have on hand.
All other runes: Not worth it. Trade it for one of the ones above.
Infusions
Regeneration: Get a Shielding Rune instead for the Weapon of Light synergy. You have enough defenses that you should focus most turns on offense. When you need to spend a turn on defense, a regen effect will not be enough to save you.
Wild: If you aren't undead, get these instead of status cure attack runes. A mental/physical early on, but one of each single type later game. These are better since they can be used on the same turn as one another and give resist all.
Healing: If there's a powerful enough one, go ahead and use it. But there won't be. There never is.
Movement: A great mobility tool. If you have enough of one save or not very much trouble with a certain category of status effects, this will see you into and out of fights. Very good choice on this build for adding mobility.
Heroism: Nothing special about this class and Heroism. The stat buff is nice, but not the reason to use it. Use Heroism Infusions only for the negative life effect, and use that only after Second Life has gone down. Second Life triggers when you go into negative HP, so activating a Heroism Infusion while it's active will cripple its use. If you're in a situation dangerous enough that you think you might need Heroism and Second Life in one turn, run.
All other infusions: Get something from the above list instead.
Category Points and Prodigies
Categories
The level 10 category point should go Guardian. Too many core abilities are in that tree to let it wait. After that, get inscription slots until you feel like you need more places to put class points, then get Radiance.
Prodigies
Strength
Irresistible Sun-This is a fantastic damage and crowd tool. Deals massive damage to everyone around and draws them in to help with your mobility issues. This should be your first prodigy, no questions asked.
Flexible Combat-A little extra damage. Not bad, but better choices.
Constitution
Corrupted Shell-Great defensive boosts if you have the Constitution for it, and with a Ghoul you probably will. I didn't have the choice in my play through since I killed Zigur and the Corrupter, but she's worth leaving alive for Shell.
Magic
Arcane Might-You've got great Magic and use weapons. This one is a no brainer to up your damage output. Worth it for your second prodigy.
Cauterize-A layer of back up before Second Life. Synergizes well with it, since Second Life should let you live long enough to use Cauterize again.
Spectral Shield-You have two blocks, one from your shield and one from Shield Smash, so it's a great way to buy some breathing room. If you do get this prodigy, remove Shield Slam from your regular offensive rotation. It's a lot more useful now as a defensive tool.
Temporal Form-The first prodigy I got in my play through, with Irresistible Sun second. Not a bad choice if you're having trouble with status and the immunites would help or you happen to have a ton of temporal damage gear lying around, but probably not worth it. Only on the list because I personally played with it.
Strategy
As you go through the game, put everything you get in sustains. Put all sustains on autocast when no enemies are around, and before you go into any dangerous fight make sure they're all up. In addition, before level 10 you'll have a few levels where you don't have any sustains to put points in. Save or float these points, since you'll want to level Shield of Light and Second Life immediately. Once you hit level 12, don't put points in anything else until you've maxed Second Life (excepting any points you've saved up and therefore can't spend on Second Life). In addition, do not act as if you ahve Second Life. Pretend it isn't there and you'll find you survive a lot more.
Once you get all your Shield Offense skills and Crusade, your strategy will be the same till the end game. Close with an enemy using Path of the Sun or a similar talent, use Assault, Shield Slam, bump attack if they got counterstrike and Shield Pummel if they didn't, Shield Pummel if you used a bump, and then Crusade only if they can't deal nasty status effects or you have Providence on. If you have Sun's Vengeance, use that when it comes up.
For survival, you have a wealth of defensive skills. The entire Light tree and anything else you aquire will give you all the options you need anytime you're in danger. Providence is your best friend, regen and status removal. And don't be afraid to run-you might be a Leman Russ, but sometimes you run into a Baneblade.
Anything Else
Space saved for when someone points out anything I missed.
In addition, please let me know anything I could do better. I've only beaten the game once with a Sun Paladin, so I know this isn't the best guide.
And just one last reminder, this guide is not gospel. I am far from the best player, so make intellgient decisions based on what you find in your game and not just what I say. ToME, like any Roguelike, has a bunch of random elements that could make deviating from this guide a much better choice.
Hope this helps.
1. Introduction
2. Race
3. Stats
4. Class Skills
5. Generic Skills
6. Inscriptions
7. Category Points and Prodigies
8. Strategy
9. Anything Else
Introduction
The Sun Paladin, well built, is tankier than a Sherman. Following this guide, you'll be able to receive massive amounts of damage without dying, heal yourself up from just about anything, and even when the battle gets too instense, you'll have the capability of recovering enough to fight again within a dozen turns. Best of all, by the time you're level 12 you'll ahve a permenant safety net of resurrection.
This build specifically is for using shields and all your positive energy on sustains-past the early game, you will never touch an ability that actually consumes positive energy.
Race
Most of this is conjecture. I have only played Sun Paladin as a Ghoul and would highly recomend it, but I'll do my best to talk about other races.
Cornac: 4/10 The category point will come in handy for an extra inscription, but it's not really needed. The lower life rating hurts this build. Not a bad choice, but nothing much good here either.
Higher: 5/10 A better choice than Cornacs, but still not especially good. The stat bonuses are negligible, so their only benefits are slightly improved life rating and racials. Only Gift of the Highborn is going to be that useful, and since you won't be pumping Willpower, it's not that powerful. However, an instant regen is nothing to throw away. Overseer of Nations is pointless, since you'll be in melee. Born Into Magic gives nice spell save, but the resistance and damage bonus aren't that important. Highborn's Bloom will really not be needed. In my playthrough, I ran out of Stamina once, and that was against Linaniil.
Shalore: 3/10 Bad life rating and mediocre racials for this build. Grace of the Eternals won't be that much use, as your talent use is dictated mostly by cooldowns. Magic of the Eternals gives crit boosts, which never hurt, but Secrets of the Eternal is basically useless. Timeless is never a bad ability, but not needed here and not worth the missing life.
Thalore: 6/10 Good life, good starting stats, good racials. Wrath of the Woods is useful in a pinch for extra all resist in addition to a Wild Infusion, Unshackled will save you from stuns and confusion, and Guardian of the Wood gives passive all resist. All worth putting points in. Nature's Pride isn't bad, but you don't really need meatshields.
Doomelf: No freaking idea. At all. If someone plays a Doomelf Sun Paladin, let me know how it was.
Halfing: 8/10 Great life and useful racials. Luck of the Little Folk is a great tool for upping your damage when you need to kill something fast(er), Militant Mind will be helpful since you will be surrounded by crowds, and Indomitable is a fantastic status manager. Duck and Dodge, while helpful defensively, won't be that useful though.
Dwarve: 9/10 Like Halflings, but with better racials. Resilience of the Dwarves adds to your already impressive armor and saves, Stoneskin is yet more armor, Power is Money will add up with Resilience to make you basically immune to Physical and Magic debuffs for a little bit, and Stone Walking is an extra escape option. Can't go wrong with a Dwarf.
Ghoul: 10/10 Total life rating of 16. You will be swimming in hit points. It also adds great stat buffs and damage limitation through Ghoul, great mobility through Ghoulish Leap, and a damage dealer/regen effect/status removal that lasts for 15 turns through Retch. Gnaw isn't a bad extra attack, but not worth the generics. In addition, the main penalty of Ghouls, -20% global speed, is not that important for Sun Paladins, and the undead inability to use Infusions is made up with the racials.
Skeleton: 7/10 Good life, good racials, but huge XP penalty and can't use Infusions. Strength from Skeleton helps, and while Dexterity helps, it isn't needed. Bone Armour is a good shield, but without pumping Dexterity it'll be outclassed by runes or Barrier. Useful all the same. Resilient Bones is pointless with Providence, and Re-Assemble is a useful heal, but you already have plenty.
Yeek: 2/10 I love these little furballs, but... They suck as Sun Paladins. Horrible, horrible life, and the only useful skill is Unity. The immunities and saves are very helpful, but global speed isn't needed, you don't have the Willpower to make Dominant Will stick, and the summons aren't very helpful.
Stats
Strength=Magic>Cunning=Dexterity>Willpower>Constitution
Strength and Magic must be kept high, Dexterity or Cunning after those two are maxed is your choice.
Early on, more points should go into Magic for using skills, but once you've got a lot of abilities start putting more into Strength.
Class Talents
Combat
Weapon of Light: This talent is beautiful. Because nearly all your attacks are weapon based, this adds a lot of light damage to everything you do, and the defensive bonuses from powering up damage shields lets you make any attack operate as just a little bit of defense too.
5/5
Wave of Power: Damn useful when you get it, but this build doesn't use positive energy for anything other than Shield of Light. An important note is that this is a melee hit and applies any melee effects that wouldn't normally occur five squares away.
1/5
Weapon of Wrath: More weapon damage? Yes please. This talent, just like Weapon of Light, will seriously buff your damage once a fight gets going. the Martydom effect works great with your immense HP pool, as does the extra damage based on lost life. Once you get Weapon of Wrath, it's worth your time to save Shielding effects for part way through a fight, once you've taken a few hits and can gain extra damage.
5/5
Second Life: YES. YES YES YES. This ability is your safety net. Get it as soon as possible, max it as soon as possible, and never let it drop. Not only is this basically an extra 40% HP at level 5, it's a perfect warning system. If you ever see this sustain go down, run immediately. This includes if it gets taken down through a sustain removing effect, unless there's a good chance you'll be teleporting into more damage.
5/5 Immediately
Sun
Sun Ray: Nice bit of extra damage, one of your longer ranged abilities. Overall not very useful on this build except in conjuction with Sun's Vengeance.
1/5
Path of the Sun: Fantastic mobility tool. Deals some damage, but not enough to be worth more than taking out a Bone Shield. However, this creates a five turn road for you that you can walk on indefinitely. Great for scouting, clsoing, running, anything involving movement. Rnage increases with talent level and maxes at 9, but hits 8 at level 3. Not worth the extra two points to get 9.
3/5
Sun's Vengeance: A passive ability, useful but not above many other abilities. Not worth investing in till late game. Once you get it, watch your status buffs carefully. When you see Sun's Vengeance appear on it, make sure to use your Sun Ray for a bit of extra damage and shielding, as it won't cost anything.
5/5 eventually
Suncloak: An absolutely godly ability that this build cares very little for. Since very few spells are used by this build, the spell bonuses are mostly irrelevant. The main reason to get Suncloak is to get is to drop the maximum amount of damage you can take, however, if you play as a Ghoul you already have this effect passively.
0/5 for Ghouls, X/5 for other races
Combat Veteran
Since this is a widely used tree, I won't bother discussing each skill. Just don't invest in it early, consider it later on when you have spare class points, and never put anything into Unending Frenzy. The only reward there is unending misery from wasting valuable class points.
Quick Recovery 1/5, 0/5 if not investing futher down the tree
Fast Metabolism X/5
Spell Shield X/5
Unending Frenzy 0/5
Shield Offense
Same as Combat Veteran-widely used tree, minor discussion. Shield Slam will be very useful for the block and Assault does great damage.
Shield Pummel X/5
Riposte 1/5
Shield Slam 1/5
Assualt 5/5
Two-Handed Assualt
This is a shield based build. Do not invest in this tree.
Crusader
Reread Two-Handed Assault.
Guardian
Shield of Light: Another one of those sustains you'll learn to love so much. Shield of Light is a damage buff, a survivability buff, and a place to finally spend all that positive energy you've been ignoring up till now. This will turn 2 positive energy into healing every time you get hit and add shield bashes to an attack once per turn. Once this is active, you can treat every positive energy gaining ability as also having a healing component from this sustain.
In addition, so long as you keep positive energy up, Shield of Light will completely negate and add additional healing over any DoT. The base healing is capable of crits, so with a high spell crit you can expect your healing to be significantly higher than the indicated amount. If you have a dangerous DoT effect and are low on positive energy, activate any generator ability to effectively cure it. In addition, if your only debuffs are DoT, don't waste a cure if you have Shield of Light up.
5/5
Brandish: You get this after Shield of Light, and Shield of light is the cut off point for when you stop using any positive energy for anyhting except Shield of Light. I did not use this ability once my entire game.
1/5
Retribution: More sustains! This is a fantastic damage shield, and since it lets half damage through, it synergizes with Shield of Light and any other regen effects by letting them help deal with damage, making it more powerful than a true damage shield. In addition, it deals massive damage when it does finally go down and in a good radius to boot. Against ordinary foes, this ability will literally let you sit there and do nothing until they finally break your shield and die.
5/5
Crusade: Your only main attack outside of Shield Offense. It increases your positive energy, so it adds healing from Shield of Light, does good damage, and lowers cooldowns and heals a debuff. Save this ability for when you need it-the cooldown isn't much, but it's much better to trade lower damage output to gain a debuff removal when you really need it. Never use Crusade when less than 3 talents are on cooldown unless you absolutely have to remove a debuff and have no other abilities that can do it ready.
5/5
Radiance
Radiance: A nice passive. Gives you light radius and blindness immunity. The main benefit comes from later abilities.
5/5
Illumination: Reduces stealth and defense. Great buff to Radiance, especially since one of your status removals relies on hitting an enemy.
5/5
Searing Sight: Another sustain. I actually thought it was an active ability at first and didn't use it, but it's extra damage and dazing. Defnitely a useful sustain to have, espeically combined with the massive radius of Radiance. Since dazing pins enemies in place, it can help you close with an enemy while your mobility is on cooldown, as well removing Bone Shields. Do note the damage is low, so one point wondering it isn't bad, but at the end you've got enough class points to toss wherever and here's not a bad spot.
1-X/5
Judgement: Uses positive energy and shirnks your Radiance, and therefore Searing Sight and Illumination, for five turns. Not worth it.
0/5
Combat Techniques
Widely used tree, little discussion. I personally did not unlock this tree at all. Rush is a great mobility tool, but you're probably better off spending a category point on a Movement Infusion for that purpose. Precise Strikes and Perfect Strike are helpful but unneeded, and Blinding Speed isn't very useful since you have so few abilities worth using.
Potentially not worth unlocking.
Rush X/5
Precise Strikes 0/5 or X/5 on preference
Perfect Strike 0/5 or X/5 on preference
Blinding Speed 0/5
Generic Skills
Chants
Chant of Fortitude: The Chant. This is the Chant I used the entire game. Saves and max life, both incredibly useful. In addition, the melee retaliation is nice for a tanky build like this.
5/5
Chant of Fortress: You will be in melee range. While it might save you from out of vision one shotting, it won't help you close with that enemy and deal with them up close. Fortitude will likely be able to help just as much.
0/5, 1/5 if going for Resistance
Chant of Resistance: Another solid choice, I preferred the status mitigation and Weapon of Wrath synergy provided by Fortitude, but all resist is never a bad thing.
0/5 or 5/5
Chant of Light: No. Extra damage is nice, but this build is about surviving, not dealing out damage. Use a massively powerful defensive tool instead of spreading yourself thin.
0/5
Light
Healing Light: A powerful heal. Takes a turn, but usually heals for more damage than you take, so net gain. Plus you gain positive energy, so Shield of Light will turn that into even more healing over time.
5/5
Bathe in Light: Since you're a melee class, this is the least useful of the Light tree. As such, it gets relegated to autocast duties. Put in on autocast when enemies aren't around and start every fight with a full tank for Shield of Light.
1/5
Barrier: A powerful shield. Takes a turn, but usually survives long enough for you to attack. Stacks well with Weapon of Light-use Barrier to survive a turn, then power the shield up with an Assault. Also gains positive energy for Shield of Light.
5/5
Providence: Hell yeah. One of the best status removers in the game. Also gives good regen and positive energy. If you're about to go into a dangerous fight, consider popping this ahead of time.
5/5
Combat Training
Same deal as the rest. Nothing you wouldn't expect here.
Thick Skin 5/5
Armour Training 5/5
Combat Accuracy 5/5
Weapons Mastery 5/5
Dagger Mastery 0/5
Survival
Not even worth unlocking.
0/5 for all
Inscriptions
All Inscriptions should scale with Magic or Strength if possible.
Runes
Teleportation Rune: A must have. This is your main escape tool-when you get low on health or if you see Second Life go down, pop this and live another day.
Shielding Rune: Another must have. This combined with Weapon of Light can easily give you an extra two or three turns of survival in a dangerous situation.
Heat Beam, Biting Gale, Acid Wave: I'd recomend one of each by the end game. These will let you instantly cure a specific status condition (barring having multiples of the same category) and do a little damage. Excellent tools to have on hand.
All other runes: Not worth it. Trade it for one of the ones above.
Infusions
Regeneration: Get a Shielding Rune instead for the Weapon of Light synergy. You have enough defenses that you should focus most turns on offense. When you need to spend a turn on defense, a regen effect will not be enough to save you.
Wild: If you aren't undead, get these instead of status cure attack runes. A mental/physical early on, but one of each single type later game. These are better since they can be used on the same turn as one another and give resist all.
Healing: If there's a powerful enough one, go ahead and use it. But there won't be. There never is.
Movement: A great mobility tool. If you have enough of one save or not very much trouble with a certain category of status effects, this will see you into and out of fights. Very good choice on this build for adding mobility.
Heroism: Nothing special about this class and Heroism. The stat buff is nice, but not the reason to use it. Use Heroism Infusions only for the negative life effect, and use that only after Second Life has gone down. Second Life triggers when you go into negative HP, so activating a Heroism Infusion while it's active will cripple its use. If you're in a situation dangerous enough that you think you might need Heroism and Second Life in one turn, run.
All other infusions: Get something from the above list instead.
Category Points and Prodigies
Categories
The level 10 category point should go Guardian. Too many core abilities are in that tree to let it wait. After that, get inscription slots until you feel like you need more places to put class points, then get Radiance.
Prodigies
Strength
Irresistible Sun-This is a fantastic damage and crowd tool. Deals massive damage to everyone around and draws them in to help with your mobility issues. This should be your first prodigy, no questions asked.
Flexible Combat-A little extra damage. Not bad, but better choices.
Constitution
Corrupted Shell-Great defensive boosts if you have the Constitution for it, and with a Ghoul you probably will. I didn't have the choice in my play through since I killed Zigur and the Corrupter, but she's worth leaving alive for Shell.
Magic
Arcane Might-You've got great Magic and use weapons. This one is a no brainer to up your damage output. Worth it for your second prodigy.
Cauterize-A layer of back up before Second Life. Synergizes well with it, since Second Life should let you live long enough to use Cauterize again.
Spectral Shield-You have two blocks, one from your shield and one from Shield Smash, so it's a great way to buy some breathing room. If you do get this prodigy, remove Shield Slam from your regular offensive rotation. It's a lot more useful now as a defensive tool.
Temporal Form-The first prodigy I got in my play through, with Irresistible Sun second. Not a bad choice if you're having trouble with status and the immunites would help or you happen to have a ton of temporal damage gear lying around, but probably not worth it. Only on the list because I personally played with it.
Strategy
As you go through the game, put everything you get in sustains. Put all sustains on autocast when no enemies are around, and before you go into any dangerous fight make sure they're all up. In addition, before level 10 you'll have a few levels where you don't have any sustains to put points in. Save or float these points, since you'll want to level Shield of Light and Second Life immediately. Once you hit level 12, don't put points in anything else until you've maxed Second Life (excepting any points you've saved up and therefore can't spend on Second Life). In addition, do not act as if you ahve Second Life. Pretend it isn't there and you'll find you survive a lot more.
Once you get all your Shield Offense skills and Crusade, your strategy will be the same till the end game. Close with an enemy using Path of the Sun or a similar talent, use Assault, Shield Slam, bump attack if they got counterstrike and Shield Pummel if they didn't, Shield Pummel if you used a bump, and then Crusade only if they can't deal nasty status effects or you have Providence on. If you have Sun's Vengeance, use that when it comes up.
For survival, you have a wealth of defensive skills. The entire Light tree and anything else you aquire will give you all the options you need anytime you're in danger. Providence is your best friend, regen and status removal. And don't be afraid to run-you might be a Leman Russ, but sometimes you run into a Baneblade.
Anything Else
Space saved for when someone points out anything I missed.
In addition, please let me know anything I could do better. I've only beaten the game once with a Sun Paladin, so I know this isn't the best guide.
And just one last reminder, this guide is not gospel. I am far from the best player, so make intellgient decisions based on what you find in your game and not just what I say. ToME, like any Roguelike, has a bunch of random elements that could make deviating from this guide a much better choice.
Hope this helps.