First prodigy for short staff sun paladin (insane/roguelike)
Posted: Wed Sep 30, 2015 9:44 am
Since I got a nice artefact short staff from drowning rares, I am building a short staff ogre sun paladin. Magic is maxed, the plan is to max strength, and to give roughly equal love to dexterity and cunning. Here is the char. I am currently in Dreadfell, and it's time to choose my first prodigy. What do people recommend? Here are the ones I am considering:
Irresistible Sun: Crowd control sounds nice, since this guy likes being surrounded by monsters (retribution!) and having some in melee range.
You Shall Be My Weapon: Single target damage is what wins you the game, and this guy should easily be able to get one or two size categories above big. But that places restrictions on item choice if one makes that a priority.
Giant Leap: more mobility means also more survivability. At the moment, by character is relying on rush and occasionally path of the sun. My plan was to get a movement infusion with the next category point, but this might replace it, mightn't it?
Eternal Guard: this would be with a view to getting spectral shield as the second prodigy.
Arcane Might: I will have to play around on the training dummy, but since magic is maxed, I suspect that this will be a very serious damage boost. It might also make it a viable option to not max strength, and instead pump dex and cun much further?
Cauterize: this is always an awesome prodigy, although on a Sun Paladin, of all characters, I am not sure. Needless to say that Second Life is already maxed. How do the two play together?
Draconic Will (after coming back from the East) or Unbreakable Will: currently my ways of dealing with status effects are: two wild infusions, crusade (oh how I love that talent) and Providence. I still haven't fully figured out how to use Providence optimally. On Insane, there are so many rares that you can't pop up Providence ahead of any rare fight. And if you are already in a fight and find yourself coated in negative effects, Providence is suboptimal, because it will take a turn, which gives your opponents time to coat you in more debuffs. It seems like the two above prodigies would help me deal with that, being instant cast, respectively passive.
Something I have occasionally problems with are stealthed/invisible monsters. I find Cunning/Survival a pretty boring category and was hoping to not have to unlock it. Any ideas on how to cover that weakness?
Some thoughts from the pros would be much appreciated!
Irresistible Sun: Crowd control sounds nice, since this guy likes being surrounded by monsters (retribution!) and having some in melee range.
You Shall Be My Weapon: Single target damage is what wins you the game, and this guy should easily be able to get one or two size categories above big. But that places restrictions on item choice if one makes that a priority.
Giant Leap: more mobility means also more survivability. At the moment, by character is relying on rush and occasionally path of the sun. My plan was to get a movement infusion with the next category point, but this might replace it, mightn't it?
Eternal Guard: this would be with a view to getting spectral shield as the second prodigy.
Arcane Might: I will have to play around on the training dummy, but since magic is maxed, I suspect that this will be a very serious damage boost. It might also make it a viable option to not max strength, and instead pump dex and cun much further?
Cauterize: this is always an awesome prodigy, although on a Sun Paladin, of all characters, I am not sure. Needless to say that Second Life is already maxed. How do the two play together?
Draconic Will (after coming back from the East) or Unbreakable Will: currently my ways of dealing with status effects are: two wild infusions, crusade (oh how I love that talent) and Providence. I still haven't fully figured out how to use Providence optimally. On Insane, there are so many rares that you can't pop up Providence ahead of any rare fight. And if you are already in a fight and find yourself coated in negative effects, Providence is suboptimal, because it will take a turn, which gives your opponents time to coat you in more debuffs. It seems like the two above prodigies would help me deal with that, being instant cast, respectively passive.
Something I have occasionally problems with are stealthed/invisible monsters. I find Cunning/Survival a pretty boring category and was hoping to not have to unlock it. Any ideas on how to cover that weakness?
Some thoughts from the pros would be much appreciated!