Staff-wielding Sun Paladins?

Any discussions regarding the spoilers present in ToME 4.x.x should be restricted to this forum

Moderator: Moderator

Post Reply
Message
Author
malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Staff-wielding Sun Paladins?

#1 Post by malboro_urchin »

Since sun pallies have now gotten some nice 2 handed weapon trees, as well as the revamped Celestial/Sun tree, has anyone tried a staff-wielding sun pally? Has it worked out at all? Is the damage okay?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Staff-wielding Sun Paladins?

#2 Post by Orangeflame »

I did one before 1.2 and all the goodies that came with it, so my experience is a bit dated, but I'll see what I can say...

1) Your staff is no longer an ideal melee weapon.
a) it now will only deal physical damage
b) it now only uses 80% magic (far less than than the 120% strength of a 2-hander)
c) because randart staves can be 1 or 2 handed, you may not get as many good ones for the skill tree you invested in

2) Staves boost magic potential
a) more proc damage (weapon of light)
b) more light damage for all your spells
c) even more healing and survivability

3) There are not many good fixed artifact staves for a sun paladin
a) therefore, you are 'stuck' with randarts and at the mercy of the ever-painful RNG
b) see 1c

Give it a shot, and tell us how you do!
When in trouble / or in doubt / run in circles / scream and shout.

Miruko
Halfling
Posts: 92
Joined: Sun May 15, 2011 11:58 am

Re: Staff-wielding Sun Paladins?

#3 Post by Miruko »

i did it. Cornac paladin, th extra cat point on radiance, max out INT and CON.
The start may be a bit rough but it get a lot better after level 4. Max sun ray and weapon of light, put generic points into healing ad accuracy. For chants, i went for the Fortitude one but i guess Resistance is better on the long run.
The only thing i miss is some kind of AoE spell, right now there's only Judgement and i feel i could use more.
The combat part is good also since even the combat trees scales and requires magic, so is a win win situation with a staff. Also weapon of light deals massive damage and you can attune the staff with light element.
If you are lucky enough to find an alchemist, unlock the generic staff combat tree and go straight for Staff Mastery and max it out. Sadly i died against the farportal guardian in the fortress, but i had just a couple of close call along the way, go for regen/wild/teleport for runes/infusions.

Hope it helps.

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: Staff-wielding Sun Paladins?

#4 Post by tylor »

Shortstaff+shield pal is extremely durable and adequately lethal.
Bought staff tree from Angolwen. Trained Magic and Con, then Cun.
Eternal Guard prodigy, not sure what to take next. My shield has a lot of elements, meaning I have 200-something damage reduction most of time.
Searing light soften ups crowds, Retributes wipes them out, and then there is Brandish and Path of the Sun, so there is enough AOE attacks. As for single targets, very few survive counter-attacks.

Here she is: http://te4.org/characters/38522/tome/81 ... 3af6a20188

Two-handed paladin feels WAY worse. Both trees are way too situational.

Nori
Thalore
Posts: 124
Joined: Thu May 26, 2011 6:55 pm

Re: Staff-wielding Sun Paladins?

#5 Post by Nori »

Two handed staff paladin or just two handed in general? I just won (for the first time) with a 2h paladin. te4.org/characters/5409/tome/8c9eedb4-538c-4e97-8017-9c41a0fdb55c
While I wouldn't say it was easy, it certainly wasn't particularly difficult. A big part of that is Flash of the Blade which is amazing...

Miruko
Halfling
Posts: 92
Joined: Sun May 15, 2011 11:58 am

Re: Staff-wielding Sun Paladins?

#6 Post by Miruko »

Two handed staff, i wanted to try all the new skill trees, everything scales off magic anyway, so even though staff gets only 80% stats from magic, at least you are not splitting points into 3 stats (str, int and con)

Atarlost
Sher'Tul Godslayer
Posts: 1973
Joined: Sat Apr 26, 2003 7:38 pm
Location: GMT-8:00

Re: Staff-wielding Sun Paladins?

#7 Post by Atarlost »

You only get 80% stat damage, but you get some of that back off their damage multiplier.

Unlike Guardian, nothing in Crusader appears to change your damage type so setting yourself up with a physical starstaff may not be a bad idea.

Between that and needing fewer stats it's probably okay. A greater starstaff would boost both physical and light and at that point you may wind up ahead.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Staff-wielding Sun Paladins?

#8 Post by Sirrocco »

As far as I can tell, you get the best multiplier on staff combat by first rescuing an alchemist, taking the skill rather than the category, and then buying the category at Angolwen.

Also, since you're a tank anyway, it might be worth investing in Defensive Stance and Blunt Thrust.

I imagine that Bolbum's Big Knocker would actually do pretty well as a mid-range unique staff. There might be a high-end Anorithil staff or two worth playing with as well, though I know less about them.

Toll
Low Yeek
Posts: 5
Joined: Tue Jun 03, 2014 4:53 am

Re: Staff-wielding Sun Paladins?

#9 Post by Toll »

You .1 for each staff skill you nab from an escort, providing you don't reveal the tree..

Once you reveal the tree it is locked in.

Post Reply