Ogre Sun Paladin, good or bad?

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Coldbringer
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Ogre Sun Paladin, good or bad?

#1 Post by Coldbringer »

I've been thinking about which new R/C combo I want to try. First run with Cornac Sun Paladin in arena mode was fun, I went with shields instead of 2handers and won easily. BUT I was thinking to myself, what if I could do both - then it dawned on me, - Ogre!

So if you get the passive up to 5 you can wield a shield in the offhand along with a 2handed weapon. Would it make sense to stretch yourself thin with going for both shield and 2hander skills? Or is that sub optimal? I'm thinking it could be really powerful late game when you open up the various categories and get skills increased fully.

Thoughts?

while we're at it, how about an Ogre Bulwark with a 2hander and shield? haha
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."

grobblewobble
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Re: Ogre Sun Paladin, good or bad?

#2 Post by grobblewobble »

Coldbringer wrote: Would it make sense to stretch yourself thin with going for both shield and 2hander skills? Or is that sub optimal? I'm thinking it could be really powerful late game when you open up the various categories and get skills increased fully.
Yes, 2-hander+shield is super strong. Most of the really good talents are great with just 1 to maybe 3 points in it; diminishing returns usually make heavier investment a very low priority at best.
Having access to all of the best talents from Sun Paladin is incredibly strong. By the endgame you will never have to use a normal bump attack, because you have so many good damage talents that you can chain them forever. And multiply the damage on all of them with Counterstrike.
And even before talents, a 2-hander just hits quite a bit harder, even with the penalty (which can be reduced negated with +size items).

Ogre Bulwark is decent too, but not nearly as strong as Ogre Sun Paladin. Their talent set is just not as good.

Shaidyn
Thalore
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Re: Ogre Sun Paladin, good or bad?

#3 Post by Shaidyn »

It's been my experience that Ogre + shield + two hander = awesome on any class. It's a heavy expenditure of points, but the shield talent that gives you two auto weapon crits really makes up for it.

Tryble
Thalore
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Re: Ogre Sun Paladin, good or bad?

#4 Post by Tryble »

You can see what people have to say on it in the spoiler celestials subforum. Short version is, it's super good despite both the power penalty for ogrewielding as well as the proc penalty, which actually hurts sunpal pretty bad.

Having both the sunpal weapon trees is wicked good, and going 2H provides enough damage that the proc damage penalty isn't too painful a hit.
Pronounced try-bull, not tree-bell

ster
Spiderkin
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Re: Ogre Sun Paladin, good or bad?

#5 Post by ster »

2H + offhand is ridiculously useful on basically every class that uses weapons and doesn't care about powers (ie most melee classes). In the case of sun paladin it's especially good since you have so many strong buttons to press from guardian tree, shield offense and the crusader tree
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
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Fael
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Re: Ogre Sun Paladin, good or bad?

#6 Post by Fael »

This is the only race/class combo I've ever reached the final battle on Roguelike with. Felt like I couldn't do enough damage quickly enough to be really competitive in the final battle, though -- by it was my first try at at and I hadn't wanted to read any spoilers first, so maybe I was just doing it wrong. But up to that point, it was fantastic.

ster
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Re: Ogre Sun Paladin, good or bad?

#7 Post by ster »

Fael wrote:This is the only race/class combo I've ever reached the final battle on Roguelike with. Felt like I couldn't do enough damage quickly enough to be really competitive in the final battle, though -- by it was my first try at at and I hadn't wanted to read any spoilers first, so maybe I was just doing it wrong. But up to that point, it was fantastic.
Were you attacking Argoniel first?
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Coldbringer
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Re: Ogre Sun Paladin, good or bad?

#8 Post by Coldbringer »

Fael wrote:This is the only race/class combo I've ever reached the final battle on Roguelike with. Felt like I couldn't do enough damage quickly enough to be really competitive in the final battle, though -- by it was my first try at at and I hadn't wanted to read any spoilers first, so maybe I was just doing it wrong. But up to that point, it was fantastic.
I had a similar experience with my Ghoul Doombringer on normal, the final bosses just destroyed me, best I could do was get one down to about 75% health. Up until that point I'd had an easy time with 99% of the games content. I think whether or not you stop them from charging the staff in the Volcano zone has a big impact on how strong they are.

Glad to hear you had good success with the r/c combo though, I think even getting to the final battle on Roguelike is an achievement in and of itself
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."

ster
Spiderkin
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Re: Ogre Sun Paladin, good or bad?

#9 Post by ster »

Coldbringer wrote:best I could do was get one down to about 75% health.
final boss is pretty much just a noob trap fight on NM-, elandar will never survive for any amount of time and then you can take your time on argoniel, and usually will have to due to hexes and her extremely high durability. doing it the other way around lets E hit you with high power spells at 150%+ global speed so you die fast.

oh, and i'm not entirely sure what failing charred scar does but i think it removes the ally you get in final fight (Aeryn) who makes a big difference since she'll fight the other boss for a few turns and usually put argoniel's burning and empathic hexes on CD at least, if not do a bit of damage
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

jenx
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Re: Ogre Sun Paladin, good or bad?

#10 Post by jenx »

I had to lose the final fight a few times to figure out what to do.

By this stage it is all about the gear you have on. You need to focus on crit chance, dmg multiplier, crit multiplier, resist penetration, and base damage, to ensure you do tonnes of damage quickly. You also need to apply effects. The best are slow, gloom, curse, forget talents, disease. Forget about things like +42 fire damage etc. These are pointless. It is your base damage that makes all the difference.

You also of course need mobility and a way to remove negative effects.

Changing gear is often the difference.

I spend hours on the training dummies making notes to understand and find the best combos.
MADNESS rocks

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