Proc sunpaladin for bad players - 1.4.9 normal adventure

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Micbran
Sher'Tul
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Joined: Sun Jun 15, 2014 12:19 am
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Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#16 Post by Micbran »

I just think the build would be easier/deal more damage with that kind of setup.
A little bit of a starters guide written by yours truly here.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#17 Post by Sheila »

Micbran wrote:You're using staves but no staff combat. Why?
You're playing sunpal, using a weapon, building Mag as your primary stat and you didn't take Arcane Might as a prodigy. Why? You're not using Strength for your weapon so PES instantly becomes viable but you didn't take it. Do you not own embers?

And not being able to use inscriptions is definitely not worth playing undead unless you were planning on going tinkers, which you didn't. Heroism infusion would boost your Mag and Dex even further. Movement infusions are probably one of the best infusions in the game.
Pretty much this, you still want STR for phys power and shield scaling instead of CON, most of your damage comes from your shield (which has the same acc bonus as staves mind you) and CON gives a negligible amount of HP. Arcane might would be great for your build.
You still want CUN to crit even if procs can't crit, it'll make you stronger overall, BiL, Barrier, and a bunch of other things can crit. Rest of your stats can go in CON or DEX.
More points in BiL is a good idea for survivability since you tend to benefit from it a lot more than enemies, you can intelligently stack critmod and healmod and whatnot, it scales with those.
You're overrating base HP while forgetting that Heroism infusions (relatively common in the mid to late game) and HP gear (super common) exist, the former only available to non-undead.

Staff and shield is pretty fun on lower difficulties, haven't really tried that on insane but depending on how weapon of wrath works as a proc it might be good.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

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ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#18 Post by ster »

Weapon of Wrath is a super awkward proc to use due to not being your main damage types and needing you to lose HP which is actually really hard as sun paladin. It does have the highest base damage out of any proc though IIRC?
You could probably salvage a staff build on Insane anyway since you'd have enough spellpower + crit mod to make Shield of Light good and BiL ridiculous, though if you really wanted to use procs just go EoR and take the Crystal Edge tinker since it actually consistently does meaningful damage and can crit (this isn't unique to sun paladin of course). Going 2H with bolbum's or one of the other staves with 150% mag mod could run as standard 2h pally but you take PES and get more damage and spellpower as a result.

e: also as long as gates of morning exists you can actually get a shortstaff that doesnt suck - as tedious as it is.

e: e: when 1.5 makes telos staff crystal not a crapshoot to find, secrets of telos sunpa could be a funny gimmick build. watch this space.
<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

synek
Cornac
Posts: 33
Joined: Tue Mar 04, 2014 2:10 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#19 Post by synek »

ster wrote:Weapon of Wrath is a super awkward proc to use due to not being your main damage types and needing you to lose HP which is actually really hard as sun paladin. It does have the highest base damage out of any proc though IIRC?
You could probably salvage a staff build on Insane anyway since you'd have enough spellpower + crit mod to make Shield of Light good and BiL ridiculous, though if you really wanted to use procs just go EoR and take the Crystal Edge tinker since it actually consistently does meaningful damage and can crit (this isn't unique to sun paladin of course). Going 2H with bolbum's or one of the other staves with 150% mag mod could run as standard 2h pally but you take PES and get more damage and spellpower as a result.

e: also as long as gates of morning exists you can actually get a shortstaff that doesnt suck - as tedious as it is.

e: e: when 1.5 makes telos staff crystal not a crapshoot to find, secrets of telos sunpa could be a funny gimmick build. watch this space.
With 2H staf you are loosing second attack with your shield to proc WoL. Not mentioning that you have 2 shield skills which for 1 class point can get your proc out 4x (3x skill + 1x Sield of light attack) with the WoL procing normaly for 270 light damage (lvl 38 without raiance which would reduce def) this is 1000 dmg.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#20 Post by ster »

synek wrote:
ster wrote:Weapon of Wrath is a super awkward proc to use due to not being your main damage types and needing you to lose HP which is actually really hard as sun paladin. It does have the highest base damage out of any proc though IIRC?
You could probably salvage a staff build on Insane anyway since you'd have enough spellpower + crit mod to make Shield of Light good and BiL ridiculous, though if you really wanted to use procs just go EoR and take the Crystal Edge tinker since it actually consistently does meaningful damage and can crit (this isn't unique to sun paladin of course). Going 2H with bolbum's or one of the other staves with 150% mag mod could run as standard 2h pally but you take PES and get more damage and spellpower as a result.

e: also as long as gates of morning exists you can actually get a shortstaff that doesnt suck - as tedious as it is.

e: e: when 1.5 makes telos staff crystal not a crapshoot to find, secrets of telos sunpa could be a funny gimmick build. watch this space.
With 2H staf you are loosing second attack with your shield to proc WoL. Not mentioning that you have 2 shield skills which for 1 class point can get your proc out 4x (3x skill + 1x Sield of light attack) with the WoL procing normaly for 270 light damage (lvl 38 without raiance which would reduce def) this is 1000 dmg.
With a 2h staff you are doing real damage from PES, AM and actual crits. Also you're invincible, and never run out of HP because you're using a 2h on sun paladin.
<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

synek
Cornac
Posts: 33
Joined: Tue Mar 04, 2014 2:10 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#21 Post by synek »

Sheila wrote:
Micbran wrote:You're using staves but no staff combat. Why?
You're playing sunpal, using a weapon, building Mag as your primary stat and you didn't take Arcane Might as a prodigy. Why? You're not using Strength for your weapon so PES instantly becomes viable but you didn't take it. Do you not own embers?

And not being able to use inscriptions is definitely not worth playing undead unless you were planning on going tinkers, which you didn't. Heroism infusion would boost your Mag and Dex even further. Movement infusions are probably one of the best infusions in the game.
Pretty much this, you still want STR for phys power and shield scaling instead of CON, most of your damage comes from your shield (which has the same acc bonus as staves mind you) and CON gives a negligible amount of HP. Arcane might would be great for your build.
You still want CUN to crit even if procs can't crit, it'll make you stronger overall, BiL, Barrier, and a bunch of other things can crit. Rest of your stats can go in CON or DEX.
More points in BiL is a good idea for survivability since you tend to benefit from it a lot more than enemies, you can intelligently stack critmod and healmod and whatnot, it scales with those.
You're overrating base HP while forgetting that Heroism infusions (relatively common in the mid to late game) and HP gear (super common) exist, the former only available to non-undead.

Staff and shield is pretty fun on lower difficulties, haven't really tried that on insane but depending on how weapon of wrath works as a proc it might be good.
I don't use staff generics, nor arcane might as I don't want to :D I know it would pump damage to different levels. But this is proc build, weapon damage is considered cheating :D

I have just recently with ranged shadowblade which was doing over 6k dmg with single staff channell. So I know its not so big damage, yep it can be better but if you are boored this is the way

Added clarification of my intentions into build.

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