Proc sunpaladin for bad players - 1.4.9 normal adventure

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

Proc sunpaladin for bad players - 1.4.9 normal adventure

#1 Post by synek »

Motto

Do you play roguelikes but you have no patience and carefulnes which result in death? Do you like just smacking things over head until they die? Do you hate having to aim with mouse? Than this is the build for you.

THIS IS NOT, AND SHOULD NOT BE OPTIMAL BUILD FOR SUN PALADIN!!!! I purposely restrain of puting any points into staff combat or arcane mastery as than it is not proc build anymore! Take it as a sort of achievement mode where you play melee champ but you completely ignore weapon skills. However it works so if you would like to try something different or you have idea how to improve it (without making it some completly different build) you are welcome

Important observations
I am not new to the game however I constantly find new facts which may not be clear to everyone so if you find them booring just skip this.

- There are one handed staves, just look on the staves and you will notice that some of them does not require two hands
- Staves and shields give +2.5% of proc (damage on hit) damage per point of acuracy EDIT above enemy def
- Procs does not crit :(
- Weapon of wrath hits only once per attack ;(
- Counterstrike bonus does not apply to procs ;(
- Weapon of Light increase shield duration :D

Principle of build
The principle is to completly rely on Weapon of light (WOL) and Weapon of wrath (WOW) as damage source. 1h - staff in one hand and some shield in another. With shield of light you get two guaranted procs of WOL.

Even if you will not find any useful unique items this gives 45*2*3(+100% light dmg from items * ( 80*2.5% proc dmg)) = 270 dmg per strike and with shiled of light active its doubled. I know 600 dmg is not amusing but for some reason (another minor procs from wepons, weapon dmg itself) you usualy one hit most of the normal enemies.

When you encounter some more durable enemy you should try to lose some HP (it is not easy with this build) and proc with WOW -this easily yield realy nice 1200 dmg to each attack. Together this will give you up to 3k dmg against uniques or bosses per attack - not best but ok for normal.

Of course focusing +% light dmg modifier gives some realy nice features to the build as brandish and retribution benefit from this. Basicaly you find some large group, you smas the head of closest enemy, they all attack, retribution triggers = everybody dies.

Stats
Mag > Con > Dex

Mag - clear - you need spell power, thats all, no other reason. Yea you have staff in hand which can do dmag but you know what!? F*ck the staff! You have it just for +30% light damage buff and +2.5% proc dmg mod.

Con - you want to have lot of HP as you want to play reckles mad game. Also WOW is procing proportionaly up to lost HP (to certain cap) so this alows you to fight with 500 HP lost and still feel nice and comfy (2000 HP pool is standard).

Dex - gives accy -> more accy more dmg. At first 1 point in dex equals +2.5% dmg and even after reaching 80 accy mark one point in dex will still increase your dmg by 0.5%. And as crit does not matter, will is useles, str have no other use but to pump phys power (which is for pussies) and to equip things it is clear choice.

Items
I did not find a freacking shit during the game so far (lvl 38 before peak). So just stack +light dmg, spelpower, hp and stats on rare items.

Prodigies
I spend 6 levels without prodigy as I did not know what to pick. Than i have settled on Temporal form just because i was stuck in eternal combat with these light horrors (i had 70% rezist - so they did 0 dmg with light shield on), i could not kill them and vice versa.

If you get alchemist escort you can take stone alchemy and crafty hands prodigy. Probably worth the +15% rezistance (or +30% dmg)

Another option is corrupted shell 250 HP is nice, some saves also.

Races
Cornac: 4/10 Fast leveling extra + inscription slot. Low HP

Higher: 2/10 Not bad, but really nothing you can benefit from fundamentaly.

Shalore: 6/10 Low HP. We dont have use for crits. HOWEVER +50% speed for 8 turns is nice and last skill is reeeeealllly nice

Thalore: 2/10. Big exp. penalty, for +1 HP and 10 rezist... not worth it i guess.

Halfing: 3/10 Not usefull at any aspect.

Dwarf: 8/10 Nice HP, armor, saves, tuneling... but soo many points lost

Ghoul: 4/10 Very nice hp, but you dont need his racial (do you really expect lot of hits which hurt over 1000 HP??), and this slow hurts

Skeleton: 8/10 Nice HP. Extra STR for equipment and DEX = accy dont forget. With dex in this build you get insane shield. Also nice heal (extra life for roguelikes) and debuf duration decrease (which does not work at all from my experience).

Yeek: 1/10 Yeeks are great and fluffy and you can finde nice robe made of them but HP hit is too big to handle. But you may prove me wrong (as their speed boost is lineary transfered to dmg).

Ogre: NO! NO! NO! althought using 2h staff along with shield is tempting the proc hit is devastating.


Skills

Combat

Weapon of Light: 5/5 - your source of dmg, also pumps up a shield and increase its duration

Wave of Power: 1/5 (5/5), nice ranged attack, adding points increase probability of second strike but range str dependent so unless you find lot of +str items leave at 1.

Weapon of Wrath: With 80 acc you get +200% dmg on this, which gives decent 1000+ dmg per attack, however it is soo dificult to lose some HP with this build :D Martyredom is awesome!

Second Life: 5/5 This is great skill for our drunken build just stop for a moment when this activates and think or pres some escape button (Teleport, Controled phase door)

Sun

Sun Ray: 1/5 unlock

Path of the Sun: 2/5 gap closer

Sun's Vengeance: 0 (1/5)

Suncloak: 0-5/5 Spell cooldown reduction is nice same for casting speed, take or leave

Combat veteran

Quick Recovery: 1/5 - faster resting, no time to lose
Fast Metabolism: 1/5 - same
Spell Shield: X/5 - idk saves? you wont have enough anyway
Unending Frenzy 0/5 - no use

Shield Offense

Shield Pummel: 1-3/5 Stun with 2 attacks = extra proc
Riposte 1/5 - unlock
Shield Slam 1/5 - 3 attacks :D
Assualt 1/5 - 3 attacks :D

Two-Handed Assualt - NO

Crusader - NO

Guardian

Shield of Light: 1/5, + 5/5 - extra strike per attack! 5/5 if you want more heal (useful later in the game), this skill can cause your WOW dealing low dmg as you will have full HP most of time

Brandish: 5/5 AOE dmg!

Retribution: 5/5 Shield AOE dmg!

Crusade: 1/5 - negative cost, removes debufs, lowers cooldowns - there is nothing not to like about this!

Radiance - Do not spend category point on this, you dont need this you have insane accy and non proc dmg is cheating!
EDIT as was pointed out you get +2.5% proc for point of accy above enemy defense. So puting points into radiance/illumination could be good idea as it decreases enemy def.


Combat Techniques - if you are already hoples where to put points to (around 30 or so)

Rush: 1/5 - unlock

Precise Strikes: 1/5(5/5) - more accy which gives at least +18% dmg even with acc already at 80 (37 * 0.5 * 2.5), but the 10% lower attack speed.... idk its up to you.

Perfect Strike: 5/5 Instant to use, at least + 50% dmg to this build for 5 turns... YEAAAH!

Blinding Speed: 5/5 Instant to use a and more mad smashing per turn..... YEEEEEEEEEAAAAAH!


GENERICS

Chants: Hard choices in this category... sooo many good things... pick one.

Chant of Fortitude: (5/5) Life, more life = less dying! Buffer for WOW. Also some saves...

Chant of Fortress: 0/5 no life, no rezist no nothing (you are melee, you will be close to enemies)

Chant of Resistance: (5/5) - resist = life, but no buffer for WOW, coud be good with stone alchemy prodigy by getting resist to 50% all

Chant of Light: (5/5) - +50% dmg is nice, but you are reckless and drunk, that might get you killed

Light

Healing Light: 5/5 main heal after big hits (you can ignore this if u use infusions)

Bathe in Light: 1/5, actualy decent heal over time. Right click, set to 'cast when no enemies visible', keeps your energy pool full and let you enter some fights with nice shield up.

Barrier: 1-5/5 Shield which is up to 350... well what is 350 on guy with 2000 HP. It is nothing but you might find it useful IDK.

Providence: 5/5 Get this ASAP and pop in every fight with uniques, the determinal effect striping is lifesaver.

Combat Training

Thick Skin: 5/5 rezist means hidden life
Armour Training: 3/5 (5/5), you are melee you need this trust me
Combat Accuracy: 5/5 - ASAP!!!
Weapons Mastery 0/5
Dagger Mastery 0/5

Survival Dont unlock, try to escort some bad guys to get 1 point in piercing sight and idealy also senses.
Last edited by synek on Wed Mar 08, 2017 6:28 pm, edited 3 times in total.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#2 Post by Mordy »

Staves and shields give +2.5% of proc (damage on hit) damage per point of acuracy
It's per point of accuracy, ABOVE the target Defense.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#3 Post by synek »

Mordy wrote:
Staves and shields give +2.5% of proc (damage on hit) damage per point of acuracy
It's per point of accuracy, ABOVE the target Defense.
WOW I did not know! Even more reason to increase accy! And makes radiance actually usefull!

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#4 Post by Mordy »

I don't think you ever need 5/5 in Healing Light. The reason is that the heal can crit. At 5/5 with maxed Mag and Cun, you are looking at a LOT of overheal.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#5 Post by Micbran »

R.I.P. this build in 1.5
A little bit of a starters guide written by yours truly here.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#6 Post by synek »

Mordy wrote:I don't think you ever need 5/5 in Healing Light. The reason is that the heal can crit. At 5/5 with maxed Mag and Cun, you are looking at a LOT of overheal.
No cun involved as procs cant crit.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#7 Post by synek »

Micbran wrote:R.I.P. this build in 1.5
Why, what are the planed changes?

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#8 Post by Micbran »

Short staff acc bonus proc getting nerfed.
A little bit of a starters guide written by yours truly here.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#9 Post by synek »

Micbran wrote:Short staff acc bonus proc getting nerfed.
Is there any list of upcoming changes?

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#10 Post by Micbran »

A little bit of a starters guide written by yours truly here.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#11 Post by ster »

Micbran wrote:R.I.P. this build in 1.5
implying it was ever alive in the first place


e: if i was going to run staff sun paladin i would use bolbum's and treat it like a 2H one because the 2H skills are that much better
sunpa procs are awful though so i guess this is more proof that anything works on normal

also you're horribly wrong about races and Suncloak; shalore/ogre are still the best here (lol giving dorf/skele good ratings for having HP when ogre has more, another inscription, and writ large.). Suncloak basically defines the class it's that good.
<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

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#12 Post by Micbran »

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.
A little bit of a starters guide written by yours truly here.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#13 Post by synek »

OLOL such a rage over a build which is not meta :) Did not expected this. Well I am well aware that this is not optimal build - as the matter of fact is should not be!

I just dont like to play what everyone else is playing but I always try to limit myself to some more funny (challenging) routes. But I have just noticed it is simply too much for this comunity :D Did not expected this in roguelike...

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#14 Post by synek »

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.
I dont own embers... that is right.

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

Re: Proc sunpaladin for bad players - 1.4.9 normal adventur

#15 Post by synek »

thanks

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