Fiere Posted March 10, 2006 Report Share Posted March 10, 2006 I can't believe I'm doing this, and I may not stick with it, but I'm starting one. What's the best route for outfitting them, generally speaking? Hp Eq, armor, hit/dam, mana, saves? Link to comment Share on other sites More sharing options...
Deykari Posted March 10, 2006 Report Share Posted March 10, 2006 Some people may disagree with me, but I think as a pally you should have a few pieces of EQ in your inventory to switch around at will. When fighting casters, you'll want some saves EQ, vs-mal is essential for clerics/shamans. Polearms for charging, then some dual wielding weapons after the charge. Have some other equipment with you that boosts AC, +hit/dam for fighting melees and whatnot. Just what I've found from my experiences anyway, any Paladin experts feel free to contradict. Dey EDIT: Definately stick them out. VERY survivable things, and a lot of fun. Link to comment Share on other sites More sharing options...
Guest emp_newb Posted March 10, 2006 Report Share Posted March 10, 2006 the best way to play a pally is like this rings Wear glass/oak necklaces, demon faced talismans work. Battered iron breastplate and of course a practice dagger with a blackheart. Link to comment Share on other sites More sharing options...
mya Posted March 10, 2006 Report Share Posted March 10, 2006 I prefer them, they can be slower to rank but their extra mana and high int means you actualy take less time getting to 50 with all necesssaries mastered. As Shield Disarm. Its Hit/Dam untill Shamans Clerics get Blasphemy. Around 35 you need to start getting mal saves. Personaly i never get High Mental/Aff, but try to get 40+ Mal. You can get that easely with Bless mithrill, the "Helm" and some non rare capes. Then do what i do and carry 2 sets. One for extra "ob" hit/dam and one for saves. Not full sets but pieces like necks and back. Botom line: Hit/Dam saves. Link to comment Share on other sites More sharing options...
Lexi Posted March 11, 2006 Report Share Posted March 11, 2006 Personally, I'd carry a set of hit/dam helmet, rings, neck items and bracelets in my backpack and just switch with my mental/mal saves when fighting meleer's. Just as I would do with most meleer's. Sermon will screw you up, as will most mal's, esp blasphemy. Link to comment Share on other sites More sharing options...
Boy Kid Wonder Posted March 11, 2006 Report Share Posted March 11, 2006 Depends on the pbase. We have alot of clerics/shamans so I would pump alot into mals. Although it won't stop blasphemey as much, it will stop alot of the other mals. If you just want to be a charge/flee/charge pally, go all out hit/dam with a polearm. Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 Ya know, I'm kind of surprised, but as it turns out, I'm having loads of fun with this. Seems like I've got a big target painted on my forehead, but I don't mind that. Link to comment Share on other sites More sharing options...
mya Posted March 11, 2006 Report Share Posted March 11, 2006 Till you hit the 40's PK range (at 35) you are the king class of the Lands. I mean there is no way you can die unless you get caught umprepared and bash locked by a Fire Giant Berserker with 50's eq. Link to comment Share on other sites More sharing options...
Psycho Child Posted March 11, 2006 Report Share Posted March 11, 2006 Till you hit the 40's PK range (at 35) you are the king class of the Lands. I mean there is no way you can die unless you get caught umprepared and bash locked by a Fire Giant Berserker with 50's eq. A FG zerk only needs tainted and such to bash lock a pali to death pre mounted combat. Link to comment Share on other sites More sharing options...
mya Posted March 11, 2006 Report Share Posted March 11, 2006 Actualy you are wrong on one minor thing, but i canot tell you about it. Its the same thing that would make Avians the best Paladins. You can enlarge yourself, but if caught umprepared no enlarge. But at least you have 3 defences. He can bash you but with Santuary + High AC + High DEX + 3 defences chances are you can escape especialy if you are holding a shield. The problem is insane hitroll and dam that could 2 round you flat. And tainted EQ isnt that great. Link to comment Share on other sites More sharing options...
Pali Posted March 11, 2006 Report Share Posted March 11, 2006 Fire zerks can obtain incredibly high hit/dam while raged even in tainted eq. Wield a firebrand, find a paladin, bodyslam? Equals dead paladin. Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 Before you get mounted combat, you're still a very survivable class. Unfortunately, the bigger boys and girls will still give you a good smashing. The fact that the FG berserker will be wielding a weapon that a paladin can't use means that your defences (parrying) will be severely hampered. And like said, they'll have a massive hit/dam anyway. If they're enlarged, good luck. If they're enlarged, they can even keep you a few rounds when you DO have mounted combat. To have a massive AC to help against bodyslam below rank fourty is going to mean having some good EQ, which may well be unattainable for you at those ranks. Dey Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 I've died once, but in that case I was just about to train and so you can guess what I was wearing. Monk came in, three succesful trips or so and I was a dead man. But in that case, had the person not quit the realms immediately afterward, I'd have been on him like a bad case of diahrea(sp?). Link to comment Share on other sites More sharing options...
Designated_Driver Posted March 11, 2006 Report Share Posted March 11, 2006 I don't know what the big fuss about mounted combat is. I have never had trouble bash/slamlocking paladins with giant sized warriors/berserkers. I also never had any trouble laglocking them with a vampire, but that's a different story. Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 Mounted combat helps a lot, even against giants. An enlarged giant will still have their fun though. It also prevents against being tripped. Dey Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 While we're on the Pally subject, what's the success rate on stake? Seems like it should be fairly decent, as only one class gets it, and it is only usuable on one quest class. Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 I think the real question there would be, what's the success rate of actually finding a vampire in a situation whereby you can actually use it. Dey Link to comment Share on other sites More sharing options...
Designated_Driver Posted March 11, 2006 Report Share Posted March 11, 2006 Not bad, if you have a friend who's a tracker ranger. Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 Yeah, so...how do I kill duergar shamans? Cleric's not so hard, though still hard, but shaman's giving me a rough time. Just rank to 50, so they won't have the rank advantage? Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 Then you'll have the bother with them when they get to fifty. Paladins are the class that taught me the importance of saves on a character. All my previous characters, I never bothered because I thought they didn't really do much. Against a shaman, get some good -vs mal saves. You can cure a good few of the mals they cast on you, but you don't want to have to be fleeing all the time to cure them. And, you don't want them blaspheming you, so you can't commune at all. The more mal saves means they'll be failing to hit you with mals, which means more rounds of you unscathed, beating on them. Trying to get a curse through wrath will be a good idea (will be harder with their racial magic resistance) because when you're beating them hard you don't want them popping off home to heal up and come back for more. Charge with polearm, switch to dual-wielding weaponry they can't use (try to avoid exotics too) then switch to polearm when they start getting wounded so you can chase with another polearm charge. Try to not let them get more than a couple of mals on you at a time. Flee, cure what you can and go back for more. If they spell you up like last years christmas tree, and then land blasphemy, well, I wish you the best of luck. Haven't gone too much into what to actually do in battle here, it's best to have a play with that yourself, see what works and see what doesn't. But enjoy. ;P Dey Link to comment Share on other sites More sharing options...
myrek Posted March 11, 2006 Report Share Posted March 11, 2006 i love the ebb and flow of class selection on FL. This thread pops up and now there are a bunch of paladin hopefuls. Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 There haven't been any Paladins about for a bit of a time anyway. I'm a bit gutted I revealed mine because they are a really cool class to play. I might roll another when I've finished with this corker I have going at the minute.. :D:D Dey Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 Thanks a lot for the tips. I wasn't ready in the slightest for the duergar, and I could still use plenty more mal saves, but ah well. Grabbed a blade of tears, went to the water, dang, he left the realms. You know how it is. Link to comment Share on other sites More sharing options...
Deykari Posted March 11, 2006 Report Share Posted March 11, 2006 A clever duergar shaman won't stick around much to let you fight him/her on water. They'd be more likely to summon you somewhere that you might not be able to escape, or summon you to land anyway. If they do that, you could always open with a mounted charge, stay a couple of rounds then run in the hope that they follow you. Though again, player skill will determine wether they follow. You could always summon them too, but you'd have to be fast with the chasing. Dey Link to comment Share on other sites More sharing options...
Fiere Posted March 11, 2006 Author Report Share Posted March 11, 2006 Dang, soon as I start a Pally, it's true, seems like all these others pop up where there weren't any before. Maybe I'll be one of the few that can take the exp cost and pk range until 50, though. Link to comment Share on other sites More sharing options...
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