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Elven Pallys


Fiere

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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. :cool:

Dey

EDIT: Definately stick them out. VERY survivable things, and a lot of fun. :P

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Guest emp_newb

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.

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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.

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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.

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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.

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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

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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?).

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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

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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

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