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12-27-2019, 08:52 PM
Been gone for a while but thinking about making a comeback and trying my hand at being a paladin. My question is what kind of weapon attributes are worthwhile. Basically I’m having trouble understanding how a paladin uses guiding light flares (and there’s a second type of flare as well).

Do I want crit weighting, other flares, scripted flairs?

Any advice would be helpful.

Thanks in advance.

kutter
12-28-2019, 07:48 AM
Ok, just got in from work and need to go to bed but real quick, any type of weighting will gradually decrease flare rate until you get to heavy and flares go away all together. Guiding light flares are what you get when you consecrate a weapon, they are temporary at younger levels but once you get 25 spell ranks and you can bond your weapon they become permanent. Anything that goes in the standard flare slot will prevent consecrate flares from triggering, however other types in other slots such as blink I think, can be added with no problems. So scripted flares will trigger. At least all of that is what the wiki says, my paladins weapon only has ensorcell and no other flares besides consecrate. The other flares you are likely thinking are a function of spells that a paladin cast and activate.

Menos
12-28-2019, 11:20 AM
Kutter hit the high points. Fancy non-flare spot scripts and ensorcell. I would also add that forged is a nice boon in combination with 1605.

Weighting is not generally worth it unless it is alot of weighting or you combine it with other things that also interfere with 1625 flares. IE, HCP alone is meh, but HCP+GE flares or MCP are worth it.

Extra paladin flares can be coming from crusade, incarnate zeal, or both. Those will work ontop of basically anything else.

loxe
12-31-2019, 05:30 AM
are you looking at one handed weapon / shield build, or two handed weapon build? While I was sword and board, I found that weighting was more beneficial to me than flares. It seemed I was just plink, plink, plinking stuff to death, and flares mostly just added an extra plink, while crit weighting gave me chances of a crit death.
Two handed weapons tend to do much more damage per swing and having flares adds to that total enough to result in deaths within 2 swings, but the trade off is you don’t have shield defense and can more easily be hit yourself.
In the end it all boils down to which play style is more fun for you.

Sile
12-31-2019, 06:26 AM
Early levels I find 2hd weapons or Pole arms is the only way to go as a Paladin. Once you get some exp and a lot more tps to work with, you can then consider ohe or ohb, or even brawling.

Personally I think the best overall weapon for paladins is a nice mace. You are going to have very high AS so getting high end rolls isnt an issue. Maces are easier to aim than a lot of weapons, and do crush only crits. My strat as a paladin was to leg something or shield bash, then crush their head in with a mace. Or you can use 1615 instead when you have the mana to spare.

You need to be around mid 40s/50s for this strat to work best, as around then you can reliably afford to have 30 ranks of ambush and 2x cm, while not neglecting your other core skills.

You don't really need anything fancy on your mace, crit weighting is nice, but since your AS is so high as is, it rarely adds much.

kutter
12-31-2019, 07:45 AM
POLEARM FOR LIFE!!!!

Ok, I am a little bit biased just because I love naginatas, especially when you are younger. They hit really hard and are fast even when you get a little encumbered. That being said, as loxe and sile mentioned, he has an auto herb bundler and he uses it. But as you get older you will gain spells to mitigate this, Divine Strike is a great opener against only one critter or Judgement if you have a room full. If it is getting swarmy I will cast Judgement and follow up with an mstrike and normally this has everything in place where I can polish stuff off quickly.