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View Full Version : Any pure paladins out there?



Glaves
02-06-2012, 04:43 AM
Was debating switching my paladin over to pure when the annual fixskill comes out...was wondering if someone could maybe post some battle logs of your pure? possibly your build aswell....again much thanks in advance.

WRoss
02-06-2012, 07:45 AM
Was debating switching my paladin over to pure when the annual fixskill comes out...was wondering if someone could maybe post some battle logs of your pure? possibly your build aswell....again much thanks in advance.

Naseer tried it and it didn't work. He had about 22m EXP, too.

Glaves
02-06-2012, 09:21 AM
ohh wow, well screw that idea i guess.

Menos
02-08-2012, 11:09 AM
Someone over in shattered said they did it, but only as part of a MA group. I do not see a way to ever make it an efficient hunting style for a solo paladin. Our only viable hunting spells are 110, 125, 1615, and 1630. Menos has well over 100 paladin spells now and the lores to max out 1630 targets and minimize 125 formation times and I could not consistently fry on spells alone (except for bandit tasks). I am pretty sure I cast to kill more than any other solo hunting paladins (both 1615/30 and 125) but I am very far from hunting only on spells. If I cannot do it at more than three times capped, well, yeah.

Tumbadoo
03-08-2012, 04:29 AM
I'll disagree here. I've played around with such a build on a 99 Paladin. I think passed capped it can be done.

thefarmer
03-08-2012, 05:45 AM
I'll disagree here. I've played around with such a build on a 99 Paladin. I think passed capped it can be done.

Not solo.

It's by staff design that this build is impossible.

Sylvan Dreams
03-08-2012, 07:20 AM
The primary paladin attack spells (1615 and 1630) are designed to be setup spells, not kill spells. While they CAN kill, it's not nearly with the effciency of spells that are meant to be used as a primary offensive spell.

I wonder if it would be possible with a real mutant build - instead of paladin spells, focus all on Minor Spiritual and then build the character around huning with Fire Spirit. That would pretty much be the only other spell you could try to run with, IMO.

Gelston
03-08-2012, 07:23 AM
The primary paladin attack spells (1615 and 1630) are designed to be setup spells, not kill spells. While they CAN kill, it's not nearly with the effciency of spells that are meant to be used as a primary offensive spell.

I wonder if it would be possible with a real mutant build - instead of paladin spells, focus all on Minor Spiritual and then build the character around huning with Fire Spirit. That would pretty much be the only other spell you could try to run with, IMO.

You mean, hunt like a GS3 Empath?

Tumbadoo
03-08-2012, 07:51 AM
I respectfully disagree. Don't make me convert, again, or better yet someone sell me Naseer.

mgoddess
03-08-2012, 07:04 PM
I wonder if it would be possible with a real mutant build - instead of paladin spells, focus all on Minor Spiritual and then build the character around huning with Fire Spirit. That would pretty much be the only other spell you could try to run with, IMO.
Not really feasible, to hunt with 111, since paladins can only 1x Spell Aiming.

WRoss
03-09-2012, 08:42 AM
Not really feasible, to hunt with 111, since paladins can only 1x Spell Aiming.

Don't you dare tell Debia she's wrong. She's the smartest person ever to play GS. Just ask her.

Menos
03-09-2012, 08:48 AM
Not really feasible, to hunt with 111, since paladins can only 1x Spell Aiming.

125 would work better, which was also an empath tactic as I recall.

Tumbadoo
03-10-2012, 10:00 PM
If the original poster wants to contact me I'll be happy to show you what you can do with a pure approach. It is possible to hunt with just casting and it is viable.

Gelston
03-10-2012, 10:02 PM
Why don't you share it with all of us how? If Naseer couldn't do it effectively with 22m EXP I just don't see how.

Tumbadoo
03-10-2012, 10:10 PM
Like I said to Menos, "Ye of little faith"

Gelston
03-10-2012, 10:36 PM
Well, what is your plan?

Mechwarrior1
03-11-2012, 12:23 AM
I followed his paladin around in nelemar, and apart from mana-sink non corporals, he smoked everything nice and fast with a 463 CS.

Much of this likely has to do with phoen flame crits vs tritons, but he was critting on first-cast with 1615 about half the time on the third floor.

He did not have mana issues either and 1630 dealt with swarms nicely.

So, it was viable. I do not however agree optimal. But it was viable.

It would not work, however, in the scatter in my opinion, nor likely down among the greater water elementals in nelemar.

-Valicar

thefarmer
03-11-2012, 01:58 AM
Hunting one specific area and type of creature isn't the definition of viable, in my opinion.

Tumbadoo
03-11-2012, 07:52 AM
I'll hit OTF and the rift sometime today. I'm confident he will do just as well in OTF. I do think the rift will present challenges. Me and Mechwarrior did some bandits last night as well and that was cake. I do think soloing a warcamp will be a challagen but in a group, just fine. You would do ok in invasion but mana could present a problem but I'm guessing this might be the case for a lot of casters (I would not really know because I have never been in that situation with any kind of caster).

Depending on how you define optimal, then yes it may not be optimal. If optimal is defined by having fun with your character, never having to leave the safety of defensive stance, still having enough CMANS to defend yourself, killing on 1st cast frequently, having enough mana to hunt solo till fried (and way beyond), and not having to invest a ton on equipment (which I think many paladin end up doing), so if you define opitmal this way then you might be close to optimal.

Look, I'm not saying every Paladin needs to drop thier weapons and turn to the dark side. But, I am saying if the OP wanted a build like this post cap (and it likely would have to be post cap) then I think it's viable.

thefarmer
03-11-2012, 05:14 PM
Pure paladin group hunting R A-OK with post-cap Valicar. IT R FUN. IDOWHATIWANNA!


Cool story, bro.

LizardClan1
03-16-2012, 06:37 PM
i don't know if i'm a "pure paladin," but I wear hauberk, and can cast 1600's and 100's while hunting.

i've fully trained off spell hinderence for minor spiritual spells in hauberk, which also means i've fully trained off spell hinderence for paladin spells in augmented breastplate.

I had a set of 7x augmented breastplate I sometimes wear, but i like wearing hauberk.

of course, eventually, i'll train armor use up to full plate, so I have no hinderence with paladin spells in full plate.

Gelston
03-16-2012, 06:41 PM
Yes, and you probably swing a weapon. You'd be the definition of a Semi. A "pure" would hunt with ONLY spells.

LizardClan1
03-16-2012, 06:44 PM
True, true, I do like swinging a maul. If I could do without the maul, I would, but so far it's been necessary.

caelric
03-16-2012, 08:10 PM
Not really feasible, to hunt with 111, since paladins can only 1x Spell Aiming.

If you disable first via paladin base, then the 1x in SA would matter less. 118 web bolt followed by 111 fire spirit would not be too bad.

Do paladin AS boosters (1606, which others?) add bolt bonus or only physical bonus? That would definitely hurt that idea if they did not help bolting.

Menos
03-16-2012, 09:01 PM
Pretty sure 1606 and zealot do squat for bolts. 117 helps though.

dgryphon
03-18-2012, 10:33 PM
Pretty sure 1606 and zealot do squat for bolts. 117 helps though.

1606 works for all types of AS

Dgry

Menos
03-19-2012, 10:01 AM
I stand corrected on 1606, zealot doesn't help however.

R>incant 111
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You gesture at a thyril.
You hurl a roaring ball of fire at a thyril!
AS: +30 vs DS: +1 with AvD: +70 + d100 roll: +4 = +103
... and hit for 1 point of damage!
Flames tickle right arm. Hair singed.
The roaring ball of fire strikes a thyril, blossoming into a much larger sphere of flame upon impact.
... 70 points of damage!
Fire completely surrounds a thyril. Blood boils and heart stops.
The thyril falls to the ground and dies.
Cast Roundtime 3 Seconds.
>incant 1606
You trace a simple symbol as you reverently call on your patron in the prayer for Dauntless...
Your spell is ready.
You gesture.
You are filled with a deeply confident and fearless composure.
Cast Roundtime 3 Seconds.

>incant 111
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You gesture at a thyril.
You hurl a roaring ball of fire at a thyril!
AS: +40 vs DS: +1 with AvD: +70 + d100 roll: +71 = +180
... and hit for 78 points of damage!
Head reduced to a charred stump.
The thyril falls to the ground and dies.
The roaring ball of fire strikes a thyril, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.

>incant zealot
You trace a simple symbol as you reverently call on your patron in the prayer for Zealot...
Your spell is ready.
You gesture.
A surge of radiant energy coalesces around you and those nearby.

Your spirit is empowered with an overwhelming sense of determination and resolve.

Distant sounds of fifes and drums resound in the back of your mind, spurring you into a delirium of confidence and resolve -- as if compelled by some irresistable divine exhortation.
Cast Roundtime 3 Seconds.

>incant 111
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You gesture at a thyril.
You hurl a roaring ball of fire at a thyril!
AS: +40 vs DS: +1 with AvD: +70 + d100 roll: +35 = +144
... and hit for 36 points of damage!
Flames incinerate left arm to the bone. Not a pleasant sight.
The thyril is stunned!
The roaring ball of fire strikes a thyril, blossoming into a much larger sphere of flame upon impact.
... 50 points of damage!
Left eye explodes. Sizzling pieces of brain drip from the empty socket.
The thyril falls to the ground and dies.
Cast Roundtime 3 Seconds.

Buckwheet
03-19-2012, 10:09 AM
They really need to review zealot to work with ranged attacks.

Fallen
03-19-2012, 10:27 AM
At least Thrown, if not ranged.

Menos
03-21-2012, 02:24 PM
They really need to review zealot to work with ranged attacks.

If I got a vote, it would be with you on this one. I don't even use zealot but we might as well keep options open for nut balls who don't use melee weapons with their paladins.

Buckwheet
03-22-2012, 08:58 AM
If I got a vote, it would be with you on this one. I don't even use zealot but we might as well keep options open for nut balls who don't use melee weapons with their paladins.

My whole thought with it is, if I cast it in a group it puts the whole group into offensive with the DS reduction I believe. Yet it doesn't give any group benefit. Sounds like a nice bug to me! It should increase all forms of attack, even if it does it in smaller amounts for ranged/CS/Thrown.

I also hurl with my paladin, so it means I am biased.

Menos
03-22-2012, 01:27 PM
You might be able to cast zealot when leading a group of everyone in the group who needs it, then add everyone else and go (or even designate a new leader and go). Sort of a work around to limit the crappyness of the spell anyway.

WRoss
03-22-2012, 01:34 PM
You might be able to cast zealot when leading a group of everyone in the group who needs it, then add everyone else and go (or even designate a new leader and go). Sort of a work around to limit the crappyness of the spell anyway.

That's how I did it. It's easy to set up a few macros to get around it.