solo pala RAs
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my paly is 34 and 1L7 now..i know, not much...but i got 6 points to spend and i cant decide on what...
it's a thrust pala with solo spec (final spec: 29 thrust, 42 shield, 46 chants, some 35ish parry)...so don't say det or something like that...i know det etc. should be the way to go, but for grp fights i got my caby, so pala will run solo most of the time... i was thinking of: WoC2, IP2, purge1 at 4L5...however, WoC3, purge1, ip1 seems a good option too, but then i lose a lot of survivability in more frequent fights and am only really good with woc up... maybe purge1 isnt that important and i should go for WoC2, ip2, moparry2, mob1 or something? really hard to decide.. any good ideas? Genuine Spirit Cabalist since 2002
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Purge 1 seems useless to me.
Also consider Master of Parry in order to have more chances against dual wielders. IP2 is a classic for all solo melee classes. Maybe you want to consider Master of Pain, too. I remember that Paladins were quite hard to kill enemies on Live PVP server (at least for my minstrel) - have fun! Ex-Albion-Logres: Bogner [Sankaras Erben] and co Ex-Camlann: Dirtymind [FEAR] and Stinkerle ![]() |
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1) Det is a huge waste of points for SOLO. what are you going to det? baseline stun for the zero solo casters on this server? the most that you will be able to det is a tiny bit of insta cc, and even then the person will still be able to kite you so there is no reason to bother with it. det is a group RA (and a very good one). if you are goign to mostly solo, then dont buy it.
2) mastery of blocking > moparry. even when fighting vs dual wield. higher cap and greater typical block chance. you can cap parry with moderate parry spec and a couple levels of mo parry. blocking on the other hand you keep getting defence gained in all the way through mob5. because your typical block chance with typical 42 shield spec is much higher than your normal parry chance, you will gain more defence from a few % increase in block than in parry. its not abotu the % that you block or parry, its about the % that you get hit. and if all that doesnt make sense, blockign is way more useful if you ever do get a group or go on raids. screw MoParry unless you just wanna get a level or two with stray pts. invest in moblock. 3) purge isnt a waste. for one it will decrease a slam duration, but also a lot of sneaks are incredibly lazy and only lifebane you once because that is usually more than enough for them to win any fight. so if you purge it you mgiht have a chance. odds are eventually they will decide to repoison and you will take a beating, but its a viable choice. 4) WOC1. woc 1 sucks for dmg, but it is a little bit. but mostly this is to abuse a long standing bug on uthgard that WOC has no reuse timer if it doesnt hit anyone. so you can run around a milegate spamming WOC and hoping to pop sneaks. or if a sneak uses vanish on you. or higher level woc has benefits for isnta killing people, but then you become a one trick pony. 5) AOTG. pretty awesome damage boost to add to your otherwise useless dps. however if you pop it the enemy will vanish. It also loved for grouping to if you ever end up in one and for raids. other than that: IP, dmg passives. reroll to somethign that isnt a pally. |
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1) as i said
![]() 2) i love my after-block-styles so i really thought, that mob might be better, but then again i think: moparry2 is 5% vs most classes while moblock2 is 2,5% vs most classes (many dualists)...so i guess mop2 and mob1 might be fine... 3) purge1 seems fine to me for debuff-purging...wouldnt wanna use vs slam-purge, cause most of the time this doesnt really decide the fight...had purge2 with arms and it was much better for stun-purge than purge1, which didnt do any good in that regard... 4) dont wanna abuse any bug with woc1 and besides: woc2 seems tempting, and the benefit of woc3 isnt that much compared to woc2... 5) aog seems more of a grp or high-rr-RA to me...it's very situative and you have to decide carefully...also its only good at level 2 or better 3, which makes it very expensive... others: no comments in IP? and i wanna play paly solo, so switching to my other toons (pole-arms, smiter, spirit-cab) isnt an option ![]() Genuine Spirit Cabalist since 2002
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ok solo ras
![]() 1)ip 2 is a must if you want to kill a viper assasin you need to hold enought to handle their viper ticks. 2) purge 1 for low rrs for purgeing dubuffs stuns bleeds dots viper dots etc. so far 20 points mob is atleast 3 is a must to get a solid defence and last longer. 30 points (4rr) then i would go for woc 1 and aog 1 (woc1 to hundle vanish and avoiding pa or even poping some stealthers out) and aog 1 + your dmg add is pretty decent dmg plus output. 40 points (5rr) for higher rr ![]() ![]() ![]() spec slash 3x, 2 hand 3x, 42 shield, 42 chants rest parry. ip 2, purge 1,woc 3,aog 1,block 3,aug str 3,pain 3,parry 2 would be nice i guess ![]() but iam not a fan of woc3 since it ruins alot of nice and good 1v1 fights and kills the suspence so i might avoid it and make it woc1 and the rest 25 points go to block 4 pain 4 and parry 3 ![]() |
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^ what he said.
also note that he said slash spec. thrust has its value for grouped play, but for solo slash>thrust. - you have no reason to snare anything. and even if you did have to sanre someone from ktiing you, alternating attacks and snares for low dmg wouldnt be the best way. (try lvl 4 twohanded style for shammies that try to kite after you get in mellee range). - riposte > beartooth. and lets face it, you live adn die by your block reactionary. - AT points mgiht as well be used. |
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what skdante said seems fine, though by now i prefer active RAs over passives (was different some months or years back, but now i see this different)
why thrust? if you've read what i wrote, you should have noticed that i said i have a spirit cabalist and a smiter...which indicates, that i prefer not-so-normal-specs...all my melee-chars have always been thrust (3 level 50 thrust-pole-arms (live, live-pvp, uth) and a pala should emphasis this)...i just love thrust for the look of it and i've always hated slash spec, even as a paly, that doesn't get any +dex from levelling and ends up with lower dex then str even as saracen ![]() Genuine Spirit Cabalist since 2002
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well jez i dont want to get out of topic
![]() ![]() 1) amethyst slash= best opening none meele style 2) rispose> than bearthooth. well the only better thing that thrust does is the endurance cost of styles ... still this doesnt count because you 8 lvl opening none thrust style has high endurance cost...anyway for ras i i like also active more than passive still i hate woc cause it ends nice fights a bit lame ![]() to get a vanished sb or ns ![]() |
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i know what's better and why...i just like thrust more then slash ![]() ![]() as for woc: as i usually run unbuffed and my enemies do, i wouldn't care for ending fights "lame"...besides after 2 weeks of running solo ppl will know you got woc and will keep their hp above 1/3 or whatever dmg it does.. btw: how many dmg DOES woc1, 2 or 3? it says 200, 500, 750...90dmg-procs proc for 90-120 or something...so i guess woc3 does like 750-900 dmg? seems a little high...maybe it IS different then? Genuine Spirit Cabalist since 2002
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at Skdante rr i would go for : purge 1 ip 2 woc 2 moparry 4 mob 3 toughness 5
or purge 3 ip 2 woc 2 aotg 1 moparry 4 mob 3 toughness 2 or dext 2 ![]() ![]() |
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toughness 5?
![]() ![]() you want me to get 2000 hp unbuffed ![]() ![]() anyway i would never get toughness on paladin since he doesnt need it ![]() the hp that is written on his stats ![]() ![]() and jez about woc you must take in consideration the resists of the enemy if its caped from 750 that lvl 3 says it does it gives like 500 dmg more or less ![]() |
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as at pally you get +12 slash
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