 |
|
|
Sign Up to Submit Guides and Earn Credibility! |
|
 |
 |
 |
Author: azntorian
5,504 Views
2 Comments
|
The previous guide suggested that pallies are not the best at any of the different classes he suggested. I find that to be exactly the opposite. This guide will not be commenting on ranged types, range types do not often hit hard enough on elite, and bows are currently worse than crossbows. I believe there are 2 main types of melee warriors. The two types are high ac tanks, and damage dealing melees.
For a high ac tank you need combat expertise and intimidate. Preferably a high will save and a con of 12-16 is enough. The two builds I know for this is a 10 fighter, and an 8/2 fighter/pally. Instead of spending the points in wisdom for will saves you can spend it in chr for the same saves but also get bonuses to reflex and fortitude from pally's grace. This tank will usually carry a 4d6 extra damage weapons like retribution or something of the sort.
The next is a damage dealing type. Barbs, pallies, and fighters.
I believe they all should use shields in case they pull aggro from the main tank which often happens. Or if there is more than 1 guy to fight like in raid groups. I do not suggest using a 2hander. This just doesn’t work at level 10 elite missions unless the meleer is extremely careful and walks in and out of battle between his set of swings. This group of damage dealers will often switch between a damage weapon and a wounding weapon depending on the situation. This group has to be extremely flexible.
For the damage builds I like pallies the best. They can do as much damage as a fighter or barb, divine favor is +4/+4 which is like adding +8str, while unlike the barb's rage, it takes no ac loss. Pallies aura gives pallies an extra 5 ac. So pallies often have a high ac (38 is easily attainable with +5 gear) than a tank not using expertise. Also if you get your chr up near 24, pallies have saves in the 20s with resistance item. This means they take have 1/2 damage to traps and easily take down beholders, which other tanks often struggle with them. Enemy clerics that hold person and flame strike will not affect the pally unless he rolls a one.
So unlike the previous guide, I believe pallies are the most flexible and can lead the strike team due to their saves. They also are great damage dealers, and they do not lack the ac compared to other classes without expertise. Also they can heal themselves with heal wands in addition to potions if the cleric goes down.
There is also the 8/2 pally build where he specializes in umd. Due to his high saves, he is the leader in the strike force because he has evasion. He takes no damage from flamestrike and fireball. If the cleric goes down, his high umd allows him to use a scroll to cast raise dead. This is the most flexible type of pally but will not be as powerful of a damage dealer because its divine favor is only +3/+3 and does not get pally action boost 4.
|
|
|
 |
 |
 |