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Torchadin Author: Sir SDG |
Version: 1.11 Page 1 |
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Torchadin
This guide is based on THREE runewords used in
conjunction with Conviction to weaken and lower the resists of your opponent.
Dragon armor
Dragon Paladin shield ( I suggest using sacred roundache or better WITH resists)
and Hand of Justice ( I've seen this in phase blade and made it in zerk, I
prefer the zerk with higher damage )
Due to these all being items with aura they will stack upon each other giving
you a whopping 44 holy fire. ( which really doesn't give you MAJOR damage....
but coupled with conviction it works nice)
Skills that need to be maxed are:
Conviction 20 points and squeeze it with + items to 25 at the MIN.
Fire Resist ( this is the synergy for the holy fire, it boosts damage enough
that it should be maxed)
good skills that are nice to have some points in
are:
Zeal for pvm
Charge for PVP ( max this and add what u can to might for synergy since might is
quick to get to and you dont waste points getting to vigor)
Holyshield ( I'm a fan of max holy shield. for this build this is your uber defense and
without great blocking and nice defense your really going to be ineffective )
Now with Three major items already in use its time to choose if your going for
max resists or are you going for max DR etc etc...with the majority of Pking you will be doing with charge. DR isn't really worth
the effort max or even go out of your way for. IMO if you happen to figure a way
to add some DR to your build great, if not and you choose to ignore resists to
get it, Ill be killing you quickly.
Gloves: (you
MUST have IAS on your gloves)
Great ias bloodgloves with resists are nice
Lavagouts have nice fire mods and IAS ( plus this has got to be the ONLY build
that can actually benefit from the use of these, I considered it a moral
imperative to use these gloves, cause no one else will)
Boots: your key
source for resists
infernostride for SUPER max fire res
great rares with FRW and major resists
sandstorm trek ( your poison res isnt gonna be the greatest)
Helm:
+2 pally circlet with MASSIVE resist socketed with shael or UM or Ber if you
HAVE to have dr.
shako with Um
COA if you really like spendin the pnts in str and just wont like yourself
without a 2 ber COA ( I think this build has enough runes on it already. your
not gonna get hit anywho so Dr is a waste IMO)
Belt:
arachnid sash for nothing else but the +1 skill
Godly rare belt with stats and res bonuses and FHR ( number one if u can find
one)
Rings are a point of contention with many people here. To me since im not
getting uber resists from Hoz or COH the AR is a small issue and Id rather miss
more and live longer than miss on occasion and die a lot. most of what your
going to be facing is casters. that's what this build is made to kill so having
really great ar isn't that important since your using pulses to weaken and
charge to finish them. Stick with your ravenfrost wisp or dwarfstars, and again IF you can get a hold
of one a super great rare with resists and 5% ar is nice as well.
I've found being frozen isn't a big issue to me but getting hit with 15 traps is
.. so I wear wisps on my guy with arach belt. I'm charging around anyway and
hate trappers as a rule. so wisps it is and let them guard town all they want...
till I get there.
Amulets: I've
tried maras
metalgrid
seraphs 2/2
and about every other unique amulet out there. This is a personal preference IMO.
If you have 25 conv wear what u want.... If not wear something that gives you 25
conv. and resists.
Charms:
Res all charms and cold/light/ poison charms are you pals... stock them til you
max out... a few off aura charms for conv are nice and LIFE THE REST!
It's a fun build but remember your not melee and not quite a caster either....
charge is your pal and will take you around the map while casters die or
teleport back to town really mad that a Paladin made them run and DIDN'T use FOH.
you'll find a combination of three things will pretty much negate you, 2
dwarfstars and rising sun amulet. vs any caster save a druid just charge them into
chunks ... a druid however can use cyclone armor for even more absorb... and you'll just heal him with your charge.
That's when you get your dreamadin and even
the game out.
vs melee characters. Well, most have really crappy resists so let the pulses weaken
them down then turn and charge. Warning. Smiters are going to HATE you. Many are so
used to beating up everyone by guarding the town that you running away and
killing them is just going BURN them up so get ready for the foul language. I
generally don't hostile any melee builds anymore with the exception of BM
duelers who are nking ppl and being jerks.. then, well they earn death by
running....
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