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Skills for a Paladin - Printable Version

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Skills for a Paladin - dominic7777 - 2011-01-28

So, I have a level 142 pally and I have a SP reset left from the third hot time event. I was wondering what I should do as for his build since it seems like I could take a much better route.

Right now his 4th job SP are as follows:
1 Guardian
1 Divine Shield
5 Stance
10 ACB
1 HH
1 Rush
30 Blast
20 Divine Charge.

I was thinking about doing:
1 Guardian
10 Divine Shield
10 ACB
1 HH
1 Rush
30 Blast

...but I am not sure what to do with the rest of the points.

Any suggestions at all are welcome since the reset expires tomorrow.


Skills for a Paladin - Atuan - 2011-01-28

You can store the reset in storage until you feel comfortable using it. You just have to take it out and use it really fast before it expires.


Skills for a Paladin - dominic7777 - 2011-01-28

I know, but I would prefer not to risk it. I have tried it before and it didn't work out so well.


Skills for a Paladin - FenixR - 2011-01-28

So far so good. I say dump the rest of the points in HH and then go Guardian > Stance or the otherway. But if you are one of those that just plain suck at using HH then left it out till you do the Guardian > Stance (Or the other way around) thing.


Skills for a Paladin - Atuan - 2011-01-28

Alright.

What you planned is solid. With 16 points remaining...

I'd suggest 9 stance. Or whatever you feel is a 'comfortable level' of stance.
Then, personally, I'd do more Guardian or Stance. Guardian is like SS+ER, which is sweet. And Stance is great everywhere.
Guardian 20 doesn't have a listed drop, so I imagine it'd be a pain to find.

You could do more Divine Charge if you like killing Samurai/Anego for EXP. Since they have dual weakness to Lit+Holy. Doesn't have much use outside of that situation though. By the time you can start training on skelegons/saurus you can be training at Memory Lane 5/Qualm for better exp.

Or dump into HH if you don't fancy either idea.


Skills for a Paladin - dominic7777 - 2011-01-28

I think maybe:

1 Guardian
10 Divine Shield
10 ACB
1 HH
1 Rush
30 Blast
10 Divine Charge
6 stance

Followed by maxing divine charge again. I like having it because I do happen to kill those bosses whenever I can find them. It's also a little better for neutral. But Divine Shield is more useful to me right now.


Skills for a Paladin - MysticHLE - 2011-01-28

Depending on how funded/strong you are...I would dump the rest of the points into Stance or Divine Charge. If you're plenty strong enough from potential equips and don't have troubles killing things (e.g. Skeles or ToT mobs), then go Stance. Otherwise, Divine Charge.


Skills for a Paladin - FenixR - 2011-01-28

I just hate Divine Charge with a pasion. And it also seems you are not a HH person. I suggest doing guardian/stance after you do Divine charge.


Skills for a Paladin - dominic7777 - 2011-01-29

[Image: Maple0005-6.jpg]

That's it, I know my str is messed. I will fix it eventually.


Skills for a Paladin - FenixR - 2011-01-29

Messed up? what did you do put 60-90 AP in HP? and what are we suppose to see in here? Also why don't you use a shield?


Skills for a Paladin - dominic7777 - 2011-01-29

Well, guardian as I have noticed on hundreds of occasions works without a shield and atm I don't have a good 1h sword. Someone mentioned the build style would be altered by my attack range so I posted it to see if the suggestions would change. But something like 140 AP in HP atm. I will work on getting it out when I have the time.


Skills for a Paladin - FenixR - 2011-01-29

Last time i checked Guardian Passive Effects don't required a shield but the 40% blocking chance does. If it works without a shield then thas a fail programing from nexon.

And about the HP i rather not ask why you have that much. And theres little chance your range do to your build unless you want to go full offensive from the get go or the defensive build.


Skills for a Paladin - dominic7777 - 2011-01-29

Well, it wasn't that much Pre-BB (a good year ago actually) and before the economy crumbled I could afford it. But it's rather irrelevant at this point.

I guess I will go more offensive to some extent with a slight hint of the defensive side. (Also, the block chance of guardian working was what I was referring to. I get quite a few blocks where divine shield was not on and wasn't triggered.


Skills for a Paladin - SaptaZapta - 2011-01-29

Atuan Wrote:You can store the reset in storage until you feel comfortable using it. You just have to take it out and use it really fast before it expires.

I think a better idea, since he seems to know where he wants most of his points, would be to use the reset, assign the points he's sure of, and wait with the others until he figures out (with SP's help?) what to put them in.


Skills for a Paladin - DragonsWrath - 2011-01-29

dominic7777 Wrote:I was thinking about doing:
1 Guardian
10 Divine Shield
10 ACB
1 HH
1 Rush
30 Blast

...but I am not sure what to do with the rest of the points.

I think this works. Guardian is awesome but no one knows what drops it - so you can do what i did and leave it at 5 until a skillbook works - in broa i see them in FM occasionally for 10m. Shame that it took me 3 books though -_- . Ater that i'd suggest 3 points into divine charge, since you get full element advantage at lvl 1, you might as well get it to a reasonable duration and buff more important skills (guardian / stance / HH), seeing as you wont have much use for holy charge until 150 for skeles (and even then i'm assuming that ToT mobs would be better than skeles).


Skills for a Paladin - Jamie_Kurosawa - 2011-01-31

Actually there's not much difference between Skeleys and ToT stuff, unless you want either Dragon Scales and Spirit items or Time Pieces. Both are about the same EXP levels when level compared.


Skills for a Paladin - Stereo - 2011-01-31

Esp. due to dual weakness, there is very little difference indeed.

Fire+Lit dual weak = 213.75% from charges
Holy+Lit holy weak = 218% from charges

20 points for ~2% damage seems pretty silly when you can just stick to ToT and drop those points in MW (+10% damage) or any other defensive skill.



Skills for a Paladin - FenixR - 2011-01-31

Quote:Skelegon
Level: 147
HP: 220,000
EXP: 3,594
Weapon Att.:3,047
Magic Att.: 3,134
Weapon Def.: 800
Magic Def.: 700
PDRate: 10
MDRate: 10

Memory Monk
Level: 142
HP: 195,000
EXP: 3,900
Weapon Att.:2,895
Magic Att.: 3,163
Weapon Def.: 650
Magic Def.: 670
PDRate: 5
MDRate: 5

Qualm Monk Trainee
Level: 153
HP: 260,000
EXP: 4,975
Weapon Att.:3,372
Magic Att.: 3,948
Weapon Def.: 700
Magic Def.: 800
PDRate: 5
MDRate: 5

Skelosaurus
Level: 153
HP: 260,000
EXP: 4,146
Weapon Att.:3,222
Magic Att.: 3,257
Weapon Def.: 810
Magic Def.: 710
PDRate: 10
MDRate: 10

Pick your poison.

@Stereo: Do dual weakness matters for Paladins? I mean its real? I thought thunder charge element advantage was negated or something when dual charging O.o.


Skills for a Paladin - Stereo - 2011-01-31

Kinda. You do 6.25% more charge damage on Lightning weak mobs than Lightning neutral ones. (so 207.5% with fire weak -> 213.75% with fire+lit)


Skills for a Paladin - FenixR - 2011-01-31

I see, so its no a "wtp hax" increment but its something i guess.