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Paladin build for HT Seduce mule?
#1
So my Threaten/CO/MC mule has become a Paladin (Zakum/LHC leech ftw Rolleyes), and its next goal in life is to be a Horntail Seduce mule.

1) How many HP does it need? Currently has 12.8k and no Decent HB. Should I be putting AP into HP or into STR for more DEF? Also, should I be looking for %HP, %W.DEF or %M.DEF for its gear?

2) Which defensive skills are most useful, to maximize survivability as early as possible?

3) Is a seduce mule any use at all without a seduce healer? I take it for granted I'll need some Wheels, but if the mule will always die within seconds of reviving, that would end up too expensive for my tastes.
Also, while the seduce mule is a ghost on the map, does it still get "attacked", or does HT immediately shift focus to the second seduce?

As you can probably tell from (3), I've never actually HT'ed. Yeah, pretty shameful for a level 189 Hero. Going to try and remedy that oversight. HT "squad" will probably only consist of two Heros, possibly two Heros and one Shadower. And the Paladin mule once it has sufficient skills and stats to survive for a decent length of time. Any hints for getting through the run, in any of those configurations, are welcome.

(Yes, I know HT is glitched. But Kradia's HT'ing population is small enough that it actually takes a couple days for the 30-person list to fill up.)
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#2
..All you do is hang on the rope. It doesn't even require that much HP with the amount of defence it has.
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#3
1. I'd need to know your current defense in order to approximate how much damage you take from buffed, unthreatened tail. That said, %HP is top priority, while %def is secondary. %M.Def won't do anything significant for a Pally, and you should be to tank all of HT's magic attacks anyway. Also, even with Achilles and craptons of defense, I wouldn't reccomend having less than 20k HP if you plan on being able to tank the tail.

Edit: %str is better than %def, for reasons explained by Stereo in the following post. >_>

2. Achilles, and Guardian are both extremely useful; Achilles basically makes you ~18% tougher in terms of damage you can take (and makes you able to survive somewhat after a 1/1), while Guardian gives you a 30% chance to ignore getting seduced, on top of the random block chance. Stance is also crucial, as it allows you to stay on the rope and lessen your risk of walking into the tail. The godmode from divine shield is also great, but shouldn't be something you'd want to rely on. Lastly, Hero's Will is your panic button. One point in HW should be taken early, but the skill should be taken last. Assuming you want to HT on it ASAP (and don't want to wait to 154 to max all these skills), these are my reccomendations:

If your squad can't kill tail quickly:
1 HW
Stance
Achilles
Guardian
Divine Shield
HW

If your squad CAN kill tail quickly:
1 HW
Achilles
Guardian
Divine Shield
Stance
HW

3. Wheels are useless to a seduce mule. If you wheel, you get sent to the back of the seduce order, and the next person to enter becomes the seduce mule. This does not happen if you get resurrected (though the next in line still gets targetted by seduce while you're dead). Also, having a seduce healer saves your squad a headache if you can't kill HT extremely quickly. Try to find one if you can.
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#4
%wdef is not so useful to a Paladin, cause it's added to Shield Mastery.

So for example, if you have about 900 str (pre-%) then 1% str = 32 def.
In order for 1% def to match that, you'd be looking at 3200 def without Shield Mastery. Which is likely on the order of 2000+ total str, or something like 100%+ from gear necessary.

Really, just going all-out STR gear is the easiest defensive option.

Right now 4th job skills for survivability are probably:
1) stance -> stay on ropes more
2) guardian -> % chance to miss status effects, block attacks, etc.
3) achilles -> tiny damage reduction, really only helpful against 1/1s
4) divine shield -> sometimes blocks a few attacks. Would be better if it wasn't glitched, as the 30 second cooldown makes it crappy at most bosses.

If you can equip it with a 2 second invincibility top/overall that would help quite a bit.
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#5
I have noticed that, since Big Bang, staying on ropes no longer requires Stance.
I have had characters of many classes hanging on the bottom left rope at Zakum, and they only ever fall off when they're stunned.
I supposed not being buffetted around once stunned does have its uses, but is it really still first priority?

Hero's Will... hmm... that's the last skill that still requires a quest, right? Hope I can catch a few Pianuses after maintenance.
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