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<blockquote data-quote="Gr8Scott" data-source="post: 73330" data-attributes="member: 30843"><p>I like your Cleric in 2 Categories by guild. Then listed sub options for play style. That really is the best way to think of it. I've always kept Intervention at 1 mainly for traps. But an immortal Paladin would be interesting. Relying on Intervention feels like cheating or an exploit to me, even though keeping you alive IS the intended design.</p><p></p><p>Suggestions to consider:</p><p>I would remove Holy Shield under helpful skills as it does not stack with Battle Prayer.</p><p></p><p>For Paladin I consider critical skills:</p><p>1)Arbenos Might 1 (1 SP for +7 damage),</p><p>After an intervention, 1 lesser mana potion(20) conveniently gives you a heal and Arbenos 1 refesh</p><p>2)Crusader 2 (3 SP for 4% stun, undead). Lvl 3 isn't worth 3 SP for +1 stun.</p><p>3)Holy Shield 4 (6 Mana for +10 armor, +80% death resist) can be used constantly for the armor bonus alone. If you're not using a fighters basic skills, more damaging weapons, or higher HP, the 1 offset you have is a spell Shield better than resilience or a potion.</p><p>4)Personality as a Mid stat trait. You are right that mana isn't as necessary as with Cleric of the Three as all advanced fighter skills are passive. But the 8 mana(Arbenos + shield) refreshed a time or 2 in battle add up with your 18 heal.</p><p></p><p>FYI- I leave Duel at 2 as Heal breaks it. The 3 skill points for Duel 3 can be better used elsewhere. And a potion of might can make up more than the (lvl 3) +4 damage if you need it.</p><p></p><p>Just my thoughts on the Paladin. You may not agree and that's fine.</p></blockquote><p></p>
[QUOTE="Gr8Scott, post: 73330, member: 30843"] I like your Cleric in 2 Categories by guild. Then listed sub options for play style. That really is the best way to think of it. I've always kept Intervention at 1 mainly for traps. But an immortal Paladin would be interesting. Relying on Intervention feels like cheating or an exploit to me, even though keeping you alive IS the intended design. Suggestions to consider: I would remove Holy Shield under helpful skills as it does not stack with Battle Prayer. For Paladin I consider critical skills: 1)Arbenos Might 1 (1 SP for +7 damage), After an intervention, 1 lesser mana potion(20) conveniently gives you a heal and Arbenos 1 refesh 2)Crusader 2 (3 SP for 4% stun, undead). Lvl 3 isn't worth 3 SP for +1 stun. 3)Holy Shield 4 (6 Mana for +10 armor, +80% death resist) can be used constantly for the armor bonus alone. If you're not using a fighters basic skills, more damaging weapons, or higher HP, the 1 offset you have is a spell Shield better than resilience or a potion. 4)Personality as a Mid stat trait. You are right that mana isn't as necessary as with Cleric of the Three as all advanced fighter skills are passive. But the 8 mana(Arbenos + shield) refreshed a time or 2 in battle add up with your 18 heal. FYI- I leave Duel at 2 as Heal breaks it. The 3 skill points for Duel 3 can be better used elsewhere. And a potion of might can make up more than the (lvl 3) +4 damage if you need it. Just my thoughts on the Paladin. You may not agree and that's fine. [/QUOTE]
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