I've got a level 70 GF and I carry 5 or 6 radiants in defense slots. At the beginning of Mod 6 it was all about the hit points. I've got darks in my 4 utility slots and Tenebrous in my offense slots. Any suggestions on bettering my build?
I've got about 112k hp now, so I'm not lacking if there is a better way to do it.
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Full Radiants never fails.
As for deflect, you need a certain build/race/gear/boons to make it worth.
Radiants doesn't need that.
May the Bacon Bless.
Thanks! I'm going to check that out. I'll probably keep my radiants in place, though I'm testing the darks for lifesteal right now.
Watching my combat log makes me see your point. I had heard that, and it seems pretty true. I may switch 2 out for dark arpen.
I've been testing the darks for lifesteal, though my numbers don't come close to 20%, or even 10%. They are rank 9's and my radiants are 10's. Had two blowout PVP matches in our favor, which was a nice change, but not a good test yet. Need more combat to see how well the procs go. Had it proc just great while battling Celadaine later....
Now one can bring in the 8K LS from the Temple to add to the possibilities. Oh the Horror!!!
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Thanks for the idea, but to switch over to LifeSteal AND get it up to 15% would cost significant RL dollars. I tried it with just 6% and had some lucky shots--I bet it's a good thing I might switch to over time. I did replace two of the three Tenebrous with Dark 10 & 9, and that brought my armor penetration into the 50's. I'm surprised how little moving a single enchant helps. It certainly has to be all or nothing to make a major impact.
Good to know. I guess I don't want to go too far with armor penetration if it's going to be improved anyway. Not good for the Negation enchant, though, looking at the other side of it.
That would be utterly game breaking. I think there is a max limit to how much damage can be reduced and it has to be there, imagine for a moment that one could have 100% damage reduction, first of all how could that be enjoyable to play with ? How would pvp work and why would this make dungeon runs fun (that permanent Paladin shield always pushes me close to quitting when encountering such a ridiculously broken design).
This is how ya defeat a 100% DR.
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If your average enchantment is an 8, how did you get that stat!?
This is my Wizard who gets all her ArPen from gear plus the 8k ArPen Boon from the stable.
I'm sure there's some sorta cap on all these stats. All classes are gonna have to rethink their enchants once they get started on these boons.
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Base layer or damage reduction is hard capped at 80%
Yes but the developers decided to give the paladin to ability to have permanent shielding the entire time, so basically giving them and the party near immortality and thus breaking their own design rules. The way I see it, they should remove that power completely, and if they don't do that, then give it to the gf because it is still supposed to be main tanking class not the paladin.
Hate to say it, but I still need to learn how to tank properly. I mostly do solo and some PVP. The radiants at lower levels (8 & 9) were useful while I was gearing up in Mod6, and now I have them up to 10.
Do those work well for you?
Exactly what GF needs. I had deflection build before, but use of shield is all what we need to learn.