ShiKage's Post-BB Paladin Build
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thread starter ShiKage08 Nov 07 2010 + PM | QUOTE | PERMALINK | REPORT
I'm not well-versed in the ways of Paladins. I've never actually played one far into third job in the official servers, but I have played the class in JMST and have discussed this build over with a certain player who has made her own Paladin in KMS and this is what I have come up with. This build may not be for everyone, so take it as you will. First Job Level 10 : +1 Power Strike Level 11 : +3 Slash Blast Level 12 : +3 Slash Blast Level 13 : +3 Slash Blast Level 14 : +3 Slash Blast Level 15 : +3 Slash Blast Level 16 : +3 Slash Blast Level 17 : +2 Slash Blast (Max), +1 Power Strike Level 18 : +3 Power Strike Level 19 : +3 Power Strike Level 20 : +3 Power Strike Level 21 : +3 Power Strike Level 22 : +3 Power Strike Level 23 : +3 Power Strike (Max) Level 24 : +3 HP Increase Level 25 : +3 HP Increase Level 26 : +3 HP Increase Level 27 : +1 HP Increase (Max), +2 Iron Body Level 28 : +3 Iron Body Level 29 : +3 Iron Body Level 30 : +3 Iron Body (11) Result : 10 HP Increase (MAX) 20 Power Strike (MAX) 20 Slash Blast (MAX) 11 Iron Body Reason : In the Big Bang changes, MAX HP Increase was changed completely. Instead of increasing base HP when you level up, it now increases your HP by total percent based on the skill's level. For instance, if you have 1,000 HP and you put 10 points into HP Increase, you will get plus 200 HP at that exact moment. Therefore, instead of going for HP Increase immediately, it's wise to go for Slash Blast. Put one point into Power Strike as a prerequisite to Slash Blast and then proceed to max Slash Blast. After that, finish up Power Strike. For the rest of the time, finish up HP Increase and then dump the rest of your points in Iron Body. Those points in Iron Body will prove to be of some use now. After Big Bang, defense actually helps, so the more defense, the more survivability you will have. Second Job Level 30 : +1 Ground Smash Level 31 : +3 Mastery Level 32 : +2 Mastery, +1 Booster Level 33 : +3 Booster Level 34 : +1 Booster (5), +2 Mastery Level 35 : +3 Mastery Level 36 : +3 Mastery Level 37 : +3 Mastery Level 38 : +3 Mastery Level 39 : +1 Mastery (Max), +2 Improved Basics Level 40 : +3 Improved Basics Level 41 : +3 Improved Basics Level 42 : +2 Improved Basics (Max), +1 Final Attack Level 43 : +3 Final Attack Level 44 : +3 Final Attack Level 45 : +3 Final Attack Level 46 : +3 Final Attack Level 47 : +3 Final Attack Level 48 : +3 Final Attack Level 49 : +1 Final Attack (Max), +2 Threaten Level 50 : +1 Threaten (3), +2 Power Guard Level 51 : +3 Power Guard Level 52 : +3 Power Guard Level 53 : +3 Power Guard Level 54 : +3 Power Guard Level 55 : +3 Power Guard Level 56 : +3 Power Guard (Max) Level 57 : +3 Threaten Level 58 : +3 Threaten Level 59 : +3 Threaten Level 60 : +3 Threaten Level 61 : +3 Threaten Level 62 : +2 Threaten (Max), +1 Booster Level 63 : +3 Booster Level 64 : +3 Booster Level 65 : +3 Booster Level 66 : +3 Booster Level 67 : +2 Booster (Max), +1 Ground Smash Level 68 : +3 Ground Smash Level 69 : +3 Ground S
My Characters: KnuckHoar - 13 Bera Pirate
AdroxNight 11/10/10 + PM | QUOTE | PERMALINK | REPORT
Although, Iron Body means less pots used, and more pots traded to an NPC for more money. Significant or not, it still would be optimal, but still up to the individual player whether they would want to or not.
My Characters: AdroxNight - 143 Bellocan Hero
SpikesCafe 11/10/10 + PM | QUOTE | PERMALINK | REPORT
[quote] Efemera : It doesn't really matter if you get 11 Iron Body before or after maxing HP Increase. Honestly, 110 defense did not make a very noticeable difference on my pot usage on my Spearman, and my pot usage is negative until mid-3rd job anyway. Seriously, you pick up twice as many pots as you'll use for the first 100 levels or so. [/quote] Are you talking about pre-BB? Iron body pre-BB gave 22 weapon defense at level 11, versus 110 post-BB. I think 2 weapon defense reduces 1 damage per hit, so that seems, on paper, to be some pretty significant potion savings.
My Characters: Spike - 95 Scania Chief Bandit
AdroxNight 11/10/10 + PM | QUOTE | PERMALINK | REPORT
I believe we all are refering to post-BB, not pre-BB.
My Characters: AdroxNight - 143 Bellocan Hero
ElderTree 11/10/10 + PM | QUOTE | PERMALINK | REPORT
Here's an idea: 1st Job: • 1 Power Strike • Max Slash Blast • Max Power Strike • Max Iron Body • 1 HP Increase 2nd Job: • Take the 10 "dump" points at the end of 2nd and put 9 into HP Increase (to max it), and 1 more into Ground Smash (no where else to put it, lol). You won't really need the extra HP until 3rd job when the monsters start hitting harder. Max Iron body (+300 def) since 1st job will chop off a good 75 damage minimum from every hit you take (using the "damage blocked = defense * 0.25" formula). You'll probably only be using Barbarian Elixirs most of the time until late 2nd job (instead of Honsters), so you won't benefit more from having more HP. And all the potions you get from every 3rd monster could be some good money from NPC'ing (or just prevent you from even having to buy Barbs in the first place!). You could also rearrange the last bit of 2nd job to add those 9 points into HP Increase right before you finish maxing Booster or even Threaten if you're worried about not getting to switch to Honsters as fast. --- On another note, I believe I heard somewhere that Shield Mastery affects your TOTAL defense, not just the defense of the shield. Considering that Paladins will have high STR (especially with potential equips!), that's quite a bit of extra defense. I would put my points into it before Combat Orders since CO mainly only affects 4th job skills (and you'd be more likely to party with 4th jobbers the later you are in 3rd job).
My Characters: DarkElm - 122 Yellonde Buccaneer
SpikesCafe 11/10/10 + PM | QUOTE | PERMALINK | REPORT
Everyone hates Ground Smash, but is it really that bad? On first job: 1 enemy: Power Strike at 260% 2-6 enemies: Slash Blash at 360-1080% So, on second job, if all skills and Improving Basics are maxed: 1 enemy: Power Strike at 380% 2-3 enemies: Ground Smash at 600-900% 4+ enemies: Slash Blast 1000-1500% In 3rd job, from a damage perspective, Ground Smash is the only skill eclipsed completely by Charged Blow (at level 19), though I'm not sure how its range compares. At level 21, Charged Blow passes Slash Blast for 4 and 5 enemies. Assuming maxed Charged blow: 1 enemy: Power Strike at 380% (Charged Blow does 370% and gives you the stun effect) 2-5 enemies: Charged Blow at 740-1480% 6 enemies: Slash Blast at 1500% (Charged Blow does 1480% and gives you the stun effect) This makes it look like Charged Blow completely replaces all 3 skills, except maybe when bossing. Some things I haven't considered are the delay of each attack and the range. Does anyone know what the range of Ground Smash is? I've never seen it in action. If it has reasonable range, it could be useful for gathering a mob. Late in second job: Power Strike = 380% on 1 enemy Ground Smash = 300% on 3 enemies with "200% range" Slash Blast = 250% on 6 enemies with "180 range" The quotes were taken from Skrato's Guide for Paladins Post-Big-Bang. Doesn't sound like the range is much different if the "%" after the range is inconsequential.
My Characters: Spike - 95 Scania Chief Bandit
AdroxNight 11/10/10 + PM | QUOTE | PERMALINK | REPORT
[quote] SpikesCafe : Everyone hates Ground Smash, but is it really that bad? On first job: 1 enemy: Power Strike at 260% 2-6 enemies: Slash Blash at 360-1080% So, on second job, if all skills and Improving Basics are maxed: 1 enemy: Power Strike at 380% 2-3 enemies: Ground Smash at 600-900% 4+ enemies: Slash Blast 1000-1500% In 3rd job, from a damage perspective, Ground Smash is the only skill eclipsed completely by Charged Blow (at level 19), though I'm not sure how its range compares. At level 21, Charged Blow passes Slash Blast for 4 and 5 enemies. Assuming maxed Charged blow: 1 enemy: Power Strike at 380% (Charged Blow does 370% and gives you the stun effect) 2-5 enemies: Charged Blow at 740-1480% 6 enemies: Slash Blast at 1500% (Charged Blow does 1480% and gives you the stun effect) This makes it look like Charged Blow completely replaces all 3 skills, except maybe when bossing. Some things I haven't considered are the delay of each attack and the range. Does anyone know what the range of Ground Smash is? I've never seen it in action. If it has reasonable range, it could be useful for gathering a mob. Late in second job: Power Strike = 380% on 1 enemy Ground Smash = 300% on 3 enemies with "200% range" Slash Blast = 250% on 6 enemies with "180 range" The quotes were taken from Skrato's Guide for Paladins Post-Big-Bang. Doesn't sound like the range is much different if the "%" after the range is inconsequential. [/quote] If I recall correctly, the Normal (6) delay of the first 3 attacks is 810ms, and the delay of CB is 600ms (35% faster and 35% more DPM). So CB easily outclasses every skill that comes before it. For GS, as far as I know you must be on the ground to use it (no jump slashing is a big deal to me), and I personally believe that PS and SB will be more useful. Not to mention, an optimal build would focus more on PS and SB, because they are at least useful in BPQ. GS is terrible in BPQ... You cant even hit the head with it.
My Characters: AdroxNight - 143 Bellocan Hero
SpikesCafe 11/10/10 + PM | QUOTE | PERMALINK | REPORT
CB looks incredible. Okay, I agree that Ground Smash is pretty useless. Even if I can max everything with Combat Orders, I wonder if it's even worth the effort. Thanks for the build, Shikage08. It's neat how you can have fire, ice, and lightning charges all at the same time for crazy damage. With your build, you'll be able to train pretty much anywhere. I think Power Guard will be extra useful in combination with Shield Mastery. +600 defense! And I think a case can be made that improving Max HP can be the final skill you max in 2nd job. Do you think it'd be worthwhile to put your first SP into Combat Orders? Seems like that would give you about a 1-level boost since you'd only need fire/ice/lightning charge at level 5 before moving on to CB. Random question: If you are triple charged and attack a (for example) ice resistant/fire weak enemy, would the damage be less than if you were only fire/lightning charged?
My Characters: Spike - 95 Scania Chief Bandit
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