[3.10] Sovyn's Lazy Pally - Tanky Templar with Max Block

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Sovyn wrote:
Well, I've spent another day pouring over this.

For better of worse, here's the best compromise I could come up with: LINK to build

I have not looked at the builds you fellows posted, but will do so right away and see if there is anything in there that I missed.

Take a look!


Purity is no good now so better take out from hard Knocks and take one of regen nods. and i would sacrifice one health nod for one more of regen so that will be 5% regen that is a lot with our amount of health.
Fuaaaa were is my full respec =( this one is a lot better for me
my bor build

PS sprry for my bad english
ign Bester, Godlymen, boomwiz, in game from 10pm till 1am most of the time (GMT).
Last edited by Borislav#2878 on Oct 25, 2013, 1:17:53 PM
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Borislav wrote:

Purity is no good now so better take out from hard Knocks and take one of regen nods. and i would sacrifice one health nod for one more of regen so that will be 5% regen that is a lot with our amount of health.
Fuaaaa were is my full respec =( this one is a lot better for me
my bor build

PS sprry for my bad english


Hi Borislav. :)

I understand what you are saying, but I don't think regen is that big a deal. I know every situation is different, but I may not be able to equip my enfeeble gem without some additional intelligence from the tree. I think enfeeble is important. Hard knocks is only one point and it is 30 intelligence, which is a fairly good investment.

The build you linked looks nice but 28% block from the tree won't cut it for most people, unfortunately. :) I'm glad to see you are going up near hard knocks instead of downward as your prior post's builds were wasting two points there.
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Sovyn wrote:
Well, I've spent another day pouring over this.

For better of worse, here's the best compromise I could come up with: LINK to build

I have not looked at the builds you fellows posted, but will do so right away and see if there is anything in there that I missed.

Take a look!

I looked at your build and I liked it at first, then I noticed how devoid the Marauder area was in terms of +10 strength nodes vs real nodes. So I tried to skip the Marauder area altogether:
Click Here.

Main differences:

The build I just posted has:
No reduced damage from crits.
50 less strength
30 less max life
24% more life
44% more armor
34% more ES
15% more physical damage
16% less elemental damage
Minor losses in defense from shield, all resist, and life regen.
Last edited by seiferoth10#0318 on Oct 25, 2013, 1:59:30 PM
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seiferoth10 wrote:

The build I just posted has:
No reduced damage from crits.


This is the one that concerns me. I believe that to be part of our defense against hard-hitting melee bosses.

Great try though, good to discuss this stuff.
I may be warming to the idea of losing the 30% crit reduction after reading up on the math behind it.

Heres a revised build without it -

LINK to build.

This one is rather heavy on damage and attack speed and armour. A little lighter on resists, but not much, and 20% lower defensive from shield, which could effect things a little bit as well.

Overall, it's an improvement over the pre-1.0 build, but that's to be expected given the new nodes and un-nerfed life nodes.
Ah! Apparently I had insufficient block nodes in that last experimental build I posted.

So, here's yet another revision: LINK
Here's the difference with and without the mara start nodes.

build with no mara area

+323 to Strength
+83 to Intelligence

+273.5 to maximum Life
284% increased maximum Life
3.5% of Life Regenerated per Second

165% increased Melee Physical Damage

115% increased Defences from equipped Shield
96% increased Armour
56% increased Evasion Rating and Armour
34% increased maximum Energy Shield

+50% to all Elemental Resistances
+8% to Chaos Resistance

and, build with mara area (a few nodes anyway)

+373 to Strength
+93 to Intelligence

+316.5 to maximum Life
274% increased maximum Life
3% of Life Regenerated per Second

138% increased Melee Physical Damage
16% increased Elemental Damage with Weapons

135% increased Defences from equipped Shield
52% increased Armour
56% increased Evasion Rating and Armour

+54% to all Elemental Resistances

You take 30% reduced Extra Damage from Critical Strikes

Note: I removed everything that was the same for easier comparison of the differences.
According to my calculations, the second one would have more life:

654 + 273 + ((654 + 273) * 2.84) = 3559

654 + 316 + ((654 + 316) * 2.74) = 3627

(at least when naked, the gear would weigh in as well...)
Last edited by Sovyn#2637 on Oct 25, 2013, 3:51:16 PM
I've been interested in this build for awhile, but now that I have an old level 42 Templar sitting on a full respec, I'm thinking of converting it. I don't anticipate having any trouble scraping together enough gear to get myself started from this level, but I have a few questions first.

What main attack skill do you guys prefer using? Clearly I haven't read the entire thread, but most of what I saw revolved around Heavy Strike/Multistrike combo. Personally I feel like this is a bit too single-target for my tastes, but I'm not sure what other options people have found that actually worked well with the build.

As far as the cast when damage taken gems, I know I can get them from the act 3 merciless quest, but before then I'm probably stuck without them or buying them, right?

At around level 42, I'm guessing I won't quite be able to run more than one aura yet. Which aura do you think takes priority until I am able to run both? What do you think about the ring with reduced mana reservation and increased effect for auras? We go right up to it, but I'm not sure if it's worth sacrificing a few points for it.

Apart from that, are there any particular nodes I should be aiming towards first?


I've had a lot of failure builds in the past, so you can probably tell that I really don't want to screw this one up.
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DoctorDong wrote:
I've been interested in this build for awhile, but now that I have an old level 42 Templar sitting on a full respec, I'm thinking of converting it. I don't anticipate having any trouble scraping together enough gear to get myself started from this level, but I have a few questions first.

What main attack skill do you guys prefer using? Clearly I haven't read the entire thread, but most of what I saw revolved around Heavy Strike/Multistrike combo. Personally I feel like this is a bit too single-target for my tastes, but I'm not sure what other options people have found that actually worked well with the build.

As far as the cast when damage taken gems, I know I can get them from the act 3 merciless quest, but before then I'm probably stuck without them or buying them, right?

At around level 42, I'm guessing I won't quite be able to run more than one aura yet. Which aura do you think takes priority until I am able to run both? What do you think about the ring with reduced mana reservation and increased effect for auras? We go right up to it, but I'm not sure if it's worth sacrificing a few points for it.

Apart from that, are there any particular nodes I should be aiming towards first?


I've had a lot of failure builds in the past, so you can probably tell that I really don't want to screw this one up.


Howdy, DoctorDong! The popular skills are all listed in the guide now. Multistrike does alternate between monsters around you, so it does change any attack skill into somewhat of an AOE, albeit a small one. You could try reave or the new spectral throw, or melee splash + infernal blow + mana leech support.

I'd go with determination first as mentioned in the guide. I do think the new reservation nodes are a waste for most people.

If you can wait, I'll have the new 1.0 progression builds hammered out in a day or two max.

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