Unholy Melee Paladin [105-125 content in TU's]

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Kastaneda89
Lava Lord
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Hi guys. I got a general newbie question. I used to play this build offline up to lvl 120, it was good fun, using TUs mostly. I now have most of the stuff required for endgame. So is this build good for high pushing and bossing? Thanks
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marco311
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How do u get mana back as unholy?
Main post makes no sense...
if u were to use any of those set/gear (low/mid/high) u would go "0%mana" in 10-12seconds with:
1) no chances to get mana back
2) no chances to rebuffs
3) no chances to tp away
so?
How do u recover mana?
And do not stay Stormlord / charms/ more lvls as with ias cap u'll even for 00%mana faster...

At least add on "starting gear" some mana on attack things to make the built not "mana starved" untill end game...
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Cog
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marco311 wrote:How do u get mana back as unholy?
Main post makes no sense...
if u were to use any of those set/gear (low/mid/high) u would go "0%mana" in 10-12seconds with:
1) no chances to get mana back
2) no chances to rebuffs
3) no chances to tp away
so?
How do u recover mana?
And do not stay Stormlord / charms/ more lvls as with ias cap u'll even for 00%mana faster...

At least add on "starting gear" some mana on attack things to make the built not "mana starved" untill end game...


You can make some NIH or Ber jewels, you get mana steal on a few of the low level charms and if you’re using tu’s or low level jewelry you can always mo them with mana regen/ mana steal.
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marco311
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Mana steal is physical wpn dmg based / main attacks : lemures/blood thorns are not wpn dmg based...
Unholy melee is basically a sorceress that casts spell in melee range that doesn't need %ar to land the hit and that has a little mana pool and "nobody knows" how it's supposed to recover that mana pool...
in fact every single unholy melee u find goes 00%mana in 10-15s of continuos fight in melee...
Endgame set of gears too eh... it's not a low lvl issue... blood thorn / lemures cost increase with lvl as well...
Mana on attack works "if u land the attack" (not the spell) so u need %ar/chance to hit to do it... no gear suggested allow to have a decent "chance to hit"...
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marco311 wrote:Mana steal is physical wpn dmg based / main attacks : lemures/blood thorns are not wpn dmg based...
Unholy melee is basically a sorceress that casts spell in melee range that doesn't need %ar to land the hit and that has a little mana pool and "nobody knows" how it's supposed to recover that mana pool...
in fact every single unholy melee u find goes 00%mana in 10-15s of continuos fight in melee...
Endgame set of gears too eh... it's not a low lvl issue... blood thorn / lemures cost increase with lvl as well...
Mana on attack works "if u land the attack" (not the spell) so u need %ar/chance to hit to do it... no gear suggested allow to have a decent "chance to hit"...


Hmm I thought unholy melee skills connected with the weapon then cast the spell after the initial melee hit. If it was simply just a spell then on attack leech technically wouldn’t work then right? Also -
Lemurs - Effect: melee attack that unleashes homing cold spirits, scales with Vitality. Requires Grim Presence.
Blood thorns - Effect: melee attack that unleashes burning nails, scales with Vitality. Requires Grim Presence.

They both count as a melee attack then a spell cast. So on hit and leech both would work right?
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marco311
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Description is misleading...
If u try to land a melee hit on a target = it will trigger the spell u want to cast (lemures/blood thorns)...
if the melee hit lands or not : it doesnt' matter > the spell will be triggered anyway...
the mana on attack/mana leech works on that melee hit not on the spell u're casting...
so, if u don't have enought "chance to hit" = the spell (lemures or blood thorns) will still be cast (full effect) but won't recover from the missing melee hit...

the melee hit triggering bloodthorn or lemures has the same chance to hit than any "basic melee attack" and with current suggested gear :
chance to melee hit a boss is very very very low...

to make it easier >
if blood thorns costs 100 mana and u put 5xorbs mana on attack (100mana on attack) on a wpn = u shouldn't go 00mana (ever)..
but since u have a bad chance to hit = u'll miss a lot especially on bosses...

if u attack at 5fpa (5attacks /s) with a blood thorn at 100mana cost and u miss = 4 melee hits on 5 = u'll loose 400mana each second... (recovering 100 from a succesful hit) so manapool/400 = seconds before goin 00%mana...
u have 2k mana pool? u will last 2000/400 = 5seconds... (I've been extremely generous with 10-12s)
Fellerd
Thunder Beetle
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You shouldn't have much trouble with general farming (mobs),since one of your skills has "ignore target's defence".The downside of the build IS bossing,however,since that stat doesn't work on them.And yes,you will need some AR sources to have an ok chance against bosses.
Featherclaw

works,I think there was a tu belt and tu boots that could help with that also,but I think you'd be sacrificing too much with those.I've used only the gloves on targets where I needed AR and managed through (missed a lot,but managed.If you can't go bossing at this point in time,just ignore bosses until you can get a hold of gear that will help out with that.I also dodged a few bosses).If possible,go for
Spirit Trance Herb
Spirit Trance Herb
Required Level: 115
Keep in Inventory to Gain Bonus
10% Attack Speed
10% Cast Speed
(21 to 150)% Bonus to Attack Rating
+(10 to 25) Life Regenerated per Second
as soon as you can.It'll help out a lot.
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marco311
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U have centered the point...
this issue which is "the main issue of this spec" is addressed nowhere in the 1st page not even in the "CONS" points...
it looks like this unholy melee paladin will magically start to hit and gain mana back for unknown reasons (no talents grants mana recover as unholy melee)..

stormlord (even with high +skillz), even a maxlife/mana wormhole, passive source to increase manapool won't save the spec anyway to go 000%mana vs bosses...

Using featherclaw / tu belt (wormtongue) /charms (including legacy of blood for mana leech with a decent white dmg wpn/ spirit trance /etc..) can be good as a "patch" in mid/highlvl where bosses won't last that much. 1st mana drainer u find > u're done for...
Blood thorn is not a cheap spell if u cast it at 5fpa with superbeast...

U'll go 000mana anyway with any of those ENDGAME builts... so i don't really understand how the 1 who makes this guide and everybody posting in these 55pages could have played a "resources starved built" from lvl 1 to lvl 140... (under the condition suggested in 1st post :which is basically spellcaster gear with vitality in place of energy and no pierce due to skillz)... and nobody is addressing this.

U're suggestion is basically to use a completely different built... > it's not longer "unholy melee built" with caster gear but with standard "chance to hit" gear...

Skippin bosses cos as a melee u might need to overgear due to mechanics (of boss) is fine... not due to a lack of mechanics of the spec that won't be covered anyway...

If nobody comes here with a 140 lvl paladin showing how to deal with this spec : this entire guide could be trashes and there's only "unholy melee paladin"... or if u prefer, as u mentioned, a "resource starved" spec requiring a lot of mana on attack, mana each kill just to farm places such as fauntz (and let' s be honest , plenty of specs can do better than an "unholy melee lemures paladin").
Fellerd
Thunder Beetle
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Yes,I found some flaws in the guide and made adjustments that worked for me,like I did for other builds in the past.It would be interesting for me too to read some experience from a higher lvl UHM pala on this subject,since I stopped playing at around 130 (the SP one) and I don't really know if my solution will be good enough for higher/highest lvls.Oh,and yes,mana burn/drain is a pain.I was thinking some time ago about something like a mana regen bonus for X amount of monsters nearby and a chunky bonus against bosses and such,but I don't know if it's implementable or not.

On a bit of a side note,use this build to just farm areas.UHM pala isn't much to my taste for a character,but he turned out to be a pretty good starter to get me some gear for other characters.If he's turning out to be more pain than fun for you,just use him to farm somewhere you're comfortable for gear and start a character/build you think you'll enjoy.It is a game after all,no need to make it a chore. :)
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cnlnjzfjb
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Sry but what's the point? Have u ever read the guide?
In the guide:
"MO - Mana on attack, Life on attack, Fire spell damage, Bonus to attack rating. Lottery roll for 100% bonus to attack."
"Featherclaw - For bossing. You need to beat boss defense for life/mana on attack to kick in."
"Not enough max elemental resistances and low AR are the common causes."
The author of this guide has already addressed the AR issue against boss in gearing and tips sections in the guide. Didn't see?
"U're suggestion is basically to use a completely different built... > it's not longer "unholy melee built" with caster gear but with standard "chance to hit" gear..." "a completely different built"? Are u serious? Sry, I don't get ur point here....I see no reason why it is "a completely different built" just because UMP changes a TU item? The key is to work out the problem, right? No rules forbid UMP from using gears like Featherclaw. Who said "Casters must use caster gears, melee bds must use melee gears, otherwise it is a totally different spec"?
All bds are not perfect. And the gears for a bd are variable. If the changes are huge enough, u can call it " a new spec " of the bd. But I see no reason in calling UMP with some gear changes to solve the AR issue " a new spec" of UMP. Cmn, u mean the author should call it " a new spec " for just changing a TU item for bossing??? If that's what u mean, then I guess we just have a different definition of what is "a completely different built" :)