Unholy melee paladin - Lemures *WIP*

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Jaedong
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1.
Hierodule
Hierodule
Paladin Helms

'Gul'
Runeword Level: 53
Sorceress Morph
+1 to Paladin Skill Levels
20% Faster Cast Rate
+(6 to 8)% to Lightning Spell Damage
+(6 to 8)% to Physical/Magic Spell Damage
maybe add that one, its very useful: dmg and especially the morph gives alot attackspeed bonus until you get superbeat
what is the reason to go for godhead over
Ilmatar
Ilmatar
Paladin Helms

'Thul'
Runeword Level: 23
25% Chance to cast level 7 Lightning Wall on Melee Attack
+1 to Paladin Skill Levels
+3% to Lightning Spell Damage
+3% to Cold Spell Damage
+(21 to 25) to Strength
+(21 to 25) to Dexterity
+(21 to 25) to Energy
Replenish Life +(11 to 15)
both dont seem to be perfect, but the stats on it seem alot more useful than the ones on godhead

2. what about a 5% desintegrate on attack craft belt in midgame/endgame section?

3. not sure if its a hc thing but i personally prefer LO pala shield compared to the TU one, atleast its the more defensive option life bonus + regen

4. back when i played this build 1-1,5 years ago, melee used to be bloodthorns: can someone pinpoint out the change that made the change to switch to lemures? especially since theres SO MUCH better cheap early/midgame gear for the fire way

5. need featherclaw for ar early/midgame? thats new to me, has stormlord become that bad? why not go for toorcs gift instantly, especially with chain boots dex bonus aswell

6. havent done the testing since rerolling rares has been removed but getting balefire on a magic weapon might be available (assuming (alvl 56) from docs is still correct) it should be available even before the zod mace. miss the days of rerolling rare dragons in terror desert to get it at lvl 50 FeelsBadMan

7. why get the tu2 crownshield that early if its not going to be used until lvl 70? isnt it cheaper making it at later stages instead of upgrading it?


just mentioning stuff from my memory, tell me where the game has changed and im wrong in my assumptions
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Gzeno
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Jaedong wrote:1.
Hierodule
Hierodule
Paladin Helms

'Gul'
Runeword Level: 53
Sorceress Morph
+1 to Paladin Skill Levels
20% Faster Cast Rate
+(6 to 8)% to Lightning Spell Damage
+(6 to 8)% to Physical/Magic Spell Damage
maybe add that one, its very useful: dmg and especially the morph gives alot attackspeed bonus until you get superbeat
what is the reason to go for godhead over
Ilmatar
Ilmatar
Paladin Helms

'Thul'
Runeword Level: 23
25% Chance to cast level 7 Lightning Wall on Melee Attack
+1 to Paladin Skill Levels
+3% to Lightning Spell Damage
+3% to Cold Spell Damage
+(21 to 25) to Strength
+(21 to 25) to Dexterity
+(21 to 25) to Energy
Replenish Life +(11 to 15)
both dont seem to be perfect, but the stats on it seem alot more useful than the ones on godhead

2. what about a 5% desintegrate on attack craft belt in midgame/endgame section?

3. not sure if its a hc thing but i personally prefer LO pala shield compared to the TU one, atleast its the more defensive option life bonus + regen

4. back when i played this build 1-1,5 years ago, melee used to be bloodthorns: can someone pinpoint out the change that made the change to switch to lemures? especially since theres SO MUCH better cheap early/midgame gear for the fire way

5. need featherclaw for ar early/midgame? thats new to me, has stormlord become that bad? why not go for toorcs gift instantly, especially with chain boots dex bonus aswell

6. havent done the testing since rerolling rares has been removed but getting balefire on a magic weapon might be available (assuming (alvl 56) from docs is still correct) it should be available even before the zod mace. miss the days of rerolling rare dragons in terror desert to get it at lvl 50 FeelsBadMan

7. why get the tu2 crownshield that early if its not going to be used until lvl 70? isnt it cheaper making it at later stages instead of upgrading it?


just mentioning stuff from my memory, tell me where the game has changed and im wrong in my assumptions



1 :
Hierodule
Hierodule
Paladin Helms

'Gul'
Runeword Level: 53
Sorceress Morph
+1 to Paladin Skill Levels
20% Faster Cast Rate
+(6 to 8)% to Lightning Spell Damage
+(6 to 8)% to Physical/Magic Spell Damage
is indeed a nice RW for early game, tho I was hesitant to include it since you wouldnt keep it for long.
Glowskull
Glowskull
Crown (6)

Defense: (138-157) to (207-237)
Required Strength: 81
Required Level: 10
1% Chance to cast level 2 Unholy Armor on Melee Attack
+(11 to 15)% Bonus to Poison Skill Duration
-(2 to 3)% to Enemy Poison Resistance
+(18 to 35)% Enhanced Defense
Poison Resist +(16 to 25)%
Total Character Defense plus (7 to 10)%
(3 to 5)% Chance of Uninterruptable Attack
Increase Maximum Durability (21 to 25)%
Socketed (1)

Defense: (268-302) to (384-433)
Required Strength: 117
Required Level: 19
1% Chance to cast level 4 Unholy Armor on Melee Attack
+(16 to 20)% Bonus to Poison Skill Duration
-(3 to 4)% to Enemy Poison Resistance
+(35 to 52)% Enhanced Defense
Poison Resist +(26 to 35)%
Total Character Defense plus (11 to 14)%
(6 to 8)% Chance of Uninterruptable Attack
Increase Maximum Durability (26 to 30)%
Socketed (2)

Defense: (471-523) to (659-733)
Required Strength: 170
Required Level: 28
1% Chance to cast level 6 Unholy Armor on Melee Attack
+(21 to 25)% Bonus to Poison Skill Duration
-(5 to 6)% to Enemy Poison Resistance
+(52 to 69)% Enhanced Defense
Poison Resist +(36 to 45)%
Total Character Defense plus (15 to 18)%
(9 to 11)% Chance of Uninterruptable Attack
Increase Maximum Durability (31 to 35)%
Socketed (3)

Defense: (763-840) to (1056-1162)
Required Strength: 247
Required Level: 37
1% Chance to cast level 8 Unholy Armor on Melee Attack
+(26 to 30)% Bonus to Poison Skill Duration
-(6 to 7)% to Enemy Poison Resistance
+(69 to 86)% Enhanced Defense
Poison Resist +(46 to 55)%
Total Character Defense plus (19 to 22)%
(12 to 14)% Chance of Uninterruptable Attack
Increase Maximum Durability (36 to 40)%
Socketed (3)

Defense: (1183-1284) to (1632-1772)
Required Strength: 358
Required Level: 46
1% Chance to cast level 10 Unholy Armor on Melee Attack
+(31 to 35)% Bonus to Poison Skill Duration
-(8 to 9)% to Enemy Poison Resistance
+(87 to 103)% Enhanced Defense
Poison Resist +(56 to 65)%
Total Character Defense plus (23 to 26)%
(15 to 17)% Chance of Uninterruptable Attack
Increase Maximum Durability (41 to 45)%
Socketed (4)

Defense: (1764-1903) to (2413-2602)
Required Strength: 519
Required Level: 54
1% Chance to cast level 12 Unholy Armor on Melee Attack
+(36 to 40)% Bonus to Poison Skill Duration
-(9 to 10)% to Enemy Poison Resistance
+(104 to 120)% Enhanced Defense
Poison Resist +(66 to 75)%
Total Character Defense plus (27 to 30)%
(18 to 20)% Chance of Uninterruptable Attack
Increase Maximum Durability (46 to 50)%
Socketed (4)

will make
Demhe
Demhe
Maces, Sceptres

'Zod'
Runeword Level: 69
25% Chance to cast level 50 Plague Avatar on Melee Attack
+(172 to 200)% Enhanced Damage
+(38 to 50) to Maximum Damage
-(11 to 13)% to Enemy Cold Resistance
-(11 to 13)% to Enemy Poison Resistance
+(11 to 13)% to Poison Spell Damage
+(11 to 13)% to Cold Spell Damage
Stun Attack
+(101 to 150) Mana on Striking
even better.

As for
Godhead
Godhead
Hundsgugel (6)

Defense: (103-113) to (154-168)
Required Strength: 18
Required Level: 2
(Paladin Only)
+(31 to 50)% Damage to Demons
3% Chance of Crushing Blow
Hit Causes Monster to Flee (3 to 4)%
+(18 to 29)% Enhanced Defense
+(11 to 15) to Strength
Replenish Life +(3 to 5)
(3 to 5)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (193-208) to (276-298)
Required Strength: 26
Required Level: 11
(Paladin Only)
+(51 to 70)% Damage to Demons
3% Chance of Crushing Blow
Hit Causes Monster to Flee (5 to 6)%
+(30 to 40)% Enhanced Defense
+(16 to 20) to Strength
Replenish Life +(6 to 8)
(6 to 8)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (327-352) to (458-494)
Required Strength: 37
Required Level: 19
(Paladin Only)
+(71 to 90)% Damage to Demons
4% Chance of Crushing Blow
Hit Causes Monster to Flee 7%
+(41 to 52)% Enhanced Defense
+(21 to 25) to Strength
Replenish Life +(9 to 11)
(9 to 11)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (515-552) to (712-764)
Required Strength: 54
Required Level: 28
(Paladin Only)
+(91 to 110)% Damage to Demons
4% Chance of Crushing Blow
Hit Causes Monster to Flee (8 to 9)%
+(52 to 63)% Enhanced Defense
+(26 to 30) to Strength
Replenish Life +(12 to 14)
(12 to 14)% Chance of Uninterruptable Attack
Socketed (3)

Defense: (777-829) to (1072-1144)
Required Strength: 79
Required Level: 37
(Paladin Only)
+(111 to 130)% Damage to Demons
5% Chance of Crushing Blow
Hit Causes Monster to Flee 10%
+(64 to 75)% Enhanced Defense
+(31 to 35) to Strength
Replenish Life +(15 to 17)
(15 to 17)% Chance of Uninterruptable Attack
Socketed (3)

Defense: (1135-1207) to (1552-1649)
Required Strength: 115
Required Level: 45
(Paladin Only)
+(131 to 150)% Damage to Demons
5% Chance of Crushing Blow
Hit Causes Monster to Flee (11 to 12)%
+(75 to 86)% Enhanced Defense
+(36 to 40) to Strength
Replenish Life +(18 to 20)
(18 to 20)% Chance of Uninterruptable Attack
Socketed (4)

, it was mainly because of the insane strength required to equip
The Angiris Pike
The Angiris Pike
Tepoztopilli (6)

Two-Hand Damage: (10-11) to (22-24)
Required Strength: 112
Required Level: 11
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(21 to 50) Energy Factor to Spell Damage
+1 to Paladin Skill Levels
+(18 to 29)% Enhanced Damage
+(8 to 13)% to Cold Spell Damage
+(8 to 13)% to Fire Spell Damage
Slows Target by (3 to 5)%
Damage Reduced by (3 to 5)%
(2 to 3)% Reanimate as: Daystar
Socketed (2)

Two-Hand Damage: (18-19) to (35-37)
Required Strength: 165
Required Level: 22
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(51 to 80) Energy Factor to Spell Damage
+(1 to 2) to Paladin Skill Levels
+(30 to 40)% Enhanced Damage
+(13 to 18)% to Cold Spell Damage
+(13 to 18)% to Fire Spell Damage
Slows Target by (6 to 8)%
Damage Reduced by (6 to 8)%
(3 to 4)% Reanimate as: Daystar
Socketed (3)

Two-Hand Damage: (26-28) to (49-53)
Required Strength: 236
Required Level: 31
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(81 to 110) Energy Factor to Spell Damage
+(1 to 2) to Paladin Skill Levels
+(41 to 52)% Enhanced Damage
+(18 to 23)% to Cold Spell Damage
+(18 to 23)% to Fire Spell Damage
Slows Target by (9 to 11)%
Damage Reduced by (9 to 11)%
(5 to 6)% Reanimate as: Daystar
Socketed (4)

Two-Hand Damage: (38-40) to (68-73)
Required Strength: 334
Required Level: 41
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(111 to 140) Energy Factor to Spell Damage
+(1 to 3) to Paladin Skill Levels
+(52 to 63)% Enhanced Damage
+(23 to 28)% to Cold Spell Damage
+(23 to 28)% to Fire Spell Damage
Slows Target by (12 to 14)%
Damage Reduced by (12 to 14)%
(6 to 7)% Reanimate as: Daystar
Socketed (4)

Two-Hand Damage: (52-56) to (88-94)
Required Strength: 464
Required Level: 51
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(141 to 170) Energy Factor to Spell Damage
+(2 to 3) to Paladin Skill Levels
+(64 to 75)% Enhanced Damage
+(28 to 33)% to Cold Spell Damage
+(28 to 33)% to Fire Spell Damage
Slows Target by (15 to 17)%
Damage Reduced by (15 to 17)%
(8 to 9)% Reanimate as: Daystar
Socketed (5)

Two-Hand Damage: (59-63) to (129-137)
Required Strength: 641
Required Level: 60
(Paladin Only)
Current Strength Damage Bonus: (102/256 Per Strength)%
Amazing Grace
+(171 to 200) Energy Factor to Spell Damage
+(2 to 4) to Paladin Skill Levels
+(75 to 86)% Enhanced Damage
+(33 to 38)% to Cold Spell Damage
+(33 to 38)% to Fire Spell Damage
Slows Target by (18 to 20)%
Damage Reduced by (18 to 20)%
(9 to 10)% Reanimate as: Daystar
Socketed (6)

. Tho
Ilmatar
Ilmatar
Paladin Helms

'Thul'
Runeword Level: 23
25% Chance to cast level 7 Lightning Wall on Melee Attack
+1 to Paladin Skill Levels
+3% to Lightning Spell Damage
+3% to Cold Spell Damage
+(21 to 25) to Strength
+(21 to 25) to Dexterity
+(21 to 25) to Energy
Replenish Life +(11 to 15)
is a very nice option too, ill include it for early game later.

2 : From my exprience, without
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: (1687 to 1760)
Required Strength: 529
Required Level: 100
+(21 to 25) Energy Factor to Spell Damage
+(11 to 15)% to Spell Damage
(11 to 15)% Bonus to Energy
+500 Defense
All Resists +(21 to 30)%
Damage Reduced by 10%
Socketed (2)

, you will be stuck at around 40% DR, which is the difference betweem being able and not being able to farm ubers like TA and Fauzt. There might be other options to get at 50% DR without the belt, but I haven't found anything that could work.

3 : Yea
Sangreal
Sangreal
Paladin Shields

'Lo'
Runeword Level: 59
Level 1 Demon Blood Aura
25% Increased Attack Speed
25% Faster Hit Recovery
-10% Decreased Chance of Blocking
+33 Defense
is indeed a nice option for tanking in early game, but keep in mind that Tainted Blood + Vindicate results in very high health regen for early game, which make demon blood aura not really a necessity. But
Shadowmoon
Shadowmoon
Crown Shield (6)

Defense: (167-191) to (329-376)
Chance to Block: 2%
Required Dexterity: 43
Required Level: 10
(Paladin Only)
5% Increased Attack Speed
5% Faster Cast Rate
+(4 to 5)% to Poison Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(8 to 10)% Bonus to Summoned Minion Life
+(18 to 35)% Enhanced Defense
Cold Absorb (3 to 5)%
Lightning Absorb (3 to 5)%
Fire Absorb (3 to 5)%
Socketed (2)

Defense: (313-352) to (589-664)
Chance to Block: 2%
Required Dexterity: 63
Required Level: 19
(Paladin Only)
5% Increased Attack Speed
5% Faster Cast Rate
+(6 to 7)% to Poison Spell Damage
+(6 to 7)% to Lightning Spell Damage
+(6 to 7)% to Cold Spell Damage
+(11 to 13)% Bonus to Summoned Minion Life
+(35 to 52)% Enhanced Defense
Cold Absorb (6 to 8)%
Lightning Absorb (6 to 8)%
Fire Absorb (6 to 8)%
Socketed (2)

Defense: (535-594) to (983-1093)
Chance to Block: 2%
Required Dexterity: 92
Required Level: 28
(Paladin Only)
10% Increased Attack Speed
10% Faster Cast Rate
+(8 to 9)% to Poison Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(14 to 16)% Bonus to Summoned Minion Life
+(52 to 69)% Enhanced Defense
Cold Absorb (9 to 11)%
Lightning Absorb (9 to 11)%
Fire Absorb (9 to 11)%
Socketed (2)

Defense: (858-944) to (1559-1716)
Chance to Block: 2%
Required Dexterity: 133
Required Level: 36
(Paladin Only)
10% Increased Attack Speed
10% Faster Cast Rate
+(10 to 11)% to Poison Spell Damage
+(10 to 11)% to Lightning Spell Damage
+(10 to 11)% to Cold Spell Damage
+(17 to 19)% Bonus to Summoned Minion Life
+(69 to 86)% Enhanced Defense
Cold Absorb (12 to 14)%
Lightning Absorb (12 to 14)%
Fire Absorb (12 to 14)%
Socketed (3)

Defense: (1325-1439) to (2386-2590)
Chance to Block: 2%
Required Dexterity: 193
Required Level: 45
(Paladin Only)
15% Increased Attack Speed
15% Faster Cast Rate
+(12 to 13)% to Poison Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(20 to 22)% Bonus to Summoned Minion Life
+(87 to 103)% Enhanced Defense
Cold Absorb (15 to 17)%
Lightning Absorb (15 to 17)%
Fire Absorb (15 to 17)%
Socketed (3)

Defense: (1968-2123) to (3529-3806)
Chance to Block: 2%
Required Dexterity: 280
Required Level: 54
(Paladin Only)
15% Increased Attack Speed
15% Faster Cast Rate
+(14 to 15)% to Poison Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(23 to 25)% Bonus to Summoned Minion Life
+(104 to 120)% Enhanced Defense
Cold Absorb (18 to 20)%
Lightning Absorb (18 to 20)%
Fire Absorb (18 to 20)%
Socketed (4)

is a nice mix betweem offensive and defensive stats.
EDIT : I forgot that demon blood aura also increases your hp by a big chunk, I might reconsider.

4 : Lemures got his Next Delay removed, and now always spawns 8 Wraith, instead of only one per target. I also never claimed that Lemures was better than Blood Thorn, tho Lemures is not a bad skill at all. I wanted to make a guide that is purely about cold/Lemures, BUT I might have plans to actually include a Fire/Blood thorn setup in the future.

5 : Stormlord got nerfed 2 times(I think?), while its not big deal early game, you will be missing Dex/attack rating that is needed for Hymn, since it only heals you when you succesfully hit your target. But once you actually have enough stats charms,
Featherclaw
Featherclaw
Chain Gloves (6)

Defense: (28-30) to (49-54)
Required Strength: 38
Required Level: 5
15% Faster Run/Walk
5% Increased Attack Speed
(21 to 50)% Bonus to Attack Rating
(3 to 5)% Chance of Open Wounds
+(18 to 29)% Enhanced Defense
+(6 to 10) to Dexterity
+(101 to 150) Maximum Stamina
Socketed (1)

Defense: (72-78) to (110-119)
Required Strength: 55
Required Level: 13
20% Faster Run/Walk
10% Increased Attack Speed
(51 to 80)% Bonus to Attack Rating
(6 to 8)% Chance of Open Wounds
+(30 to 40)% Enhanced Defense
+(11 to 15) to Dexterity
+(151 to 200) Maximum Stamina
Socketed (2)

Defense: (149-161) to (203-218)
Required Strength: 80
Required Level: 22
25% Faster Run/Walk
15% Increased Attack Speed
(81 to 110)% Bonus to Attack Rating
(9 to 11)% Chance of Open Wounds
+(41 to 52)% Enhanced Defense
+(16 to 20) to Dexterity
+(201 to 250) Maximum Stamina
Socketed (2)

Defense: (250-268) to (334-358)
Required Strength: 116
Required Level: 31
30% Faster Run/Walk
20% Increased Attack Speed
(111 to 140)% Bonus to Attack Rating
(12 to 14)% Chance of Open Wounds
+(52 to 63)% Enhanced Defense
+(21 to 25) to Dexterity
+(251 to 300) Maximum Stamina
Socketed (3)

Defense: (393-420) to (519-554)
Required Strength: 168
Required Level: 40
35% Faster Run/Walk
25% Increased Attack Speed
(141 to 170)% Bonus to Attack Rating
(15 to 17)% Chance of Open Wounds
+(64 to 75)% Enhanced Defense
+(26 to 30) to Dexterity
+(301 to 350) Maximum Stamina
Socketed (3)

Defense: (581-617) to (759-807)
Required Strength: 244
Required Level: 48
40% Faster Run/Walk
30% Increased Attack Speed
(171 to 200)% Bonus to Attack Rating
(18 to 20)% Chance of Open Wounds
+(75 to 86)% Enhanced Defense
+(31 to 35) to Dexterity
+(351 to 400) Maximum Stamina
Socketed (4)

will no longer be needed.

6 : I haven't tested this, ill take a look to make sure.

7 : Thanks for mentioning this, I forgot to include the 1h weapon/shield setup for early game, ill update it soon.
Ntf1015
Pit Knight
119 | 0
with full midgame gear, and reaching breakpoints, where is the best place to farm for end game? I tried TA and that just wont seem to happen. Thanks in advance!
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Gzeno
Jungle Hunter
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Ntf1015 wrote:with full midgame gear, and reaching breakpoints, where is the best place to farm for end game? I tried TA and that just wont seem to happen. Thanks in advance!


I PMed you.
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Gzeno
Jungle Hunter
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Updated all gear sections for more options overall.
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Revelations
Pit Knight
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Have done some farming with this in the current ladder in end game. Suggest adding zodXis weapon RW and shaelXis body armor rune words to the end game list. They supplement the build quite well, as well as give Xis options to anyone who is or plans on hitting 121 and wants to utilize their elemental runes.
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Gzeno
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Revelations wrote:Have done some farming with this in the current ladder in end game. Suggest adding zodXis weapon RW and shaelXis body armor rune words to the end game list. They supplement the build quite well, as well as give Xis options to anyone who is or plans on hitting 121 and wants to utilize their elemental runes.


Thanks for the suggestions. Ill add a Xis setup once I am done with most of the leveling and uber sections, I want to get that done.
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Anonymous:
Memelistas
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What are the main differences from Stealthmaster's guide ?
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Gzeno
Jungle Hunter
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Anonymous: wrote:What are the main differences from Stealthmaster's guide ?


Informations from Blood Knight are outdated since past Patch 1.0 https://www.median-xl.com/version/2017-10, mostly :
Damage Rework
Magic Damage Rework
Speed Rework
And more

While the playstyle and the basics are mostly the same, once you are midgame geared and make your way to the endgame, the infos that are recommended only worked before patch 1.0.

Endgame Blood Kight is now very mediocre. You can't kill Dest Baal. (it was my first character for this season)

Also my guide is mainly a cold setup.

There are many differences to be honest, but I am not going to write every one of them. Just the fact that Blood Knight hasnt been updated since before patch 1.0 should be enough for people to understand.
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Liquid
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Nice job on your first guide!