Rising Dawn [SSF]

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usling
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RISING DAWN - (SSF)


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INTRODUCTION


I have been using this build as a gateway to my palazon build on day one of a new season. I start playing this build the second I hit level 110 and without using any TG. About 9 to 10 hours into a new season I have finished most of the level 105-120 charms and the build is ready to farm Duncraig in 5 to 6 minutes with 100-150% magic find


DISCLAIMER


THIS IS NOT A STARTER BUILD, THERE ARE MANY WAYS TO LEVEL A PALADIN AND I WILL LEAVE THAT UP TO YOU


RISING DAWN IS AN OSKILL YOU CAN SHRINE CRAFT ON THE FOLLOWING ITEMS,SACRED RARE BONEBREAKER, GOEDENDAG OR ANGEL STAR. THE ITEM NEEDS TO HAVE A MINIMUM ITEM LEVEL OF 91


RISING DAWN DOES LESS DAMAGE IF YOU HAVE THE SKILL OVER LEVEL 28


ATTRIBUTES


STRENGTH/DEXTERITY: Enough for gear // VITALITY: Everything else // ENERGY: 2000/2100


BREAKPOINTS


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SKILLS


ASPECTS TREE
ELEMENTAL WISDOM (1)
VENERATION OF JUSTICE (1)
SPARK OF HOPE (15+)
Stop at 60% Movement Speed, or if you need a bit more cast speed for 5 FPA breakpoint keep going
WARLOCK TREE
MIND FLAY (25)
SLAYER (25)
STORMLORD (25)
TAINTED BLOOD (15)
ACUMEN (1)
MASTERY TREE
MEDITATION (3)
PURITY (4)
ENDURANCE (x)
Dump rest of your points here
REWARD TREE
SUPERBEAST (1)
DIVINE APPARITION (1)
BLESSED LIFE (15)


GEAR


STARTER SETUP
(Focus on magic find)
WEAPON: Shrine Crafted Rising Dawn (Bonebreaker, Goedendag, Angel Star) sacred rare
SHIELD: Shrine Crafted Bear stance (Paladin Shield) sacred rare
HELM:
Skull Lord
Skull Lord
Blackguard Helm (4)

Defense: (49 - 54) to (71 - 78)
(Paladin Only)
Required Level: 6
Required Dexterity: 29
Item Level: 9
+(16 to 25) Spell Focus
5% Cast Speed
+(6 to 8)% to Physical/Magic Spell Damage
+(6 to 8)% to Lightning Spell Damage
+(18 to 29)% Enhanced Defense
(8 to 10)% Curse Length Reduction
2% Reanimate as: Random Monster
Socketed (2)
Defense: (184 - 199) to (242 - 261)
(Paladin Only)
Required Level: 24
Required Dexterity: 43
Item Level: 27
+(36 to 45) Spell Focus
10% Cast Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(11 to 13)% to Lightning Spell Damage
+(41 to 52)% Enhanced Defense
(14 to 16)% Curse Length Reduction
4% Reanimate as: Random Monster
Socketed (2)
Defense: (459 - 490) to (592 - 631)
(Paladin Only)
Required Level: 41
Required Dexterity: 90
Item Level: 47
+(56 to 65) Spell Focus
15% Cast Speed
+(16 to 18)% to Physical/Magic Spell Damage
+(16 to 18)% to Lightning Spell Damage
+(64 to 75)% Enhanced Defense
(20 to 22)% Curse Length Reduction
6% Reanimate as: Random Monster
Socketed (3)
Defense: (675 - 717) to (864 - 918)
(Paladin Only)
Required Level: 50
Required Dexterity: 187
Item Level: 83
+(66 to 75) Spell Focus
15% Cast Speed
+(18 to 20)% to Physical/Magic Spell Damage
+(18 to 20)% to Lightning Spell Damage
+(75 to 86)% Enhanced Defense
(23 to 25)% Curse Length Reduction
8% Reanimate as: Random Monster
Socketed (4)

ARMOR:
Akara's Robe (Sacred)
Akara's Robe
Quilted Armor (Sacred)
Defense: 2763 to 2831
Required Level: 80
Required Strength:
350 to 395
Item Level: 255
+1 to All Skills
+500 Defense
+(31 to 50) to all Attributes
+200 to Life
Elemental Resists +(31 to 40)%
Requirements -(21 to 30)%
Socketed (6)

BELT: Honorific
BOOTS:
Wake of Destruction
Wake of Destruction
Greaves (4)

Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength:
17
Item Level: 16
+(4 to 6)% Bonus to Spell Focus
(0 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength:
33
Item Level: 32
+(7 to 9)% Bonus to Spell Focus
(0 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength:
158
Item Level: 51
+(10 to 12)% Bonus to Spell Focus
(0 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength:
272
Item Level: 86
+(13 to 15)% Bonus to Spell Focus
(0 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)

GLOVES: Honorific
RINGS: Rare (Phy/magic Spell dmg)
AMULET: Rare (Phy/magic Spell dmg)


MYSTIC ORBS


(common)
RINGS/AMULET
PHYSICAL/MAGIC SPELL DAMAGE
PHYSICAL DAMAGE REDUCTED
REGENERATE MANA
MAGIC FIND
WEAPON
PHYSICAL/MAGIC SPELL DAMAGE
MAGIC FIND
ARMOR PARTS
PHYSICAL/MAGIC SPELL DAMAGE
SPELL FOCUS
ENERGY
MAGIC FIND
ENHANCED DEFENSE


CRAFTING


Crafting the weapon is your main focus, after that you should craft the shield. The only stats that matter to start with is the Rising Dawn and bear stance roll


WEAPON


To shrine craft Rising Dawn you need a sacred rare Bonebreaker, Goedendag or Angel Star. The item level needs to be a minimum of 91. You can use all shrines to craft Rising Dawn and the only thing you need to look for is if the required level of the weapon is 110 (it will always be a Rising Dawn roll)
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SHIELD


To shrine craft bear stance you need a sacred rare paladin shield. All paladin shields will work but go for either Heraldic Shield or Aerin Shield. The item level needs to be a minimum of 91. You can use all shrines to craft bear stance
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GLOVES/BELT


(Honorific craft)
Any sacred gloves/belt will work, but I prefer using Gauntlets & Plated Belt


Shrine blessing (Enchanted shrine)
PHYSICAL/MAGIC SPELL DAMAGE 20%
SPELL FOCUS 60
ENERGY 50
MAGIC FIND 30%
LEVEL 110+
ENHANCED DEFENSE
ELEMENTAL RESIST
Depends on if you need Elemental Resists or not


JEWEL CRAFTING & OPEN SOCKETS


JEWELS


Jewels can be a huge boost to damage for this build as such it makes sense to craft jewels early on to get some more damage. You will be crafting your jewels with the following catalyst version


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Jewel stats
PHYSICAL/MAGIC SPELL DAMAGE 2-4% (important)
Spell Focus (10+) (important)
Cast speed (min/maxing)
2 % Energy (min/maxing)
Flat life (other ok stats)
Flat stats (lucky oil)


OPEN SOCKETS


Before you craft jewels use the following


Perfect Topaz (honorific) (5% energy)
Tal rune (3% physical/magic spell damage)
Pul rune (5% energy)
Vex rune (15% cast speed)
Perfect Diamonds (3% spell damage) (weapon)
Miothan
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Thanks for this guide, was wondering how you start off Rising Dawn, as, lately i have seen ppl run it on various streams, looked cool and efficient so wanted to try it myself.
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usling
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Miothan wrote:Thanks for this guide, was wondering how you start off Rising Dawn, as, lately i have seen ppl run it on various streams, looked cool and efficient so wanted to try it myself.


You can play Rising Dawn from level 110 on paladin. If you play it from level 110 it will ofc be in its weakest state but it still works just fine. Right now when I am doing speedruns from level 1-120 I swap when I am level 115 and done with some of the level 115 bosses with my early early level build (neutraldin/uhm).

This is the record time it took me from level 1 to 120 including most of the level 120 bosses. At that point I am ready to do 5 to 6 min dunc runs with 100-150% magic find

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bongoking
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Image you can start Rising dawn with lvl 88, either find it or gamble it or imbue it or use the new Oil
bongoking
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the dmg will eventually go negative, once you cross the 2x lvl 28Image
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usling
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bongoking wrote:Image you can start Rising dawn with lvl 88, either find it or gamble it or imbue it or use the new Oil


That is indeed true. I am talking about when you shrine craft Rising Dawn on a one handed paladin weapon. It has to be ilvl 91 for RD to be able to shrine roll on the item.

I will do some gamble test to see how rare it is (how much gold would be needed) aka is it to big an RNG to use that method.. but could be fun playing it from level 88 :)

After buying 40 one handed paladin weapons from gambler with a price at 55-65k gold pr. and yet to see one RD roll come up (2,4mil gold spend) and yes its cheaper when gamling it around lvl 90 but still seems like a big risk to take for something that is very very rare to show up that way. Question is if somehow fewer things can roll on a paladin one hander around lvl 90 over gambeling at lvl 120.. time will tell! defo something to test down the road

And just to point out.. this is a day one guide for RD, so using an oil is kinda out of the question :) as you wont have one ^^ and wasting the a1 quest on an item that isent ilvl 91 would be kicking yourself in the ass.
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hwtchirino
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bongoking wrote:Image you can start Rising dawn with lvl 88, either find it or gamble it or imbue it or use the new Oil

Nice! I had no idea.
bongoking
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In particular, the weapon with Rising dawn can even be blue ( but obviously has worse stats then) , so keep that in mind while gambling. The lvl 88 requirement is the same though.
snowbird
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xd gambling is a brilliant idea indeed
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Taem
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It is interesting to me that some of the best classes use o-skills as their central attack, freeing up invaluable skill points for more passives. Does this mean most sub classes are outclassed by o-skills? It does seem that build diversity, the freedom to take the skills you would like to take, is geared toward o-skills and relics, at least if you look at all the top players.