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

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saint89
Imp
4 | 0
How much AR do I need to reliably sustain my mana on 115+ bosses? im at 30k atm
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Fululf
Gravedigger
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saint89 wrote:How much AR do I need to reliably sustain my mana on 115+ bosses? im at 30k atm

I'm at level 125~ with my uhm atm, and don't have mana problems against most bosses eventhough my ar is pretty low (like 20k now). Most bosses die pretty fast it seems, and against bosses with a large hp-pool (like baal) u can use mana pots to decent effect. So if u manage to bump ur dmg I think it's fine if u are abit short on ar. Maybe some1 with more experience with the build can share their opinion aswell, but hopefully this helps abit
theage900
Bone Archer
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It realy depent on the boss.. i am fine with 25k.. 500+ mana on hit
Captcha
Mangler
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If I read the announcement right, it seems this build will be much less viable in the next patch, coming next Friday...

It says that using Tainted Blood will de-activate Grim Presence, so I'm guessing that means this build will be significantly nerfed, possibly not viable?
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Crash
Madawc
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Captcha wrote:If I read the announcement right, it seems this build will be much less viable in the next patch, coming next Friday...

It says that using Tainted Blood will de-activate Grim Presence, so I'm guessing that means this build will be significantly nerfed, possibly not viable?


just use
Crusade
or
Surya
. Regen fixed.
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MagnuS
Pit Knight
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I would keep
Radiance
Radiance
Tiara (Sacred)

Defense: 725 to 820
Required Level: 100
Required Dexterity: 392
Item Level: 120
+2 Spell Focus per 1 Light Radius
+3% Fire Spell Damage per 1 Light Radius
-1% Cold Spell Damage per 1 Light Radius
+(2 to 3) to All Skills
-(15 to 20)% to Enemy Fire Resistance
Physical Resist 10%
Cannot Be Frozen
-5% to All Vendor Prices
Socketed (4)
and switch the shield to
Orationis Tenebris
Orationis Tenebris
Rondache (Sacred)

Defense: (3669 - 4503) to (4048 - 4968)
Chance to Block: 2%
(Paladin Only)
Required Level: 100
Required Dexterity: 440
Item Level: 105
Sanguine Covenant Regenerates 2% of Maximum Life per Second
+(2 to 3) to Paladin Skill Levels
40% Hit Recovery
+(25 to 50)% to Fire Spell Damage
+(25 to 50)% to Cold Spell Damage
+(120 to 170)% Enhanced Defense
Cannot Be Frozen
Socketed (4)
as a way to keep the high regen rate.
Ruubel
Onyx Knight
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interesting, nobody mentioned this
In Fero Salva
In Fero Salva
Holy Lance (Sacred)

Two-Hand Damage: 49 to 85
(Paladin Only)
Required Level: 100
Required Strength: 514
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
You may Only use Melee, Summon and Support Skills
+(150 to 200) Spell Focus
50% Attack Speed
+(35 to 50)% to Fire Spell Damage
+(35 to 50)% to Cold Spell Damage
+(12 to 15) to Lemures (Paladin Only)
+(12 to 15) to Blood Thorns (Paladin Only)
+5000 Defense
Maximum Fire Resist +2%
Maximum Cold Resist +2%
Socketed (6)
Captcha
Mangler
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Ruubel wrote:interesting, nobody mentioned this
In Fero Salva
In Fero Salva
Holy Lance (Sacred)

Two-Hand Damage: 49 to 85
(Paladin Only)
Required Level: 100
Required Strength: 514
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
You may Only use Melee, Summon and Support Skills
+(150 to 200) Spell Focus
50% Attack Speed
+(35 to 50)% to Fire Spell Damage
+(35 to 50)% to Cold Spell Damage
+(12 to 15) to Lemures (Paladin Only)
+(12 to 15) to Blood Thorns (Paladin Only)
+5000 Defense
Maximum Fire Resist +2%
Maximum Cold Resist +2%
Socketed (6)

Yes it looks good on paper - I wonder if it's because of the restriction on +3 skills for a skill from your own class? Which would mean that weapon can only give +3 to Blood Thorns and Lemures, if I understand rightly how it works.


But if that's true then why bother saying +(12-15) when it's also Pala only (since it can only ever be +3 for paladins and no other class can use it).

I have a feeling I'm missing something ;-|
Ruubel
Onyx Knight
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Captcha wrote:
Ruubel wrote:interesting, nobody mentioned this
In Fero Salva
In Fero Salva
Holy Lance (Sacred)

Two-Hand Damage: 49 to 85
(Paladin Only)
Required Level: 100
Required Strength: 514
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
You may Only use Melee, Summon and Support Skills
+(150 to 200) Spell Focus
50% Attack Speed
+(35 to 50)% to Fire Spell Damage
+(35 to 50)% to Cold Spell Damage
+(12 to 15) to Lemures (Paladin Only)
+(12 to 15) to Blood Thorns (Paladin Only)
+5000 Defense
Maximum Fire Resist +2%
Maximum Cold Resist +2%
Socketed (6)

Yes it looks good on paper - I wonder if it's because of the restriction on +3 skills for a skill from your own class? Which would mean that weapon can only give +3 to Blood Thorns and Lemures, if I understand rightly how it works.


But if that's true then why bother saying +(12-15) when it's also Pala only (since it can only ever be +3 for paladins and no other class can use it).

I have a feeling I'm missing something ;-|


Testing. Halleluja ! We are saved! this pitchfork gives to pally full bonuses, not restricted. Sacrificed one( forgotten) reset from act 1: you do not have to even put points to lemures/blood thorns tree, pike bonuses still count and even better:as a result adds + all skills and pally skills bonuses ( usually not possible atleast without 1 hard point at the skill). Sooo yeah, good to know.
Istaryu
Harpylisk
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Captcha wrote:
Ruubel wrote:interesting, nobody mentioned this
In Fero Salva
In Fero Salva
Holy Lance (Sacred)

Two-Hand Damage: 49 to 85
(Paladin Only)
Required Level: 100
Required Strength: 514
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
You may Only use Melee, Summon and Support Skills
+(150 to 200) Spell Focus
50% Attack Speed
+(35 to 50)% to Fire Spell Damage
+(35 to 50)% to Cold Spell Damage
+(12 to 15) to Lemures (Paladin Only)
+(12 to 15) to Blood Thorns (Paladin Only)
+5000 Defense
Maximum Fire Resist +2%
Maximum Cold Resist +2%
Socketed (6)

Yes it looks good on paper - I wonder if it's because of the restriction on +3 skills for a skill from your own class? Which would mean that weapon can only give +3 to Blood Thorns and Lemures, if I understand rightly how it works.


But if that's true then why bother saying +(12-15) when it's also Pala only (since it can only ever be +3 for paladins and no other class can use it).

I have a feeling I'm missing something ;-|


If it specifies Paladin only, then it gives the full bonus for paladins, if not, then it wont. Another example to this is legion scepter.