Holy Melee Paladin [FULL PHYS] STR/DEX

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Glamdring26
Core Lord
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blatkill wrote:With 1.4 change :

Malleus Maleficarum:

Removed Bane proc and magic/elemental nullification
Crushing Blow increased to 15%, Mana on Attack doubled
Now adds +30 to Divine Judgment and Retaliate
Now has 20% chance to trigger Thunder Hammer Nova on Attack

and speed penalty on Gotter,

This weapons is now best one for holy Melee isn't it ?


Gotter isnt bis anymore because it has mega impact (applies a curse on enemies that lowers their %25 physical resist) and since colosseum is curse as well, you cannot combine them. Malleus seems to be best in slot for now, but you will still lose a lot of single target damage because of this change.

When it comes to clear, +30 retaliate on Malleus, combined with your +sk on your gear, should give more than "%150 of your str as magic damage", which should be like 10k free magic damage to retaliate. You might even wanna max retaliate to increase it further.

DJ changes didnt really impressed me. it gets 1 damage per 1 soft point currently, they increased it by %350 and doubled the magic damage synergy, so it should be at like 1k magic damage if you max it and a little bit more with malleus, so not really impressive, but we will see.
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Glamdring26
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Updated with 1.4
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Elendilli
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Glamdring26
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test4114
Fallen
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What are you putting in your corrupted wormhole? Strength cycles? Would a +1 pally skill be worth putting in?
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Glamdring26
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test4114 wrote:What are you putting in your corrupted wormhole? Strength cycles? Would a +1 pally skill be worth putting in?


Both are good, you dont need as much str anymore because we don't use Gotter, but more is always better.
Vagabondage
Acid Prince
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Glamdring26 wrote:This skill gives you the free flat Physical Resist (Which sadly goes into damage formula at last stage so you dont benefit as much from it)

Correct me.
Say i am hit for 1000 dmg, with 30%phys res and 70flat phys res.
    Scenario 1) 1000(hit) * 0.3(dr%) - 70(dr#) = 630 dmg taken
    Scenario 2) (1000(hit) - 70(dr#)) * 0.3(dr%) = 721 dmg taken
So it is better when flat dr is in last place.
What am i missing?
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Glamdring26
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Vagabondage wrote:
Glamdring26 wrote:This skill gives you the free flat Physical Resist (Which sadly goes into damage formula at last stage so you dont benefit as much from it)

Correct me.
Say i am hit for 1000 dmg, with 30%phys res and 70flat phys res.
    Scenario 1) 1000(hit) * 0.3(dr%) - 70(dr#) = 630 dmg taken
    Scenario 2) (1000(hit) - 70(dr#)) * 0.3(dr%) = 721 dmg taken
So it is better when flat dr is in last place.
What am i missing?


My bad, i said it the other way around. It goes into the formula before the resist, so it doesnt affect as much.

If you get hit with 1k damage, first it reduces the amount with flat dr, which is something like 200, and then halves that.

Its not that good of a defansive mechanism and only really good in niche situations such as quov tsin.
Jilf82
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What's the best way to regen mana for this build? I just hit 100 and have been messing around with it since I found a nice Malleus.
Istaryu
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Jilf82 wrote:What's the best way to regen mana for this build? I just hit 100 and have been messing around with it since I found a nice Malleus.


Mana stolen per hit. There are 2 charms for a total of 10%, which is usually enough on most physical wdm builds. If its not, you can either mo some (which i dont recommend), or craft jewels with a ber rune.