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

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Based
Thunder Beetle
51 | 3
Okay so i'm having massive trouble with the 120 ubers. Any advice?

https://tsw.vn.cz/acc/char.php?name=BasedDemon

I know i need to hit 400 sigs but i don't think thats the problem.
Diaco
Mahasattva
907 | 45
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Based wrote:Okay so i'm having massive trouble with the 120 ubers. Any advice?

https://tsw.vn.cz/acc/char.php?name=BasedDemon

I know i need to hit 400 sigs but i don't think thats the problem.


You have no spell focus. Start crafting jewels with spell focus + fire spell dmg
Cupelix14
Skeleton
3 | 0
How much spell focus is needed? When should you switch Ohms to crafted jewels?

I'm not quite finding dealing damage to be an issue. But I can't even make it part way through Duncraig or Teganze without getting destroyed in 3 seconds.
akbugger
Pit Knight
117 | 11
Cupelix14 wrote:How much spell focus is needed? When should you switch Ohms to crafted jewels?

I'm not quite finding dealing damage to be an issue. But I can't even make it part way through Duncraig or Teganze without getting destroyed in 3 seconds.

From changelog:

The new Spell Focus damage bonus formula is: % Damage bonus = Spell Focus / 10 capping at 100%.
So every 10 points of Spell Focus will increase your total spell damage by 1%
Now Spell Focus will grant significant damage bonuses for early & mid game characters, while actually having a reachable cap in the endgame


Did u reach speed (faster recovery is very important) breakpoints on your UHM? Mobs in Dunc hurt in melee. Teganze u should be stomping however....just use equipment that raises max elemental resists (
Topspin
Topspin
Skull Cap (4)

Defense: (76 - 83) to (115 - 125)
Required Level: 3
Required Strength: 28
Item Level: 1
5% Attack Speed
+(31 to 50)% Enhanced Defense
+(31 to 50) Defense
(3 to 5)% to Dexterity
(3 to 5)% to Energy
Maximum Elemental Resists +1%
10% Bonus to Defense
Socketed (1)
Defense: (277 - 301) to (365 - 397)
Required Level: 20
Required Strength: 55
Item Level: 31
15% Attack Speed
+(61 to 80)% Enhanced Defense
+(71 to 100) Defense
(6 to 8)% to Dexterity
(6 to 8)% to Energy
Maximum Elemental Resists +1%
20% Bonus to Defense
Socketed (3)
Defense: (704 - 760) to (876 - 943)
Required Level: 37
Required Strength: 192
Item Level: 51
25% Attack Speed
+(91 to 110)% Enhanced Defense
+(151 to 200) Defense
(9 to 11)% to Dexterity
(9 to 11)% to Energy
Maximum Elemental Resists +2%
30% Bonus to Defense
Socketed (4)
Defense: (1182 - 1258) to (1471 - 1564)
Required Level: 47
Required Strength: 384
Item Level: 77
30% Attack Speed
+(121 to 140)% Enhanced Defense
+(301 to 400) Defense
(12 to 14)% to Dexterity
(12 to 14)% to Energy
Maximum Elemental Resists +2%
40% Bonus to Defense
Socketed (4)
,
Wheel of Fortune
Wheel of Fortune
Large Shield (4)

Defense: 85 to 162
Chance to Block: Class%
Required Level: 4
Required Strength: 27
Required Dexterity: 45
Item Level: 10
+(21 to 30) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(6 to 10)%
Fire Absorb 1%
Lightning Absorb 1%
Cold Absorb 1%
(4 to 7)% Gold Find
(5 to 10)% Magic Find
Socketed (1)
Defense: 240 to 405
Chance to Block: Class%
Required Level: 21
Required Strength: 53
Required Dexterity: 67
Item Level: 31
+(31 to 40) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(11 to 20)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(9 to 12)% Gold Find
(11 to 20)% Magic Find
Socketed (3)
Defense: 501 to 817
Chance to Block: Class%
Required Level: 39
Required Strength: 184
Required Dexterity: 139
Item Level: 51
+(41 to 50) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(21 to 30)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(14 to 17)% Gold Find
(21 to 30)% Magic Find
Socketed (4)
Defense: 684 to 1113
Chance to Block: Class%
Required Level: 48
Required Strength: 368
Required Dexterity: 288
Item Level: 77
+(51 to 60) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
(17 to 19)% Gold Find
(31 to 40)% Magic Find
Socketed (4)
).
Btw, I think UHM is the most overrated build in the game.
Thaloria
Fallen
1 | 0
Great Supporter Badge
Donated 5 times
My priorities when hitting 120 is to get the life/mana recovery system to work by hitting often and reliable in the first place:
FHR: 414
IAS: 250 (with full Set)
Attack Rating: 20k+ (crafted ZOD jewels with a focus on % Attack Rating next to Fire Spell Dmg)
Mana on Hit: min 100 (MO weapon) preferable some additional points elsewhere

I think the stat squish did not help on the mana situation. I can't remember having mana issues during the last seasons i played (with 200 mana on hit on the Weapon), but i also can't remember the mana costs of the spells previously.
Cupelix14
Skeleton
3 | 0
akbugger wrote:
Cupelix14 wrote:How much spell focus is needed? When should you switch Ohms to crafted jewels?

I'm not quite finding dealing damage to be an issue. But I can't even make it part way through Duncraig or Teganze without getting destroyed in 3 seconds.

From changelog:

The new Spell Focus damage bonus formula is: % Damage bonus = Spell Focus / 10 capping at 100%.
So every 10 points of Spell Focus will increase your total spell damage by 1%
Now Spell Focus will grant significant damage bonuses for early & mid game characters, while actually having a reachable cap in the endgame


Did u reach speed (faster recovery is very important) breakpoints on your UHM? Mobs in Dunc hurt in melee. Teganze u should be stomping however....just use equipment that raises max elemental resists (
Topspin
Topspin
Skull Cap (4)

Defense: (76 - 83) to (115 - 125)
Required Level: 3
Required Strength: 28
Item Level: 1
5% Attack Speed
+(31 to 50)% Enhanced Defense
+(31 to 50) Defense
(3 to 5)% to Dexterity
(3 to 5)% to Energy
Maximum Elemental Resists +1%
10% Bonus to Defense
Socketed (1)
Defense: (277 - 301) to (365 - 397)
Required Level: 20
Required Strength: 55
Item Level: 31
15% Attack Speed
+(61 to 80)% Enhanced Defense
+(71 to 100) Defense
(6 to 8)% to Dexterity
(6 to 8)% to Energy
Maximum Elemental Resists +1%
20% Bonus to Defense
Socketed (3)
Defense: (704 - 760) to (876 - 943)
Required Level: 37
Required Strength: 192
Item Level: 51
25% Attack Speed
+(91 to 110)% Enhanced Defense
+(151 to 200) Defense
(9 to 11)% to Dexterity
(9 to 11)% to Energy
Maximum Elemental Resists +2%
30% Bonus to Defense
Socketed (4)
Defense: (1182 - 1258) to (1471 - 1564)
Required Level: 47
Required Strength: 384
Item Level: 77
30% Attack Speed
+(121 to 140)% Enhanced Defense
+(301 to 400) Defense
(12 to 14)% to Dexterity
(12 to 14)% to Energy
Maximum Elemental Resists +2%
40% Bonus to Defense
Socketed (4)
,
Wheel of Fortune
Wheel of Fortune
Large Shield (4)

Defense: 85 to 162
Chance to Block: Class%
Required Level: 4
Required Strength: 27
Required Dexterity: 45
Item Level: 10
+(21 to 30) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(6 to 10)%
Fire Absorb 1%
Lightning Absorb 1%
Cold Absorb 1%
(4 to 7)% Gold Find
(5 to 10)% Magic Find
Socketed (1)
Defense: 240 to 405
Chance to Block: Class%
Required Level: 21
Required Strength: 53
Required Dexterity: 67
Item Level: 31
+(31 to 40) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(11 to 20)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(9 to 12)% Gold Find
(11 to 20)% Magic Find
Socketed (3)
Defense: 501 to 817
Chance to Block: Class%
Required Level: 39
Required Strength: 184
Required Dexterity: 139
Item Level: 51
+(41 to 50) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(21 to 30)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(14 to 17)% Gold Find
(21 to 30)% Magic Find
Socketed (4)
Defense: 684 to 1113
Chance to Block: Class%
Required Level: 48
Required Strength: 368
Required Dexterity: 288
Item Level: 77
+(51 to 60) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
(17 to 19)% Gold Find
(31 to 40)% Magic Find
Socketed (4)
).
Btw, I think UHM is the most overrated build in the game.


Still working on gear. I'm at 6 FPA attack and 5 FPA recovery. It's funny. I did some messing around and replaced some Ohms with +max res gems to get each res up to 81% with the set equipped and I was able to clear Teganze without much trouble. Maybe died once or twice. Duncraig was rougher but doable.

What's really messing me up is attack rating. I got lucky and got +100% AR on my weapon but it's not even close to enough on bosses or elite mobs. I know Bloodthorns goes by regular AR for bosses, so checking on Kabraxis I still only have like 75% chance to hit with around 20k AR. The guide doesn't mention with the set weapon...are you supposed to MO +AR%? Checking with another weapon that gives me near 30k AR is still not enough to reach the 95% level. Seems like that will be hard to reach without incredibly rolled jewels.

Fire absorb mobs are also annoying. Is there a point that having more pierce helps? Anything not fire absorb melts. Or does the fire damage eventually ramp to the point that monster absorb doesn't matter?

Build may be overrated but it has already taken me much farther than I got with fire sorc, cold sorc, or summon pally.
akbugger
Pit Knight
117 | 11
Cupelix14 wrote:Fire absorb mobs are also annoying. Is there a point that having more pierce helps? Anything not fire absorb melts. Or does the fire damage eventually ramp to the point that monster absorb doesn't matter?

Build may be overrated but it has already taken me much farther than I got with fire sorc, cold sorc, or summon pally.


You shouldn't worry with pierce on UHM, you get that free anyway. Absorb, from a post by suchbalance:

"% Absorb acts like a "second resistance" that stacks multiplicatively with the normal ones.

Example: 90% fire res and 40% fire absorb. You get hit by 100 fire damage. Resistance reduces it to 10. Then the absorb heals you for 4 and then it reduces the damage by 4. So you end up taking 6 fire damage and healing for 4."
Even a 1 point Lemures will probably clear such mobs better.
The real problem with UHM isn't absorbs, it's bossess. In this game eventually you'll come to a point where farming Teganze, Duncraig and Fauzt just gets old and tiresome. You'll be breezing through these areas, finding some new item every 10 or so runs, it's irrelevant of your chosen build - they all get to that point sometime. You'll want more, so you go to Labs, since it has an enemy which *always* drops the fabled UMOs, the only real progression in items you'll be able to get. And with it's attacks skills UHM is really, really slow there. Low defence, melee, no avoid, no block - bad. For bosses, low ar, to add salt to the wound. And the fact one has to keep being buffed up with minimum 3 skills (regen, rapture, convenant) in the middle of some fights where you barely have time to move as it is is plain awful. Sure, you have a vitality build, but those lab thigies hurt...badly.
Istaryu
Harpylisk
1466 | 66
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Cupelix14 wrote:Fire absorb mobs are also annoying. Is there a point that having more pierce helps? Anything not fire absorb melts. Or does the fire damage eventually ramp to the point that monster absorb doesn't matter?


Absorb is 75% damage reduction in hell, after resist. There is no way around it.
Cupelix14
Skeleton
3 | 0
akbugger wrote:
Cupelix14 wrote:Fire absorb mobs are also annoying. Is there a point that having more pierce helps? Anything not fire absorb melts. Or does the fire damage eventually ramp to the point that monster absorb doesn't matter?

Build may be overrated but it has already taken me much farther than I got with fire sorc, cold sorc, or summon pally.


You shouldn't worry with pierce on UHM, you get that free anyway. Absorb, from a post by suchbalance:

"% Absorb acts like a "second resistance" that stacks multiplicatively with the normal ones.

Example: 90% fire res and 40% fire absorb. You get hit by 100 fire damage. Resistance reduces it to 10. Then the absorb heals you for 4 and then it reduces the damage by 4. So you end up taking 6 fire damage and healing for 4."
Even a 1 point Lemures will probably clear such mobs better.
The real problem with UHM isn't absorbs, it's bossess. In this game eventually you'll come to a point where farming Teganze, Duncraig and Fauzt just gets old and tiresome. You'll be breezing through these areas, finding some new item every 10 or so runs, it's irrelevant of your chosen build - they all get to that point sometime. You'll want more, so you go to Labs, since it has an enemy which *always* drops the fabled UMOs, the only real progression in items you'll be able to get. And with it's attacks skills UHM is really, really slow there. Low defence, melee, no avoid, no block - bad. For bosses, low ar, to add salt to the wound. And the fact one has to keep being buffed up with minimum 3 skills (regen, rapture, convenant) in the middle of some fights where you barely have time to move as it is is plain awful. Sure, you have a vitality build, but those lab thigies hurt...badly.


I don't plan to farm them forever. Eventually there's a wall where progression vs time spent stalls out. At the moment I'm not breezing through any of those zones. Maybe UHM isn't great for bosses. But if it easily gets me through zones past cows and K3K, I at least have a reliable farmer to grab items for better builds.
akbugger
Pit Knight
117 | 11
Cupelix14 wrote:I don't plan to farm them forever. Eventually there's a wall where progression vs time spent stalls out. At the moment I'm not breezing through any of those zones. Maybe UHM isn't great for bosses. But if it easily gets me through zones past cows and K3K, I at least have a reliable farmer to grab items for better builds.


I understand the importance of having a "starter" character ; just feel UHM is a bad choice for that. While the guide indeed says:
" Tiered uniques will carry you up to some 125 ubers easily without even farming for signets. This includes all Rifts." - I dont think is true; maybe it was before but if you wanna farm Dunc u won't be doing it in TUs. My guess is a low geared UHM cant farm even K3K at any efficency, let alone melee mobs in Dunc.

cron