Damage Reduce Setup:Helm: CoA (Ber Ber)
Armor: Engima MP
Gloves: Trangs or Magefist
Boots: 08 Rare Duped Boots (Imps, Ospurs , Wbs etc..)
Belt: Spider
Ring: Bk
Ring: Soj
Ammy: Rare with Skills, Life, Mana, Resist, Stats (FCR is optional here) I personally use Shadow Knuckle for this setup.
Weapon: Hoto
Shield: Hoz (7% FHR Jewel with Stats and Light Res)
Switch: CTA Scepter with Meditation (or Foh/Convic skills) + Spirit Shield
Setup Notes:
*75% FCR, 27% FHR, Up to 39% DR (54%Dr with fade), Stacked Res
*Shako is a cheaper option for a helm if you can't afford a COA, or don't have enough strength. Ber it for a dr setup, or Jah it for a higher life build. If you Jah it, you can use dual bk rings since you have enough mana from the shako.
*Shako will increase hammer damage but drop Foh about 1,000. You end up with about 9.7k hammer using Shako and 5,400 Foh.
*Fade gives 54% DR along with 60 all resist. Making it a formidable increase for your build.
*You could also Substitute for a 20% FCR Ammy here and use Bloodfist Again, then Socket HOZ with Ber.
*This setup does not offer 125% FCR
*This setup is very balanced in terms of life / damage / mana / FHR and overall effectiveness in public or private pvp.
125% FCR Setup:If you must play 125% Fcr for your main setup; here is a good equipment setup to do so.
This setup is one that SexualMayhem uses on his Mage.
Helm = Berber coa
Ammy = 2/10/20+str/life/mana amulet
Weapon = Hoto
Armor = Enigma
Shield = Spirit ST
Gloves = Trangs
Ring = BK
Belt = Spider
Ring = Soj
Boots = 08 Duped Boots with Tri Res
Setup Notes:
*you have 39% DR always
*Stacked Resist
*125% FCR speedy aggressive attacks are possible
Extra Stash Items Not Listed Above:T.Gods
1 Whisp
Lo Hoz
Lo Griffons
Wizardspike with Light Res/All res Jewel
Tretchery MP
2/20 Ammy
10% FCR Ring with Light Resist, Life, Mana, All resist
Hotspurs
Nokozan Ammy
1 Dwarf
Grief Phase Blade (optional item)
Suggested Hotkey Placement.Z = Hammer
X = Charge
C = Concentration
V = Vigor
S = Conviction
A = Foh
D = Teleport
Q = Smite
F1 = Holyshield
F2 = Battle Orders
F3 = Battle Command
W = Weapon Switch
E = Show Stat Screen
F4 = Meditation
F5 = Cleansing
B = Oak Sage (if necessary, pick another hotkey)
125% vs 75% FCRI know this is going to be brought up in discussion so here you go, some Pros and Cons:
125% Pros:
*Fastest Paladin Cast Speed
*Able to dish out more Damage Per Second
*FHR is usualy taken care of by Spirit Shield
*Able to "Tele Stomp" Easier
*Good for
Offensive play style125% Cons:
*Uses Mana Faster (mana pots chug chug all day)
*Generally you end up with Less Life overall
*Less +Skills (which isn't good for a mage)
*Block rate is usually worse with Spirit Shield
*Takes additional Dexterity to reach max block compared to Hoz
*Sometimes takes additional gear slots up to reach 125 fcr, when you need those slots for +skills
*Sometimes the Offensive minded play style means you die more.
75% Pros:
*One frame slower cast, but still effective if used right
*Better balance of Cast speed, Damage, Life, Mana
*More Flexible with Gear variety. (Not locked in on certain items ie: Spirit shield)
*Higher Damage due to less gear slots for FCR items
*Better block then Spirit shiled (if you use HOZ)
*Good for a
Defensive Play Style75% Cons:
*Slower then 125% FCR
*Loose FHR from Spirit Shield
*Can't Tele stomp easily
*Offensive Hammer attacks are difficult sometimes (not always true if played right)
*When you are outnumbered, sometimes you need faster cast to defend your self easier.
Now i'm not saying one is better then the other, i prefer 75% FCR on a mage. Its up to you to decide which you prefer and what you want to accomplish.
Extra Information about Skills:-FoH: Put this always on Left Click Hotkeys. If you left click near the opponent in "space" it will Auto Target the Opponent and Hit it. NL isn't necessary for Foh. However, if you do get a name lock, it generally goes approx 3-4 screens away.
-If you use Concentration, you may not be desy'ing every time you charge, but you could just be moving super fast.
-If you use Vigor you will desy more often.
-If you initially are using Vigor and Charge, Then when placing a hammer use conc. This will give you desy movement, and still maintain consistent hammer damage when attacking.
-In order for hammer to maintain that high hammer damage, you must keep on conc.
How to Resist Fire, Cold and Lightning:-If you want to completely nullify any fire or lightning attack the key is to get 95% Resist + some Absorb
-If you want to completely nullify cold sorc get 400%+ Stacked Cold Resist + a little absorb. Max is useless
-If you want to Tank Foh better because they are owning you in pvp, get more +Stack (wizardspike dagger helps sometimes) and toss in 95% Max
Brief Dueling Strategies:-Look i'm not going to post every single possible situation. This build isn't for the new paladin player, you should hopefully have some experience dueling with paladins prior to building a Mage. Most of the readers are not stupid and i'm not going to waste your time by posting information the vast majority of people already know. So here is some brief crumbs of information and helpful hints. If you are confused on how to duel a certain class, post a reply and i'll answer it.
-If bow zons give you problems, switch to DR setup, use Grief and turn on your Holyfreeze, Charge and Foh should kill most bow zons.
-Generally during a duel, i like to play defensive and let the other person make an error. I use Foh as my offensive attack and lure, and keep a hammer field around / near me at all times.
People tend to get annoyed or injured from foh, so that forces them to make a move to you, by either teleporting on you, or getting too close to hammer fields.
-Even if foh doesn't do much or any damage to an opponent, the fact you are foh'ing triggers ideas in the persons mind that you have weak foh, therefore i can attack you. Which is a mistake on their part, because you have hammers and can kill them.
-Tri hammer fields offer good coverage and protection for you. Moving your paladin in a small to medium sized triangle and hammer at each point on the triangle, do this a few times for a better coverage hammer field.
-Start to charge with vigor on an object in blood moore, propel your self around the object and aim for your target area. This will cause you to go into desy more easily and you can do a sneek attack. Best things to charge around hugging the sides are the black pits and rocks in blood moore.
-Hammers shoot upwards, so if somebody is following you, move your Mage south and hammer as you go.
Same goes if people try and teleport on you, Hammer and move south when you do. If you can't move south, get in a position to do so.
-In a duel, you should try and take the southern position on the battlefield. This will benefit hammers more and help you win battles easier since hammers fly out of you north, and move south in a circle.
-To tele stomp like the pros, desy from far away and get a good name lock before you come out of desy, immedieatly teleport on the person and cast 1-2 hammers and get out. Lead out with an Foh, and move away to strike again.
-If a person is chasing you with charge, try zig zag hammer patterns along the way. Remember to move south if possible.
-Vs Barbs and chargers (which include v/ts and smiters) you should walk, not run. This keeps your block full. Charge for movement only, or to escape. Not to initiate an attack. Barbs will smoke you if you try to charge/desy them. Foh from afar, have them come to your hammers if possible. If you must attack them, teleport in to attack, teleport out and send an foh on the way in and out.
The End
Thanks for Reading the Guide
PS: Special Thanks to TemplePvP, Gimmeitam, Clan Honor, FoodPoisoning, Rees, Marcus, SexualMayhem, YSoEz, Eric, Joe, Mickey and all those who have helped me along the way with paladins and mages!
This post was edited by HotCoffee on Mar 17 2010 03:14pm