Increment, the White Knight

Vang

PurePremium
Staff member
Guide Author
Increment, the White Knight

[highlight]The Plan[/highlight]
Themed builds can be fun or not so much so(the latter in this character at the end) Usually a theme build utilizes something outside the normal for a character to make playing a basic concept the same, at least that is my take on it.

Enter the White Knight. Your basic Fantazealot that grows with experience. With that in mind, equipment needs to use the underutilized and rarely if ever used items that give +per/character level. I originally was going to include all my equipment and my mercenaries and go zero runewords. I ended up going rings/amulet freebie slots(though a BK ring is on, and pre-buff switch is exempt as well) With the mercenary slots being 1 runeword and two other items(One utilzing the theme)

The last part of the theme was to be all white. This is harder than it sounds, a lot of good mods override the crappy level of either the Visionary or Faithful mod. But the Diablo Gods shined down on me during my battle with Diablo in Hell difficulty dropping something to ensure I finished on track though. So I disregared the color requirement due to unless I was able to get 4 sockets in some 1.07 items it was not worth the effort for color.

[highlight]Playing[/highlight]
This was a fun character. My main equipment was on quite early(47 originally save amulet and ring) So I could literally see me grow in damage, armor, and attack rating.

By the time I got to hell though and got myself to 80 it was a boring snooze fest, the way of a zealot at least to me. He wasn't overpowered to slice and dice through everything faster than butter and he wasn't so slow I fell asleep kinda towards the sleep time though.

I used three armors in hell. First was a 1.07 crafted safety Breast plate with 3 sols for 31PDR and faithful mod. Second was an Upped Spirit Forge with a Shael and Tal. Third was the final one I'm wearing that was dropped off of Diablo himself in Hell.

[highlight]Equipment and Stats[/highlight]

The White Knight

Increment, the White Knight level 82 Paladin
Code:
Damage: 1030-3238 *100%Deadly strike so automatically doubled to 2060-6276*
Attack Rating: 10k just over
Defense: 4700(75%blocking)
Resist: 75Fire, 72Cold, 80 Lighting, 32Poison

Skills:
20 Fanaticism
20 Zeal
20 Sacrafice
10 Resist Lighting
1 Vigor
1 Sanctuary
5 Holyshield roughly
1pre-req.

Equipment:
Rare Faithful mod Armor
Rare Visionary mod Demonhead (Thanks Nepeta!)
Conquest Sword Upped Headstriker, shael
1.07 Hearld of Zakarum, Pdiamond
Ghoulhide Bracers
Hsarus's Belt and Boots
Mara's Amulet, BK Ring, and Rare ring with 34%Lighting/5other resist and 3% Lifeleech

Charms: 1.07 Max damage and resist

Mercenary: Act5 Barbarian Horde!
Weapon: 1.07 Ethereal Lawbringer Legend Sword
Armor and Helm: Vampire Gaze, Shael and Guardian Angel, Ort.

Code:
Cruel Flange
Ornate Plate
Defense: 690
Durability: 30 of 60
Required Strength: 136
Required Level: 38
Item Version: 1.10+ Expansion
Item Level: 94
Fingerprint: 0x6634a06b
+6 to Strength (jewel)
+15 to Dexterity (9jewel)
Damage Reduced by 2
Fire Resist +26%
Cold Resist +28% (jewel)
Requirements -20%
Required Level +5
7% Faster Hit Recovery (jewel)
+246 to Defense (Based on Character Level)
Socketed (1: 1 used)

Demon Casque
Demonhead
Defense: 248
Durability: 20 of 20
Required Strength: 92
Required Level: 55
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xdca15510
+49% Enhanced Defense
+6 Defense (jewel)
Fire Resist +19% (Jewel)
Lightning Resist +22%
Adds 1-64 lightning damage (jewel)
Required Level +7
10% Faster Hit Recovery
Poison Length Reduced by 25%
26% Damage to Demons (jewel)
+29 to Attack Rating against Demons  (jewel)
82% Bonus to Attack Rating (Based on Character Level)
Repairs 1 durability in 33 seconds
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Headstriker
Conquest Sword
'Shael'
One-Hand Damage: 92 to 214
Durability: 2 of 32
Required Dexterity: 112
Required Strength: 142
Required Level: 65
Sword Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x83c11d27
+15 to Strength
+150% Enhanced Damage
Required Level +7
20% Increased Attack Speed
Prevent Monster Heal
+82 to Maximum Damage (Based on Character Level)
123% Deadly Strike (Based on Character Level)
Socketed (1: 1 used)

Herald of Zakarum
Gilded Shield
Defense: 253
Chance to Block:  67%
Smite Damage: 20 to 28
Durability: 50 of 50
(Paladin Only)
Required Strength: 89
Required Level: 42
Item Version: Expansion
Item Level: 54
Fingerprint: 0x51395a9c
+50% Enhanced Defense
+15% Increased Chance of Blocking
All Resistances +34
+2 to Paladin Skill Levels
50% Faster Block Rate
Cannot Be Frozen
+1 to Offensive Aura Skills (Paladin Only)
164% Damage to Undead (Based on Character Level)
820% Bonus to Attack Rating Against Undead (Based on Character Level)
Socketed (1: 1 used)

Lawbringer
Legend Sword
'AmnLemKo'
One-Hand Damage: 33 to 126
Two-Hand Damage: 75 to 211
Durability: 23 of 23
Required Dexterity: 90
Required Strength: 165
Required Level: 44
Sword Class - Fast Attack Speed
Item Version: Expansion
Item Level: 87
Fingerprint: 0x10dc0a9a
+10 to Dexterity
+203 Defense vs. Missile
Adds 150-210 fire damage
Adds 130-180 cold damage over 6 seconds
7% Life stolen per hit
75% Extra Gold from Monsters
Slain Monsters Rest In Peace
-50% Target Defense
Level 18 Sanctuary Aura When Equipped
20% Chance to cast Level 15 Decrepify on striking
Ethereal (Cannot be Repaired), Socketed (3: 3 used)

Up next, nothing for a week or so it looks like at least, summer semester is in full swing and I have a busy week.
 
Re: Increment, the White Knight

I love the color concept.

I have from time to time played dress-up with my characters to try and set up some colorful screenshots, but it seems to me that the colors aren't as bright as they used to be. It could be my eyes are starting to fail of course ;)

I do have a question about the colors though, sort of tangentially related, maybe you know.
In cases where there are multiple affixes, with a color, on an item, what determines which color the item will get? Highest/lowest alvl/rlvl, prefixes before/after suffixes? A combination of those? Something else entirely?

Congratulations btw ;)
 
Re: Increment, the White Knight

I am pretty sure its based on the highest level affix on it. I have a faithful armor that has +34 Health and is red, I assume its because that mod(tiger? or wolf) is higher than the 25 or 27 of the faithful mod on the armor.

I think I've seen godly shields of spikes(the +damage to attacker) and they all turn out orange.

Now a couple of the mods, Green on weapons and purple I'm not sure how they spawn as I've seen green not on a toxic type item before I'm pretty sure.

I'm thinking if I do anoher color themed character to have him be a barb using Green would look quite badass.
 
Re: Increment, the White Knight

Congrats on the pat, Vang! Sweet 1.07 armor, I had a feeling that was what you were talking about when you hinted in your last mat/pat thread, it's a shame you didn't use it as your final armor. :p

Btw, Increment looks grey to me. :tongue:

/runs


I love the color concept.

I have from time to time played dress-up with my characters to try and set up some colorful screenshots, but it seems to me that the colors aren't as bright as they used to be. It could be my eyes are starting to fail of course ;)

I do have a question about the colors though, sort of tangentially related, maybe you know.
In cases where there are multiple affixes, with a color, on an item, what determines which color the item will get? Highest/lowest alvl/rlvl, prefixes before/after suffixes? A combination of those? Something else entirely?

The first affix that has a colour will be the colour the item takes after.

[edit] Look below. I'm actually wrong on this, or so it seems. :<



 
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Re: Increment, the White Knight

You weren't kidding when you mentioned the next Pat would be a 'White Knight'. Cool concept. Grats on the Pat :thumbsup:
 
Re: Increment, the White Knight

Sorry for the thread necro, but a question posted in the Stats forum (not sure why it's actually called the 'Statistics' forum when almost zero statistics actually occurs there, it would be better named 'Game Mechanics') made me look deeper into my answer.

My previous answer is slightly wrong. It was wrong enough for me to tear my hair out and look deeper, so here's how coloration works: affix generation goes prefix 1, suffix 1, prefix 2, suffix 2, prefix 3, suffix 3. The first SUFFIX with a transform color (i.e. has a color) is the tint the item takes after. If no suffixes give a transform color, the first prefix with a transform color is the tint the item takes after.

Further evidence.

[edit] And just to recap, coloration order goes suffix 1, suffix 2, suffix 3, prefix 1, prefix 2, prefix 3. And yes, I know I made a lot of edits. :badteeth:
 
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Re: Increment, the White Knight

Well done! He looks like a handsome man, which is quite an achievement for a Pally indeed. (IMHO)

I appreciate the way you tried to maintain the look. I rolled this beautiful bow, which looks totally cool. Unfortunately, the enchant charges from the limb make it red. I'm really annoyed, but need the AR.

Interesting idea, nice execution. Congratulations!
--Greebo
 
Re: Increment, the White Knight

Nice looking Bow Greebo, I thought about making a Green Barbarian, A ton of the helms look badass green IMO.
 
Re: Increment, the White Knight

Great theme. It's not a common thing. My favorite color-based character is a PvP druid by Liq that used Toothrow and Cerberus's bite (and his Tomb Reaver of Domb). The character was all silver.
 
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