New PVM Pally build - The Squire

LordPaul

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New PVM Pally build - The Squire

This guide was written some time ago for the hardcore community and had quite positive feedback. For some reason it doesn’t exist anymore and I thought I could post it again here in the paly forums, where it also belongs.

Before you go on, I wanted to add that I’ve been experimenting with items and skills for some time so I decided to extend the reach of the guide (originally thought for poor hardcore players) to softcore and ppl with wealth looking for fresh playing experiences. However, I decided to add the update as a new section at the end of the guide to keep the essence of it. Whenever there are important updates to the section you’re reading, I’ll let you know. I hope you enjoy it.

Intro

Ok, people, first of all I’d like to warn you that I’m not a native English speaker so I really am sorry if you find lots of mistakes and odd expressions in this guide. That said, read on!

Reference

HC- hardcore
Tppked- Town portal player kill
HB- Holy bolt
FOH- fists of the heavens
AR- Attack rating
FHR- Fast hit recovery
FCR- Fast cast rate
IM- Iron Maiden
MF- Magic find
OW- Open wounds
CB – Crushing blow


How many of us wanted to start the HC experience and found that we are just too poor to make anything different from a summoner or a trapasin? Take heed my brothers, for even the poorest and most miserable of you have a chance on this build. Just when you thought every possible Paladin build had been tried, I bring to you…

The Squire

The story as how I came across the idea of this build is long and you probably don’t want to read it, so I’ll make it short: I figured out that something fun to play in Hardcore would be the very well known cleric build by MadOnion (healer/undead killer), as saving lives would be a lot more appreciated. Sadly, I found that HC pubs are pretty much unplayable nowadays as my cleric was tppked twice and there’s not much real teamplay going on. You just can’t trust anyone. So I thought about soloing… why not adapt the build for single playing? would it work?

What is a Squire? During the middle ages, a squire’s responsibility was to take care of his lord in any way that he could, and aid him during battle. He would carry his weapons and shields and always stand by his side.
In that same way, a Squire Paladin is a supporter. He’ll not fight his enemies directly, but only through his hireling, whom he shall strengthen and heal to make him virtually invincible.

Yes, as you are thinking, this is not a power build. But believe me when I say… it is really fun and absolutely viable even with the most awful gear.

Skills (Check updates!) As soon as you read these ones, you’ll see the skill setup is almost the same as the cleric, but the playing experience is different. (I’ll cover that up in the strategy section). Something good about this build is that you don’t need to achieve high levels to make it work.

BASIC

20 Holy bolt
20 Prayer
20 Concentration
1 cleansing
1+ Meditation
1 to prereq

OPTIONAL

1->20 – Fists of the heavens
And / or
1->20 – Blessed hammers

This is how skills work:

Holy bolt: this is your main skill. You will be casting these things all the time, for healing as well as undead killing. Something to bear in mind is that undead monsters are physical resistant, and in hell most PI monsters are actually, undead. That means that you can **** with ease almost every monster your hireling would have problems killing (Oblivion nights casting IM, packs of ghosts, gloams and such baddies). That’s why this build should work very well all the way.

Prayer: very important healing synergy for HB, this is where you’ll pour your first skill points. You won’t be using this one directly, because it’ll dry your mana relatively quick, and that’s something you can’t afford when healing. However, by the time you have 10+ points here, and cleansing or meditation, the passive bonus from prayer will give you a very useful tool to get free life regeneration for you and your hireling in defensive situations.

Concentration: this is the main difference from the cleric. This aura gives the biggest damage bonus to allies. The 20% chance of uninterrupted attack is VERY useful for a hireling that will be surrounded by lots of monsters and taking heavy hits from every direction. If you feel like going for speed and AR instead of damage, max Fanat, but I’d rather stick to this one.

Cleansing: as soon as you get to lvl 12, put your point here and marvel on the free regeneration from prayer. In the first acts you’ll hardly need to drink a potion even when taking part of the fight yourself. (later on you WILL stay out of it).You’ll also use it to take curses like Amp damage or IM away from you and your hireling.

Meditation: This skill grants mana regeneration that helps quite a lot when the heavy-healing takes place (Boss fights). It also regenerates life as fast as prayer would, but free of charge. I found one point is enough here, more would only add mana regeneration and you’d rather put that point somewhere else.

Now here comes a choice:

Fists of the heavens / Blessed Hammer: These skills are the undead damage synergy for Holy bolt, but you will have to choose which one to max first. FOH is good for undead packs like the ones you’ll find in tombs, and the bolts will also heal your hireling. You will be maxing HB Anyway, so the bolt damage from FOH will get to its maximum. The lightning damage won’t get far without synergies nor conviction, but still will help against some monsters, bosses or as a strategic tool to draw monsters to you. (see strat section).
Hammers, in the other hand, can give you a secondary attack to help your hireling with crowd control when surrounded by small, annoying non-undead monsters like carvers and fetishes. Remember you will be maxing concentration anyway, so you’d get some damage here. And, your equipment will tend to help too… as I’ll explain later on, you will be going after FCR and +skills if possible.

¿What to choose? If you want to play safe and act like a real squire, then FOH is the way to go. You won’t have a Holy shield to support you when standing still and casting hammers, and your damage won’t be that great w/o the synergies.

STATS

Strength As little as possible. I recommend being very frugal with this. The guy on the heavy equipment will be your hireling, not you.

Dexterity: Enough for max block. w/o holy shield you might need some more than the average pally.

Life: All you can spare

Energy: nothing here…. You hear me? NOTHING!

HIRELING (Check Updates!)


Well.. never was this choice more important. That’s what this build is all about.

Act 1 Rogue. They can cause some nice damage with conc, but you can’t have her running away from rushing packs, you really need a tank.

Act 2 Auramerc: As you might have guessed, this is the one. You can experiment yourself with the auras you think are better, but once you get to nightmare you’ll have to choose between Holy freeze or might. Might and Concentration will stack, and the damage goes up like crazy. However, Holy freeze grants a decent crowd control, and that’s something you’ll need a lot. Slowing them is like speeding him up.

Act3 Ironwolves: I thought about a whole new variant for this build based on this merc: the Elemental squire. Instead of concentration, max conviction. You can try that if you wish, but I’m too afraid of immunes to do it.

Act5 Barbarian: I tried barbs and they don’t seem to work that good. There’s nothing special about them except for their higher life. They also seem slow to me, don’t grant any crowd control and swords don’t get the high damage polearn class weapons do.

EQUIPMENT (Check updates!)

I won’t list particular items here, for this build is specially thought for the poor and miserable like me. However I’ll tell you what you should aim for.

FCR. An additional 10% fcr can mean the difference between your merc’s life and death.
Resists. You won’t get into the fight, but elemental crossfire always happens. Get decent resists or you won’t make it in nightmare/hell. Keep your eyes open for a 3 os shield and use the Ral-ort-tal in act 5 to make an Ancients Pledge.
+Skills. Not easy to get, but some low items grant it. Gamble for circlets, never leave an unid ammy on the ground, and trade for sigons shield.

You can easily get both + skills and fcr buying a +2 to HB +10% FCR scepter from an npc. I’ve been using one of those from act 2 norm till now.

Your Hirelings equipment.

This is a whole new thing. Your hireling’s equipment should vary according to the situation you get him in, however there are some things that are always welcome:

DAMAGE. Get the highest damage polearn you can get. (use Charsi’s imbue)
Speed. I found sometimes a faster attack is better, even if the damage is not the best. Best thing to do is to have two weapons for switch: One slower with high damage for single big monsters and one faster for crowds and switch it dropping it directly on his picture (you are a squire, remember? You carry his weapons)
Fast hit recovery. He’ll need as much of it as possible. If not, you risk him getting into serious stunlock, and healing doesn’t help there.
Chance of finding magic item. ¿what? Yes.. this is not vital, but the MF on your hireling stacks with your own, As long as he makes the killing blow (which will be happening all the time) so if you feel like it, you can mf quite a lot with this build.

This is not a fact…. But I think that unique polearns class weapons seem to drop all the time. Many of them have “slow targets by x%”. I got Kelpie Snare Fuscina from a chest and the 75% slow + holy freeze makes monsters he hits almost completely frozen.

STRATEGY. (Check Updates!)

Here’s where the fun starts. If you thought this build was just clicking on the fighting guy and casting HB till he kills them all, you’re wrong. You’ll need to keep your eyes open to be safe yourself, know how to position your char and switch auras in a clever way, as well as killing the undead.

During the first levels, all through normal difficulty, you’ll be using a Blessed aim Merc. A good choice is to have a defensive setup with meditation on your right and HB on your left and for switch concentration and a throwing weapon. You’ll get the AR from him and damage from yourself. And when he gets injured, just switch and heal him.

Later on, your damage won’t be enough and he’ll need full attention. Then you’ll have concentration and HB to keep healing and damage up. Whenever you get damaged, cursed, or your mana drops, change to cleansing/ meditation till you’re ok.

Crowd control
Get him a fast weapon and avoid getting surrounded yourself. You’ll find that some annoying creatures tend to follow you and ignore your merc (luckily, most won’t). In that case, just run (or walk if they are slow) in circles around your merc and let him blow them to bits one by one. This is why you need max block. Remember that crowd control is only a problem with non-undead monsters and maybe not even there, if you chose hammers.

On heavens name… Don’t run! Don’t get suicidal running into unexplored areas. Your hireling can be invincible as long as you heal him, but if you get into some serious chaotic situation where he is getting surrounded and you are getting chased, while champion archers shoot volleys at you… then you won’t be able to stand still healing, he will die and you’ll end up running to town and loosing money.

The basic method is: scout ahead, let your merc follow you and as soon as a pack of monster attack, retreat and lead them to him. 9 times out of 10 they will forget about you. If you want to bring a particular monster to him, and not the whole pack, cast FOH on it and retreat, that’s what you should do on the minions of destruction to avoid him getting into stunlock.

BOSSES (Check updates!). This is indeed the hardest point of this build. For those of you who don’t already know it… the damage from hirelings on bosses is 50% in norm, 35% in NM and 25% in hell. But the worst part is… that hirelings get an 1000% extra damage from end act bosses. That’s right. TEN times more.
But don’t panic. When I said that as long as you heal him, he was invincible I meant it. Blizzard folks definitely wanted mercs out of the question in end act bosses, but we won’t let that happen. The good thing is that all end act bosses will try to finish of your merc before attacking you, so you will be safe most of the time.

Specifically: In most end act duels you’ll put to test your full healing capabilities. It’s pretty scary watching your mercs health drop to half in one hit and then back to full as you heal him. But keep your aim steady and he will stay alive.

Andy: Difficulty - low

Buy for your merc poison length reduce/resist items and make sure you draw Andy away from the surrounding monsters, so he can take her on alone. Remember Andy’s nova will go through him and hit you too, so have some black potions in handy.

Duriel Difficulty- low

All melee bosses are quite easy. The only problem with Duriel is that he’ll slow your merc and that will make this duel take some time. The knockback effect will make it hard for you to aim your healing so you should let Duriel corner your merc against a wall, where he will be able to retaliate faster. Fast hit recovery and cold resists help too.

Mephisto Difficulty – Medium / low

Meph is an elemental attacker, and your merc should have some overall decent resists when facing him. Meph tends to move fast and once in a while he will try to shoot at you with his cold orb, but once your merc engages him he will stay put. The hardest part of meph is probably getting to him through that damn room full of champions. Clean at least one side of the room and draw Meph away from his starting point, where columns or other obstacles can stand in your Hb’s way. In Nightmare/hell you could use having 1 point in salvation for the massive elemental damages of this room and some other situations.

Diablo Difficulty – High

You’ll hate big-D. You’ll feel like crying when you see your merc die in a millisecond incinerated with the lightning stream. The way to go here is: Get your merc FULL lightning resists, and yourself full Fire (you WILL get hit by fire nova). Don’t try to lead your merc to him, because he will get in walk-position as soon as he sees Diablo. Diablo will launch his lightning; you won’t be able to heal your moving merc and its gg for him. Lead him to you, instead. Stay in a safe distance and don’t let your merc walk to him. Take the fire novas like a man, and sooner or later, Diablo will charge at you to get melee. When that happens, your merc will be able to close in really fast and safe and you just retreat to start the mad healing. Now… be clever and form a triangle between Diablo, your merc and yourself so that when he casts the lightning you don’t get caught within the stream. Once you get to this position, it’s over for Big D. Just make sure you have some mana potions and rejuvs for yourself in case your life drops. Bear in mind that you’ll need at least 11+ skill points in HB and 10+ in prayer to keep your merc alive here in normal and full healing for the rest.

Ancients- Difficulty – Low

I was terrified when first fighting the ancients, but they where a piece of cake. Misteriously, they all attacked my merc and that made things really easy for me. Use the environment wisely to avoid getting hit by the thrower if he decides to swing at you. And make sure you have a clear line for constant healing.

Baal- Difficulty – Medium

Baal is not half as hard as he is annoying. But before we get to him, you’ll need to take care of his minions. Just draw them away from Baal so that he can’t curse your merc. The minions of destruction can be especially hard because of the stunning effect so dress him up with FHR items and try to take them on 1 by 1 or in small groups.
Baal is a pain in the butt mainly because he’ll burn your mana if you get close, and duplicate himself. If that happens go back to town and re-enter till the clone disappears. Be ready for a long, long battle, as the lord of destruction has plenty of hit points.


Conclusions (Check updates!)

To be honest, my char (lvl 52 Theone_Squire) is still in nightmare fighting his way through act V to meet the mighty Diablo for the second time. I’m not positive as how this build will work in hell, and wasn’t going to write this guide till I got there. However my squire is doing very well and the only thing that gets worse in hell is the damage output of your merc on end act bosses. That will only make duels take longer but you’ll succeed sooner or later. I preferred as well to share this with you now so you can start trying it and then give me some feedback.

Last thing: This is a build thought originally for HardCore singleplaying poor people. But if you are rich, you can have fun building a real GODLY rune based merc, and you can also support perfectly well melee friends if you can get into safe teamplay games.
 
The Squire Reviewed. V 2.0

After some battlefield experiences and forum discussions, this is what I’ve found:

Skills The first version was based on the concentration skill. I still think it’s a great skill for the hireling. However, you can get it from Pride (Cham-sur-Io-Lo) and I didn’t realize about the potential of another highly underestimated aura that I’ll disscuss in detail now.

The THORNS factor.

Most pallys won’t mind trying thorns… and there are plenty of reasons for it:

1- It’s based on damage taken, so for it to work you have to actually TAKE A LOT of damage. That means you should have insane life, no defense and no blocking. That doesn’t sound cool at all.
2- Since one of the patches, monsters have more life and deal less damage, making thorns rather less effective.
3- Thorns effectiveness is cut to 1/10 in pvp, so it’s useless there.
4- Thorns will not damage ranged attackers, elemental attackers, nor physical immunes. (and that’s saying a lot)

Now… Squires are not common paladins and there are just as many reasons to make thorns a very interesting choice:

1- It’s based on damage taken, and your merc is an optimized indestructible meat shield. Isn’t that perfect?
2- With concentration, your merc attacks 1 monster at a time; with thorns all melee monsters will be taking damage simultaneously, giving you increased crowd control.
3- Best of all things… Thorns will turn the tides in the worst strategic situations mentioned in the guide.

3a- If he gets cursed.. the enemies will take twice the damage and die faster. [note: you could also find a way to curse them (I.E. lacerator) and as thorns is physical damage, they should take another twice back. This is yet to be confirmed]

3b- As I mentioned before, end act bosses deal 1000% extra damage to hirelings. Well, considering a lvl 20 thorns returns another 1000% damage back…. just do the math. They should get 10x10= 100 times the damage back
Even if the hireling damage output penalty on bosses is taken into account in the formulae, it still works in your favor. As the damage taken penalty is a lot higher than the damage dealing one.


In conclusion: Thorns is a great skill to use, but as it can’t damage all kinds of monsters, you still need to enhance normal damage. You can get other auras from items, but thorns needs a real high level to be effective, therefore you should be the one who uses it.

BASIC

20 Holy bolt
20 Prayer
20 Thorns
1 cleansing
1+ Meditation
1 to prereq

OPTIONAL

1->20 – Fists of the heavens
And / or
1->20 – Blessed hammers ? I don’t like this one anymore. You’ll have your hands full acting like a squire to loose time on casting hammers. And concentration won’t be your main strength) Still invest in it for the vs undead bonus in HB

HIRELING

Just one thing here: I used to prefer Holy freeze mercs for the superior crowd control. But once I walked the thorns path, I switched to might merc for increased damage. I don’t want to slow them… let them hit him a lot and die.

EQUIPMENT

Your equipment:
Things I mentioned before are always important: FCR, resists, + skills.

You can find lot’s of setups to achieve this, but there are 2 runewords that I think are crucial for this build:

Spirit Thul-Ort-Amn] is a very cheap and useful one for both shield and sword until you can get a HOTO.

Enygma I found the Teleport on this one to be extremely useful for this build. It allows you to position your merc with pinpoint accuracy and opens up lots of strategies in both defense and offense. Saves you tons of time and mana you normally loose waiting for him to walk all the way to the ranged attackers. Also lets you retreat faster in the few situations he might get stuffed. (Iron maiden)

For the rest of your gear, read any hammerdin guide and you’ll find your answers there. Still you don’t need much of a godly gear to make it work but if you get your hands on some sojs and a maras and/or torch you’ll be an undead killing machine and godly healer for both your hireling and team playing.

Your Hirelings equipment

Weapon
Your hirelings weapon is the most important item in this build. Try to make it as perfect as possible and use fast speed polearns like Eth Threshers. There are endless options here so I’ll list my favourites:

Pride[Cham-Sur-Io-Lo]

Mainly for the concentration aura you no longer have. There are also other interesting stats like the 25% chance to cast lvl 17 firewall when struck. The fire damage may not be too high in hell, but it sure is a lot of fun to watch.
Also gives AR, freezes targets and 20% deadly strike

Obedience [Hel-Ko-Thul-Eth-Fal]

This one is an interesting polearn to have against bosses. It grants mad AR with the high chance to cast enchant. Gives FHR, 20-30 all resists and 40% CB. Remember you can equip this one on him, wait till it casts enchant and switch to Pride with enchant on.

Tomb Reaver unique cryptic axe

It has a nice damage, 30-50 all resists and the highly useful: 10% reanimate as returned. That property will help a lot with crowds and all the returned monsters will get your thorns as well. It can get up to 3 sockets, so put some nice perfect skulls for life leech in it.
Revives cant be healed, but they WILL get in HBs way. Basically, in open spaces they will help your hireling by taking some of the damage, but in close quarters they may make it hard for you to reach your hireling. Despite that, they are very useful; particularly if you can get an Enygma to manage them along with your merc.

Armor

I found resists are the main concern here. Smoke works pretty well for a start. You need only Nef-lum and it grants 50 all resists, FHR and defense against missiles (the one kind of defense he CAN have)
When you get wealthier you can put him something godly like a CoH for better resists and it should increase the concentration aura on Pride too. However the 8% dmg reduction WILL reduce the dmg returned from thorns. Remember you should also try to AVOID high defense for Thorns to be effective. IF you want to take it to the edge of perfection, you can have ethereal defensive versions of the armors to use in places with too many Ranged attackers.

The VS Boss option here is Duress. It gives 40% Fhr, OW and CB, but the resists aren’t too great. Remember that bosses will kill themselves anyways, so it’s not even all that important.

Helm.

I tried Delirium for a change (Lem-Ist-Io) but the resulting chaos from the confusion curse made me discard it. You want them to hit him, not themselves nor you. Dream gives some elemental damage, but the real winners are helms with life leech, elemental resists and +life.

The higher the life leech on him, the less healing you’ll need to do and the more independence you’ll get to do your own undead killing activities. Crown of thieves is a nice one. Vamp Gaze would be good, but the damage reduction will get in thorns way again.

Darksight helm has a chance to cast Dim vision when struck. I haven’t tried this one, but it should help against ranged attackers.

STRATEGY

The way to play a Thorned Squire, is similar to the concentration version. The main difference is that you have to be a lot more effective healer for him to stay alive; specially since he will have little to none defense.

I mentioned the former problem of some monsters ignoring your hireling and going after you. Those are most of the time melee monsters. In softcore, if 2 or 3 melee (non undead) monsters decide to go after you, you no longer need to start jogging around. Just keep healing or doing whatever you where doing and they will kill themselves on thorns.

Crowd control

Even with your insane healing capabilities, getting your merc surrounded by fanaticized champion monsters with 2 groups of unique cursed archers shooting at him… can be dangerous. Enygma will help a lot to manage complicated situations. I prefer to rush the ranger attacker’s teleporting him right over them, and then I can take out the melee monsters easier.

BOSSES

They are a whole new story once you get thorns. I still don’t have a confirmation on how the damage formulae of thorns in a hireling works on them, but the practical tests have proven for sure that it will bring them down fast enough. The tactics I pointed for keeping your merc alive are still useful. Some bosses to be mentioned again:

Duriel: Will **** himself because of his high physical damage. Now it doesn’t matter much if your merc gets stunned or very slowed by holyfreeze.

Mephisto: Is indeed an elemental attacker, but that doesn’t mean he wont melee when approached. His melee damage isn’t the highest but nor is his life. He will go down quickly enough.

Diablo: The fact your hireling doesn’t have defense anymore will only help Diablo hit more often his melee attack, which is good. However as I stated before you should avoid damage reduction on your merc for thorns to be effective, thus the lightning stream Diablo casts will be harder to come by (it partly deals physical damage).
Nygma will solve the approaching thing mentioned before, and keep the rule of the triangle to stay out of harms way.

Baal: The sunlock of the minions of destruction isn’t a problem anymore, for they will still suicide on thorns. However they deal too much damage so it’s still a good idea to drag them in small groups with FoH in stead of taking the whole pack at once.
Baal himself has a nasty melee damage and again.. Enygma will help to follow him around when he teleports.

Conclusions:

The Squire is a not a fast killing speed build. Even with enigma and good gear you cant pretend a hireling to clean a room at the rate of speed of a zealer or a Meteorb sorc. That said, it is quite a lot of fun (different from all other pallys) and gives the thorns skill a reason for existence. You must remember that despite he does most of the killing, you’re not a useless paly. Your healing and undead killing capabilities will make you as good in a team as any cleric out there; even thou thorns is a bit less effective when the number of players increase. (Too much life on monsters).
In hell, as I stated before, most of the physical immunes are undead that you can kill yourself but not ALL of them. Non undead Physical immunes can be some sort of pain in the butt. When you get enough + skills you can use FoH to take them out. That is because the second rule is that if the monster is PI and isn’t undead, he will most likely be vulnerable to lightning.

Finally, the squire is open to lots of customizations, seeing as you can try different combinations of your own and his gear as well as auras to be tried beyond the ones I stated.

If you got this far, thank you for reading and please feel free to criticize it.
 
Wow.

One word I can say.

Very good, well thought through, will definitely have to try this! If you on East SC, maybe we could give it a go together :). You do conc I do thorns, all that crap, anyways, very well thought through, I would give it 5 starts but i'm not a Pal so I can't O_o.
 
A suggestion would be to get demon limb? The unique with chant on it and to chant your merc. It would help out a lot with AR and fire damage.
 
Very interesting! I have a cleric in the works, so I'll try adding Thorns and see how I like it.

How about a Prayer merc? If you have thorns active, you'll lose the healing you would have had from Cleansing. Since his job is to stand there and take hits, a Prayer merc could hold out longer. Give him a ctc Amp Damage weapon, and the damage return would be increased without using Might.
 
Hey, Thanx for the 5 star thing. All I need to be a happy person is that the guide gets added among the other ones in the guide thread. I asked Heavangel (the mod of the forum) if he could do me the honors the first time I posted it but he probably didn't get to read the msg. I'll have to bother him again soon :smiley:

I find the team-up proposition cool, but I'm afraid I play SC in West and Hc in East.

Fifty Squirrels said:
A suggestion would be to get demon limb? The unique with chant on it and to chant your merc. It would help out a lot with AR and fire damage.

I have that one. It's a decent choice; but the chant on limb is a charged skill and it gets expensive over time. I prefer Obedience, as I mentioned in the guide. It has 30% chance to cast it when he kills an enemy and is same lvl or higher than the one in Demon limb. Even so, it's easier to get a Demon limb, so it's up to a personal choice.

jgreg7 said:
How about a Prayer merc? If you have thorns active, you'll lose the healing you would have had from Cleansing. Since his job is to stand there and take hits, a Prayer merc could hold out longer. Give him a ctc Amp Damage weapon, and the damage return would be increased without using Might.

Yes... I've been thinking about this. The thing here is that the biggest healing comes from holy bolt, more than cleansing.. but it IS some sort of a pity not taking profit of the bonus if its allready there. I'm sure your idea would help in the hirelings survivability, but it also would make it slower when it comes to killing foes that take no damage from thorns, like archers and such. I usually try to balance both things; but in the end prayer or might are both viable; depending on how defensive or offensive you want to be.

Maybe in the Hardcore version prayer would be better. The one thing I have no clue about is: Do prayer and cleansing stack? It don't look like it should work, specially because cleansing gets all its life regen from prayer bonus.. but who knows...that would be some crazy life regeneration.
 
Really nice guide and that char sounds interesting. I should give it a shot when i have some free time. :thumbsup:
 
Do prayer and cleansing stack?

Yes. Prayer and meditation also stack. If you have a prayer merc, and you have Cleansing active as your aura, and are wielding an insight, and you and your merc have lvl 20 prayer, you both will be healed *60 life.



 
Hey, Thanx for the 5 star thing. All I need to be a happy person is that the guide gets added among the other ones in the guide thread. I asked Heavangel (the mod of the forum) if he could do me the honors the first time I posted it but he probably didn't get to read the msg. I'll have to bother him again soon :smiley:

Hey there LordPaul,
Hmm you never p.m.'d me about this thread. Maybe you p.m. the Hardcore Mod thinking you p.m.'d me.

I'll be more than happy to sticky this for now.
BTW, I'm not a he.
:girly:



 
Netsua said:
Yes. Prayer and meditation also stack. If you have a prayer merc, and you have Cleansing active as your aura, and are wielding an insight, and you and your merc have lvl 20 prayer, you both will be healed *60 life.

cool. However... I believe mercs don't get the healing benefit from meditation. I'm not so sure about it, but I think that because they have no mana, they dont get the aura from you. So the 3 aura stack you mention should work *60 for me and *40 for my merc. (Quite good nonetheless).
HeavAngel said:
Hey there LordPaul,
Hmm you never p.m.'d me about this thread. Maybe you p.m. the Hardcore Mod thinking you p.m.'d me.

I'll be more than happy to sticky this for now.
BTW, I'm not a he.

Aww... sorry. I should have noticed you where a girl from your avatar.:scratch:
About the p.m don't worry, I must have sent it to the HC mod like you say.
Thanx for the sticky.:grin: .. I just wanted to return a bit of my own to a communitiy that has given so much to me.
 
I tried a long time ago using thorns for my paladin (maxxed it and everything) and I could only hang up till about act 3 in Hell Difficulty. (This was after the expansion but probably during the 1.07/1.08 days of LoD)

Maybe this build works now with Synergy being added in 1.10, but I don't see thorns being that effective with all of the PI in Hell and the few in Nightmare difficulties.

I think Thorns is passed it's usefulness.
 
ZeroOneSeven said:
How high have you taken your squire difficulty-wise? Can you use this build in hell for example? Right through baal?

I wish I could just tell you I took Baal out (well, my merc, actually) but I'm afraid my Squire was a Hardcore character. Exacty.. WAS.

He died to lag and to my personal stupidity for insisting on playing like that. :cry: He was at lvl 86 in Hell (plains of dispair). I was casting HB during an extense lag freeze, and by the time the game catches up I find myself dead by a pack of gloams with conviction that came out of nowhere. I lost all my valuable hardcore items so I think I’m out of it at least for a while.

When I get over the depression I’ll probably remake. This time it will be on softcore, where I’m wealthier so I can test the build all the way to hell baal. It’s a pity I didn’t get to fight hell Diablo… IMO that would have been enough for me to tell whether the squire would’ve been able to make it all the way.



Halcyonlister said:
I tried a long time ago using thorns for my paladin (maxxed it and everything) and I could only hang up till about act 3 in Hell Difficulty. (This was after the expansion but probably during the 1.07/1.08 days of LoD)

Maybe this build works now with Synergy being added in 1.10, but I don't see thorns being that effective with all of the PI in Hell and the few in Nightmare difficulties.

I think Thorns is passed it's usefulness.

For what I can read, you probably tried thorns on yourself and the good part of this build is that the one taking all the damage is your hireling. In addition, as I explained in the guide, about 85% or more of all PI monsters are undead, and as such are easily dispatched with holy bolt. Archers and other casters can be annoying at times, but the most dangerous of them are also undead (Gloams, oblivion knights, vampires, etc).

In the end It’s a matter of personal appreciation. I don’t say Squires are easy to play, but they are perfectly viable in my book. Remember thorns is not the only damage source for a Squire.

Thanx to all for your oppinions. If the day ever comes where I finally complete the game with this paly I promise you'll get some updates.
 
a slight variation

I went with a slight variation on this build.

I used

20 to prayer
1 cleansing
1 med
20 hb
20 hammers
20 foh
and 20 holy shock

this way you can get in there and kill some of the baddies with your merc

The thorns thing sounds like a great Idea though I think I'll go back and Try it.

Very good guide by the way.

Kudos
 
I read the guide and found it very interesting. I play on softcore nonladder and don't have many of the runewords available to me. I know most people don't get to level 99, but it seems like you do have points to build up concentration and thorns to good levels, maybe 15 in each or max one and add to the other until done. This would allow you to switch auras as needed.

Keeping this in mind, it lead me to an interesting idea to maybe have three different "Knights" (holy freeze, thorns, and might) and have three different squires to best support that merc. Could you modify your guide to include how to tailor each squire to best support the three different Merc Knights?
 
Very interesting twist on the cleric, well done.

Heres a cool idea. If you give your pally an Insight Polearm by having max prayer you will always keep your mana full as well as constantly heal your merc and yourself. Not to mention it has 35% fcr on it as well, so you can keep that cast rate up. Just an idea :wink3:

Edit: Just saw some one posted this above, my bad. My way was a little different, I think it works better.
 
thanx to all again. I'm happy to know this still has feedback.

BTW.. I've been doing some high level research and came to a sad conclussion. Thorns effectivness is drastically reduced in Hell difficulty. Just as I feared, monsters have too much life and their melee attacks arent all that worse. That means the damage returned will harm them a lot under the ideal rate.

Put in other words... a level 30 thorns in normal difficulty will make most monsters kill themselves in 1 hit. In nightmare.. it will take them 2-5 hits (depends on the monster) and in hell... well... usually a LOT.

However... it still is a very valuable tool VS Bosses and on certain situation like stun-lock, curse and high dmg monsters. Therefor, I think the final ideal skill setup for a squire will look quite like our friend Lazenby just mentioned. Split the main aura between concentration and thorns and switch between the two according to the situation.

I said thorns will only be effective at high lvls, but the truth is that on the mentioned situations where it will finally be used, there's no real need for insane levels for it to work. So Id go for this:

20 Holy bolt
20 prayer
15->20 Conc
10->15 Thorns OR equip him with a good BRAMBLE armor (15-21 thorns) and spare this points for maxing conc and blessed hamer OR better yet: Use the bramble yourself and cast the Spirit of barb charges on it for aditional 290% dmg returned on top of thorns.
20 FoH
1 all prereq
Rest on Blessed hammer

lazenby said:
Keeping this in mind, it lead me to an interesting idea to maybe have three different "Knights" (holy freeze, thorns, and might) and have three different squires to best support that merc. Could you modify your guide to include how to tailor each squire to best support the three different Merc Knights?

I'm not sure If I get this. Do you mean I could just take the equipment away from my merc and buy a different aura one according to the situation? Or are you just asking how should you equip your squire according to the different merc choices?

In any case... your equip should allways have the basic stuff: Fast cast rate, +skills and resists. And I still think that the best choice is might. Consider that if you can make a BRAMBLE (Ral+ohm+Sur+Eth) you can put 3 auras on him: Might + max concentration + decent thorns.

DjinnNtawnik said:
I went with a slight variation on this build.

I used

20 to prayer
1 cleansing
1 med
20 hb
20 hammers
20 foh
and 20 holy shock

this way you can get in there and kill some of the baddies with your merc

The thorns thing sounds like a great Idea though I think I'll go back and Try it.

Very good guide by the way.

Kudos

Interesting:smiley: . According to your setup, you seem to use Holy shock as a lightning synergy for FoH.. Asuming your share of the killing is with FoH. Does it work good enough without conviction?

Jaquiezz said:
Very interesting twist on the cleric, well done.

Heres a cool idea. If you give your pally an Insight Polearm by having max prayer you will always keep your mana full as well as constantly heal your merc and yourself. Not to mention it has 35% fcr on it as well, so you can keep that cast rate up. Just an idea

Edit: Just saw some one posted this above, my bad. My way was a little different, I think it works better.
I cant blame you, The Insight polearn option seems allways tempting. too bad hirelings dont benefit from meditation...
 
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