Divine Champion Skill Guide/Samples
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[edit] Example Cloak Combinations
The Divine Champion for the most part is exceedingly versatile in their role, and many Divine Champions choose two advanced cloaks (or more with achievement badges). Here are some explanations for some of the more popular Divine Champion cloak combinations you may encounter or may consider. This does not cover ALL of the possible combinations, but these combinations tend to be the most encountered.
[edit] Carbon Core/Titanium
- Primary Cloak: Carbon Core (Steel)
- Secondary Cloak: Titanium (Steel)
- CP Cost: 150
- Combat Trees:: Hand to Hand, Melee (without Fencing), Throwing
- Supplementary Skills: Weapon Mastery, Wings, Cast Spell (Tiger Claw, Shade of the Dervish, Eagle Eye, Turtle Shell, Visual Prestidigitation)
The advantages of this combination is its' relative CP cheapness for its' power. The Divine Champion can use Carbon Core when the situation warrants power and defense, and switch to Titanium when defense is less of a concern (as heavy objects generally inflict more damage than Carbon Core fists). Both cloaks also are very MP-light, which leaves MP open for smiting, strengthening, or casting buffing spells as needed. That and beating people with trees and cars is fun!
The first main disadvantage is defense: in Carbon Core, the Divine Champion does not dodge as well as normally, and in Titanium the Divine Champion does not soak as well. Dodge will be necessary if facing Defilers and Defiler Exits, and Titanium is best only when facing inactive or if one has other means of soak such as potions and Turtle Shell. The second is the relative lack of variety of damage types: both fists and heavy items do primarily bludgeoning, so it takes only one Infernal Frenzied, Holy Immune Infernal Behemoth to render you entirely ineffective. The third disadvantage is that the Divine Champion will not be quite as effective when dealing with roomfuls of enemies, relegating them to the role of "stand in front of the petshield and take hits" during raids. The final disadvantage is mobility: The Divine Champion has only Wings for movement. While Wings is perfectly fine, it doesn't have the mobility of Tornado.
[edit] Carbon Core/Tornado
- Primary Cloak: Carbon Core (Steel)
- Secondary Cloak: Tornado (Air)
- CP Cost: 180
- Combat Trees: Hand to Hand
- Supplementary Skills: Cast Spell (Tiger Claw, Visual Prestidigitation)
This is another popular build, and for good reason: it contrasts the slowness and low MP usage of Carbon Core with the speed and high MP use of Tornado. While Titanium is usually left out (perhaps to be picked up from achievement badges), this combination still allows easy power, and has the main advantage of getting where you wish to go with almost as much AP as you set out with.
The main weakness of this combination is the heavy MP reliance of Tornado: any buffs will have to be prepared prior to sleeping, and the Divine Champion will probably not have much MP to work with once they reach their target. While in Carbon Core, this is not too much of a problem, however it makes the Divine Champion a prime target for Defiler exits that don't like seeing them in their shiny suit. Otherwise, this combination has some of the weaknesses of the Carbon Core/Titanium combination: lack of damage variety, and lack of anything other to do than take hits and dish them out.
[edit] Carbon Core/Lightning
- Primary Cloak: Carbon Core (Steel)
- Secondary Cloak: Lightning (Air)
- CP Cost: 180
- Combat Trees: Hand to Hand, Throwing
- Supplementary Skills: Wings, Cast Spell (Tiger Claw, Eagle Eye, Visual Prestidigitation, Turtle Shell)
This is my Divine Champion's build, and the advantage is simple: power, pure power, and a hell of a lot of it. Carbon Core is excellent when in one-on-one battles, and Cloak of Lightning (in particular its' Static Burst ability)... well, let's just say that when you want to kill every last motherf**ker in the room, accept no substitutes. This build makes an excellent raiding Divine Champion: Carbon Core for wardbashing, switch back to Lightning to clear inactives and soak pet attacks, and back to Carbon Core when MP gets low. Cloak of Lightning offers the Lightning Bolt attack, which can be useful as Electric Immunity potions are usually hard to come by and Electric soak tends to be low, so it is a feasable attack against foes that soak mundane damage well.
The disadvantages is the high MP reliance of Lightning, with none of the mobility of Tornado: the Divine Champion will not get to the target with full AP, and if one unloads with Static Burst, the MP goes away quite quickly, which again makes the Divine Champion a prime target for Dark Heart. A Divine Champion with this build will need a VERY good relationship with their local alchemists to use this to its' fullest effect.
[edit] Titanium/Hoarfrost
- Primary/Secondary Cloak: Matter of preference
- CP Cost: 180
- Combat Trees: Melee (Full), Throwing
- Supplementary Skills: Wings, Weapon Mastery, Cast Spell (Shade of the Dervish, Eagle Eye, Turtle Shell)
This combination is a Divine Champion geared primarily toward Melee combat. The MP-lightness of both cloaks allows a Divine Champion to smite or set up buffing spells and skills as needed. This combination also allows for a variety of damage types and attacks: that Infernal Behemoth in a Frenzy? Switch to Hoarfrost, your Frost Sword will make IBs cry. As well, with the full Melee tree, Frost Sword will have a higher accuracy (and AP efficency) than heavy melee items, although heavy melee will inflict far more damage. If they're immune to cold, you still have Vengeful Fire to fall back on. Finally, the Divine Champion has Soul Chill, which may prove to be the bane of combat classes (primarily combat casters such as other Divine Champions and Void Walkers) everywhere.
As far as disadvatages go, again we go into mobility problems. As such, Wings will be mandatory. Hoarfrost can be negated with a simple Cold Immunity (although if push comes to shove, you can turn to Vengeful Fire). Also, this combination is weak against groups of foes, giving it a disadvantage during raids. However, there are two primary disadvantages to this combination. The first is low defense: All Titanium has going for it is +4 soak, and all Hoarfrost has is a cold aura. Thus, the Divine Champion will be far more fragile than a Carbon Core (although, admittedly rather tough). The second disadvantage is the (rightly) well-known lack of accuracy that melee combat has. A Divine Champion will find Shade of the Dervish and Weapon Mastery necessary to utilize this combination to full effect.
The peculiar combination of strengths and weaknesses, perhaps, steers this combination toward a loner Divine Champion. It might also be wise for the Divine Champion to find a magical (particularly elemental) or at least enchanted sword, for a variety of attacks.
[edit] Sample Divine Champion Builds
Here, you can find some sample builds for the Divine Champion. Mine (Atrele) is the most basic, but it's not the ONLY way to play the Divine Champion. If you have a fun build, feel free to add yours. Just make sure to add your comments.
Personal comments are bolded.
[edit] Carbon Core/Lightning (Hand to Hand)
This is Atrele's (my Divine Champion) build. I do not claim that this is the BEST build, but it's certainly fun for me to play, and in the end, a Divine Champion should be built in the way that lets you have the most fun with it.
[edit] Mortal
- 1 Hand to Hand Combat
- 2 Sense Morality
- 3 -- Saved --
- 4 Martial Arts
- 5 15 Exploration Badges
- 6 Advanced Martial Arts
- 7 -- Saved --
- 8 Boxing
- 9 -- Saved --
This is a standard build for a Divine Champion, I think, as a mortal. Hand-to-hand combat is, of course, my standard XP gatherer. Sense Morality is there because a Paladin all but needs it. It's very good as a starting build, as it allows a Divine Champion-to-be just up and get going if they die. I could have probably saved Sense Morality for a bit later in the build, but I decided to take it early on.
[edit] Paladin
- 10 Divine Armor
- 10 Lesser Smite
- 11 -- Saved --
- 12 Strengthen
- 13 Strong Attack
- 14 -- Saved --
- 15 Elite Attack
- 16 Dodge
- 16 Ranged Combat
- 17 Sense Magic
- 18 Thrown Weapons
- 19 -- Saved --
Tier 2 is generally considered the toughest levels for any character, although with hand-to-hand Paladins it gets a bit rougher as Bludgeon is easily soaked (although, thankfully, there are precious few ways to be outright immune to it). A spellcaster, or Void Walker should be considered a gift from the Elder Powers! Still though, I don't recall having too much trouble. Since she was hand-to-hand based, I would often just let her die and hunt wherever she landed. I got Ranged Combat and Thrown Weapons as a prelude to Cloak of Steel, and I got Sense Magic to help deal with magical items. She does find her Amulet of Hiding and Ring of the Cobra very useful! It's suggested that any Divine Champion get a Ring of the Cobra ASAP.
I did end up starting out with about 60 CP when I became a Divine Champion though, but it all worked.
[edit] Divine Champion
- 20 Wings
- 20 Cast Spell
- 20 10 Exploration Badges
- 20 Tiger Claw
- 20 15 Exploration Badges
- 20 Reveal
These were my first few skills and spells as a Divine Champion. I often recall wishing I just went for Cloak of Steel, as I had a LOT of trouble through level 20. I think that this might be the hardest part for her, since she didn't get the damage boost from Cloak of Steel, and the most worthwhile XP tends to have heavy Bludgeon soak.
- 21 Cloak of Steel
I was SOOOO grateful once I got the CP for Cloak of Steel, I promptly tested it out, and WHOA it is yummy. I took to throwing ambulances at people, just for fun.
- 22 -- Saved --
- 23 Hide
- 23 Advanced Hide
Hide and Advanced Hide was essentially an impulse buy. I intended to get them anyway, but not at this time. Still, a boulder or delivery truck from hiding is just delish. I recommend it to any Divine Champion, just as a flashy (and very nice XP-wise) finisher. This was just before 1.4 came out, however. Sometimes I wish held on for an earlier Cloak of the Carbon Core, but honestly? I don't regret it.
- 24 -- Saved --
- 25 Cloak of the Carbon Core
- 26 -- Saved --
- 27 Cloak of Titanium
Cloak of the Carbon Core was pretty obvious, once 1.4 came out. Atrele's primarily hand to hand, and Cloak of Steel is SOOOO expensive MP-wise. Atrele's only level 25 now, but she's enjoying Cloak of the Carbon Core oh-so-very-much. I plan on getting Cloak of Titanium, mostly for the heavy item to-hit. Atrele absolutely LOVES Lesser Smiting people with heavy weapons from hiding. I suggest it to any Divine Champion as well. It really is fun!
Atrele's build isn't nearly finished: I'd like to get her the Cloak of Air tree, particularly Cloak of Lightning, because Static Burst is just so awesome, and Lightning Bolt will mesh nicely with throwing. I'm also debating on getting Melee and Advanced Melee Combat, as well as Advanced Thrown Weapons, although the buffing spells are very tempting to get instead. She'll need lots of badges, I think. But I really do have a lot of fun with her.
Update: Atrele is now maxed, and she's probably spent more CP in her cloaks than is wise. However, each of the cloaks she has has it's use. Steel she never uses (Cloak of Carbon Core for offense, after all). Titanium for finishers and making cars explode (which she doesn't do so much, sadly). Air for buff preparation. Lightning for raids, in particular dropping Static Bursts before reverting to Carbon Core. I don't regret a single one of the cloaks, even if I use some less than I use others.
