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Permadeath Paladin Gear Advice
Recently, I am have started playing all my paladins permadeath and I prefer soloing although I do group with my wife's 30th level druid sometimes. Having her druid around increases by survivability a lot. The highest I have ever advanced a permadeath paladin is 24th level.
During my few months of permadeath play, I have found that having a shiny brass idol and some crystallized pumice in my inventory saves my permadeath paladins from death from time to time. Obviously, the shiny brass idol can give a few additional seconds of survival in a some desperate situations and the crystallized pumice can un-root me so I can run away to zone or to guard(s) instead of being beaten to death by a ghoul or other root-casting NPC. I am not a super experienced player, and I wonder what other player-sold and fairly inexpensive items I could wear or have in my inventory that would increase my survivability significantly. Journeyman's boots would be nice, but I don't currently have the coin for those. SoW potions are somewhat expensive for me, but sometimes I choose to use them when I am in especially dangerous places alone. Other than these options, I don't know enough about the available cheaper gear that is sold in the EC tunnel to discern which items can be truly life saving. Also, I wonder what other fairly cheap items are available in game on NPC vendors or elsewhere that are not typically for sale in the EC tunnel (i.e. crystallized pumice) that might be especially valuable for saving my permadeath paladins in suddenly difficult circumstances or which might just generally increase their survivability. Any advice would be appreciated. |
Envenomed heal potions (170hp and 10 second stun) are subject to the time limits on player cast stuns, so the stun actually only lasts about 4 seconds. They’re a bit pricy at
10pp per pop, but I’ve found them handy for when you really don’t want to die. Unfortunately they are nonstackable single dose expendables so they do eat up bag space. You probably already know, but just in case: the leatherfoot raider’s cap is a fun quest that results in an instaclick port to west commons that any toon can activate. It is lore and single charge, but if your wife has a charged one you can sell hers to a vendor, then your depleted one to that vendor then rebuy both as fully charged (on blue and green servers). That will set you back about 200pp to rebuy both. Make sure the vendor has open sale slots for the cap to go into! Also in rivervale there is a ring with a charge of healing you can receive just by having enough faction with the guards. A member of the cleric guild recharges it for you. Squad ring I think. |
I had no idea that was how the leatherfoot raider's cap worked. Thanks for that tidbit of information! Sounds like a lifesaver.
I have heard about heal ring but I should go ahead and raise my faction with those guards. Thanks for the advice. Very helpful. |
Does the Squad Ring have to be equipped to use?
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I know this isn't quite what you asked, but considering I don't know that I have died on my 37 paladin as of yet, here is what I would suggest. Leveling a paladin safely is more about knowing the zone you are fighting in than the gear you have. For instance, I level 25ish to 38ish in Sol A because I can fight near zone lines. If I get a crit fail lull, I just immediately run to zone to reset (because typically I am the only one there and don't have to worry about trains).
Get a sword of Skyfire for cheap, or even a Sword of Morning. Something with a fast delay since the damage cap doesn't lift until 20. Nathsar Greatsword is another great cheap option. If you have plat, also get silver chitin hand wraps for haste. You can honestly fill out the rest with bronze armor until you find better. My path maximizes my time near EC so that I can constantly come back to upgrade gear as I collect plat. level 1-4 - West Freeport. 5-7ish - Nektolus Forest doing wolves and bears near EC zone line. Just stay away from the pathing guard. 7-10 - Hang in EC and grab buffs when you can and fight near the Inns or tunnel entrance. This is honestly the most dangerous level range to me for what you are doing because you can randomly get caught by that stupid air elemental. 10-15ish - Nro or WC doing scarabs, kodiak, wisps, spiders. You really shouldn't get adds during this phase because nothing is all that social and the patrols are limited. 15-22ish - Crocs in oasis. Maybe the next most dangerous level just because you can catch a stray dry bones or sand giant if not paying close attention. 16-20 (alternate) - Camp the DE guard at the LS zone line in Nektolus. 6 min spawn and drops a 3p sword everytime. Once you hit 20, swap out for a Baton of Faith. You can pick them up for around 100p and you won't really find a better weapon for less than 3k. 22-25 - at 20ish or 22 (I can't recall) I start doing the Squire camp in U Guk. You can easily pull them 1 at a time as long as you are patient and let them pats move out of range of the others. Runed Bone Fork sells good for plat. You can do this camp until about 25 for xp I think. 25-38 - Sol A becomes my home for a long time. You can take it all the way up past 45, but you will be bored of it by then. Start with gobs near LS and Sol B zone line. Once those become trivial, move in a bit to Foreman / Predator (this is a more risk camp because there is no zone line terribly close for safety. (there kind of is, but you have to know the maze through invisible walls well). At about 29ish I start to do the area around Kindle (there is a zone line for safety nearby). This spot requires more use of lull and root but is easily manageable. Risks are to watch out for Singe and the one Inferno Gob near gnomes. Can be done solo but will wipe out your mana and are not worth it. This area is very profitable as well. You can sell all the gob junk to the gnome vendor in the castle just a short run away. I think I make around 100-200p and hour there when grinding. I stay at kindle area until 35/36. At that point the xp becomes really slow and I move to the bar. I personally hate the bar camp as there are a ton of pats you have to deal with and a lull fail will require a longer run to the Sol B zone line. But it's where the xp is until maybe 38. At that point you can choose to wreck your faction with the gnomes and start slaying them or move on. 40+ starts to get into further travel areas like L Guk and CoM. The farther travel distances and the fact that you are now moving into more populated zones increases the risk of death. |
Reaper of the Dead probably even better for you than the idol. Instant click charge of complete heal. More than likely resetting your hit points to full would give you more life than 18-24 seconds of DA would at your level and play style.
Embalmers Skinning knife is a favorite of mine, procs summon bandages so you can have unlimited bandages to bind wound back your HP. I would imagine you're starting each fight at full HP and mana since you're playing permadeath so maybe this doesn't make you more survivable but it would likely save a ton of down time as your can mend your HP back up without draining your mana pool on heals. Sounds like it would be too expensive at the moment but one of the main things people use for survivability in the late game are wort potions which is an instant click heal you can use in combat, they can eat a hole in your pocketbook pretty quickly though. Might have a chance to get these in the halloween event from turning in body parts while its still going. |
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Transfer all your stuff to a sk. Enjoy having fd and fear kiting and both invis for better survivability. Troll will be best for regen and slam.
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You can camp a couple of https://wiki.project1999.com/Serpent_Blood_Potion
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Great suggestions coming in. One question I have is about Reaper of the Dead...isn't it only a shadow knight weapon? Of course if I take one poster's advice and just switch to shadow knight it that not be an issue, but I don't think I will as I like the feel of being a paladin...simply an aesthetic preference for me that I cannot explain rationally.
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