0 votes
3,609 views
by (269 points)
view edits | edited by
What are the best charms that you should unlock being a royal paladin 150+ and why?
by (24 points)
edited by
+1
It depends on what you want to do
Paladins have this thing about using diamond arrows that let them proc charms twice in a single dmg turn,
so Wound as a first choice is the most recommended route

Then, you'd have to ask yourself:

Do you want Damage?
do you want Fun?

If you choose DAMAGE, then you keep unlocking elemental charms, then crit/manaleech/lifeleech, and so on.
If you choose FUN, you go Cripple, Adrenaline Burst, Gut (questionable but viable), Low Blow, then anything else

If you're new on the paladin vocation and you wanna take it easy and have lots of fun, then choose FUN
If you're in for the grind and being the top DPS in any party, just choose DAMAGE-

Notes on the FUN charms:

-cripple can paralyze monsters immune to paralyze, so, let's say you bind the rune to a frazzlemaw or Silencer, if you proc the rune, the monster will practically stay still while you kill it.
-Adrenaline burst/cleanse might be useful in a certain scenario where you cast utito tempo san,
both can "cleanse" the auto-paralyze of the spell and even make you immune to it.
-Adrenaline burst could be a possible way to raise up party experience when used correctly: you as the paladin, are some sort of second "blocker#, so you box yourself close to the knight, get "hit" by the monsters, proc the rune, then run away at top speed to the next spot to lure everything for the EK and set the bombs for the mages.

3 Answers

+2 votes
by (545 points)

As the first charm, the best choice will be "wound"  because it is the most universal and as a paladin you are using physics the most.

As your next charm choice between the offensive one. The choice will depend mainly on the place where you want to hunt in future. 

Choose between:

  •  Poison
  •  Freeze
  •  Zap
  •  Curse
  •  Enflame
  •  Divine Wrath
0 votes
by (25 points)
Depends on the way you play. If you hunt with team the ideal would be damage rune (zap, freeze, poison, wound, depending on where you hunt). If you hunt solo dodge can be a good option, so you will tank more and spend less.
by (13 points)
Wound>Freeze>Enflame
I always do like that cause of Lava Lurkers/Grims
0 votes
by (1,531 points)
view edits | edited by
lvl 150 paladin would probably hunt these places:

-ghastly dragons
-mutated tigers
-mini rosha
-feyrist
-yielothax
-yalahar/lb cults
-sea serpents

Now, what all those hunts have in common is: physical weakness, even frazzlemaw which have -5% damage from physical is weaker to physical than to any other element but holy, that turns wound an unique and always useful first charm, not even dodge is as useful because anyway at 150 aoe hunts aren't that worth.

Maybe is at lvl 200-250 with the secondary charm that a decisive choose need to be made , if going full solo player choose dodge really useful at lvl 200 for tryhard hunts (roshamuul) or low blow if thinking to stay on easy hunts (mini rosha, target hunts, sea serpents), if planning to do some team/duo hunts dogde is yet a bit useful (if duo helps to endure more, if teamhunting helps to handle more mobs per pull), yet dodge is an easily expendable rune, have a limited lifespan which decrease with every lvl gained, so some elemental damage could be better (freeze > zap > others)
...