04-23-2003, 02:01 AM
Quote:A trick my dueling friend showed me was to WALK instead of RUN when he dueled barbarians with his paladin. This kept his defense and block rate at full and he won most of his duels. You could use the same tactic when dealing with a mob, so long as your secondary skill had enough leech to recover your mana and life.
Old realization, that. Tommi put it forward best in his Walking Paladin guide, methinks. I never duel, but utilizing that facet to the detriment of the monsters around you is a key strategic realization.
At least, for a MELEE paladin. ;)
Of course, the problem with walking a Hammerdin is three-fold: You don't get the effective lacing of your hammers, blocklock isn't good for casting, and it's impossible to leech life or mana with a construct of holy ether. I'd still advocate groundspeed and FHR. I've always played a hammerdin as a paladin-like Blaze sorceress: pattern and speed... never let them touch you.
Garnered Wisdom --
If it has more than four legs, kill it immediately.
Never hesitate to put another bullet into the skull of the movie's main villain; it'll save time on the denouement.
Eight hours per day of children's TV programming can reduce a grown man to tears -- PM me for details.
If it has more than four legs, kill it immediately.
Never hesitate to put another bullet into the skull of the movie's main villain; it'll save time on the denouement.
Eight hours per day of children's TV programming can reduce a grown man to tears -- PM me for details.