(And Flickering Flame in the case of Dragondin)
I didn't play Dragofin too much (ended up considering a little boring after some time...), but while late nightmare was a pain because of the fire Immunes, don't remember to have any problems on Hell after L75 (when I started to use use Flame Rift)
DasNarf wrote: 4 days ago Hello again!
Well, I built that guy on my 92 Paladin and spent a whole day comparing both of them. I sticked to the guide you posted, and geared him with all he needed. The only thing I didn't have at hand was that 18 FCR amulet, so I replaced it with a Highlords, which is a good choice as well.
The missing breakpoint is no big issue, teleport speed is decent. After a first test, which was a disaster, I immediately swapped those IAS gloves with Draculs. Both Auradins NEED that item to stay alive.
Why the hell does this guy recommend those gloves anyway? You don't need any more IAS for maximum attack speed if you have Fanaticism and a Phase Blade...
From then on, the Tesladin played safe and well!
Gear is as follows:
Crescent Moon PB
Enigma
Dream Kurast Shield with 60 allres
Dream Tiara
10 FCR dual leech ring with allres
perfect Raven
Arachnid belt
Draculs gloves
Gore Riders
gg Anni
shared Torch with my Dragondin, because I don't have a spare one
Merc is an ordinary might guy with Infinity CA, eth CoH and eth Cure.
Skills are maxed synergies, maxed Fana, maxed HS, 1 point Zeal, remaining points into Sacrifice. I could have maxed Zeal instead of HS, but for my players 8 test, I prefered to have higher def and additional life. Leech isn't enough on its own and LT doesn't proc as reliable as with my Dragondin, who is escorted by a Last Wish companion.
Both Paladins are high level, have maxed fire, lightning and poison resistance, 75% block and 2 fpa attack speed. Both have a +6 BO Redemption Scepter and Spirit on swap.
Of course, the Tesladin is a formidable build, no question. But both have their individual strengths and weaknesses. In principle, it's just another enigma/infinity build like many others. But this is just my personal preference and no objective judgement. I just find it boring to gear, boring to play.
During my test sessions in doing several terror zones, chaos runs, cow runs and baalruns, I noticed the following:
-We don't need to talk about Enigma. It's great. If you don't hate it like me, because it breaks so many builds in this game. *cry*
-Tesladin is leaning more towards a Zealot and has to be played very actively and aggressively, because his aura isn't that of a help. It is a matter of playstyle which one is to be preferred. I like the more leaned back style of the Dragondin, whose aura really feels like having power.
-Dragondin aura is, as I said before, absurdly strong! He shines in all open areas, be it cows, river of flame, city of the damned, jungle, desert and so on. The aura scales linearly with the number of enemies and takes out dangerous foes behind the lines. The more mobs on the screen, the higher the difference to the Tesladin!
-This scaling doesn't work out for the Tesladin, first because of the weaker aura, and second because of the high chance to proc confuse. Confused enemies stop engaging you, or worse, run away, which is what we DON'T want to maximize aura and melee damage. Very often, Tesladin has to follow them like a poodle or ignore them.
-The fire aura just eats Souls, Succubi and Oblivion Knights like popcorn. This is highly safe and convenient.
-Tesladin is stronger versus most immunes in melee. He hates all kinds of Bugs, and Souls may harm him even with 85 resistance. Dragondin doesn't like Megademons and Fire Boars. Blood Lord boss packs may pose a threat for both Paladins.
-As Tesladin, you have to keep an eye on your merc. He died twice during my tests. The barb is not invincible, but can stand his ground more reliably.
-Considering build cost, Tesladin wins over my build (7 high runes to 12 if I counted right).
Lastly said, I am aware there is some "modern" form of the Tesladin, made with self-used HS, Griffons instead of Dream and so on. But this guy leans even more into a Zealer, and I wanted to challenge the quoted "classic Tesladin", who is supposed to be superior in P8. Which is wrong.
Now for the video I joined some online games with both Paladins, solo'ed Worldstone Keep, recorded some footage and made a video out of it. I tried to cover all possible enemies (which didn't work 100%), and cut it that way to compare how both Paladins perform in similar situations. Most of the time we have a full 8 player online game.
All in all I must say, there is no clear winner.
Worldstone Keep 2: Very few fire immunes, souls are a joke, masses of enemies possible. Dragondin reigns supreme here.
Worldstone Keep 3: Exactly the opposite. Many fire immunes can make it nasty. No dangerous light immunes. Tesladin wins here.
Throne Room: Nearly all enemies from the previous levels may appear here. It's just a matter of luck for both. Tied.
Cow level: Dragondin wins, hands down.
Chaos Sanctuary: Tesladin wins, hands down.
All in all, if we consider the "holy trinity of farming areas", it's a tie. For terror zones, those are so diverse, and it's luck again which of them to get in your playtime. Another tie.
If you happen to be that kind of player who can't live without an Enigma, then it's the Tesla for you.
Now enjoy the video:
fredkid
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