

This would be good for splitting the enemy team up.Īnyway, I like the concept as it does have the Paladin feel to it. You smite an enemy for X damage and the smitten enemy releases holy bolts around it that deal damage to enemies. example: "heroes are healed for X and enemies can't enter the area for X seconds."įist of the Heavens - again 360 damage a second too high, hell you could out damage Li-Ming with a full offensive build and taking this heroic. Suggestion: Make it into a zoning + healing ability. 200 damage is already assassin worthy damage.Į - it's called sanctuary but it's just a toned down furnace blast in actuality. Suggestion: reduce damage to around 130-150. And it deals too much damage for a support ability.

does it also give a shield to you or your ally? Coz your flavor text says it shields you both.Īlso, his basic abilities are more fitting for a warrior than a support. As an additional bonus: You can start of as a fire trapsin to power through normal and then use your den of evil respec.Question on the W. Kicksin with death sentry is a somewhat of a hybrid build rather than a "pure" melee, but I think this makes it easier as a starting char with no gear. Kick requires some knowledge of the weird quirks in the game. (especially if you kept a few chipped topaz/amethyst/sapphire for cubing up the runes to a shael). This means: easy access to cnbf (cannot be frozen) via the runeword "rhyme" - which can be farmed reasonably fast and reliable at nightmare countess.

You can wear a shield (which is somewhat undesireable for druids and barbs and flat out impossible for bowzons). Your weapon is - comparable to casters - more of a stat-stick (eg equip any weapon with lots of crushing blow vs bosses, you dont have to worry about how little damage it does). Despite being a melee, you do not need a high-dmg weapon, since your kick damage is determined by the base type (not the stats on it) of boots your wear.Meanwhile kick is good against enemies where traps are a bit lackluster: Bosses. Death Sentry will take care of the biggest problem of melee builds: AoE damage.Your main melee attack is effective despite having no synergies and has great AR built into it.It is somewhat of a hybrid between caster and melee. It might be a bit unconventional as a recommendation, but I recommend a Kicksin.
