Toast's Proccy Melee Redeemer Guide: Difference between revisions

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:    [[Wrist#Emerald WristbandEmerald Wristband]] x2 + 2 sp  
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;Gloves
:    [[Gloves#Cursed Bands|Cursed Bands]] + 2 sp  
:    [[Gloves#Cursed Bands|Cursed Bands]] + 2 sp


===Regen===
===Regen===

Revision as of 20:18, 18 September 2022

Redeemers are a very versatile class to specify, there are a number of successfully played types, varying from full melee to full proc, and a lot in between. The proccy melee Redeemer is one of the possible in-between classes. It focuses on both melee, as well as procs.

Highlights of this Spec

Redeemers have to work with four stats: charisma and focus (main stats) as well as strength and agility (requirement stats).

Charisma adds to damage (2 charisma = 1 damage), Boon percentage (10 base cha = 1% boon; 20 modded cha [over base] = 1% boon), and Benedictus's Shield
Focus adds to proc percentage (base focus adds to proc chance cap and proc chance; modded focus adds to proc chance)
Agility adds to Dodge, allowing for better Dodge procs.
Strength adds to damage (2 strength = 1 damage) and burden.

You have to take into account the class bonus and a penalty:

Vessel of Faith
Class receives 1 damage from 2 charisma.
Demanding Faith
Class must have 50 modded focus at Level 50 to 125 modded focus at level 100 for spells to be 100% effective.

A proccy melee Redeemer wants to turn both of these into an advantage:

Get a high amount of charisma to capitalize both damage and Boon percentage, as well as Benedictus's Shield
Get a high amount of focus to capitalize both your proc chance, and fulfilling the Demanding Faith requirement.

Apart from doing this, the proccy melee Redeemer tries to get the best out of both Redeemer's Boon and procs by simply landing as many hits as we can: more hits is more damage, Boon and procs.

The means used to achieve this spec are:

Equipment: You are looking for + haste as a first choice. Second would be + cha or + foc. Everything else comes after this.
Spells: Strength of Character (charisma), Unswerving Resolve (haste), Unstoppable Anger (procs), and the Redeemer staple spells.
Skills: Anything that generates more hits, such as Double Attack, Rapid Attack, Combat Precision; charisma-enhancing via Personality as well as the obvious Redeemer's Boon, Benedictus's Shield.

Level 1 - 30

The pre-Boon phase of your character. You set up your stats for equipment requirements. Your spells are divided between procs and improving your defense/melee. Your skills are chosen for melee and evasion so far.

Stats

You will have 58 stat points at level 30.

You start with:

Charisma 17
Focus 14
Agility 8
Strength 8

In this phase, you spec for equipment requirements only. To be able to wield Blood Ruby Staff, you will need 35 agility and 28 strength. This will use up pretty much all of your stat points. On the other hand, it will also get you half the equipment stat requirements for up to level 100 already.

Charisma 17
Focus 25
Agility 35
Strength 28

Skills

You start with 1 point in Staffs, and will get 15 additional skill points for leveling up. Guild quests will give you another 4 skill points.

  • Get Staffs when possible
  • Get Dodge V
  • Get Double Attack up to V
  • Get Redeemer's Boon I at level 30.
  • Save the other skill points for spending later, you will need them for more important skills than available so far.
Skills so far
StaffsVI
Redeemer's Boon I
Double Attack V
DodgeV

Spells

You get 1 spell per level, so you will gain 29 spells up to level 30, plus 1 from a guild quest.

Spells so far
Benedictum V
Smite X
Wrath X
Strengths of Body V

Equipment

Helm
Desert Hareskin Cap (level 2)
Chest
Bloodstained Leather Tunic (level 1)
Graymark Leather Tunic (level 18)
Gloves
Giant Gloves (level 5)
Legs
Giant Loincloth (level 5)
Boots
Boots of the Forest (level 10)
Neck
Ochre Blob Eye (level 8)
Wrists
Silver Bangle (level 15)
Hunter's Bracer (level 26)
Pewter Bangle (level 30)
RHand
Farglass (level 4)
Petrified Charm (level 30)
Ring
Captain's Seal (level 8)
Ring of Dark Speed (level 20)
Weapon
Desert Shaman Staff (level 10)
Blood Ruby Staff (level 30)

Level 31 - 50

You set the base for your spec, making it into a real Redeemer. By level 50, you will have 22% Boon and a decent melee capability because of Staffs, Double Attack and Strength of Body. Your defenses will consist of Benedictum, Strength of Body and Righteous Guard. Your equipment will add a decent amount of haste, as well as some focus, both enhancing your damage procs, which you will have maximized for this level as well.

Your Boon will slowly start building up. During your further character development, you will improve both your melee output, as well as your charisma, improving both the base for your boon, as well as your boon percentage.

To prevent disappointments: in your low 30s, you will hardly Boon, if at all. All boons that would give under 6 points of life will not be given at all.

Stats

You will have 41 stat points between level 31 and 50.

You will need 50 focus at level 50 to meet the Demanding Faith requirement, and most other points go towards strength to meet equipment requirements. Charisma is all but ignored so far.

Charisma 21
Focus 50
Agility 35
Strength 40

Skills

You will get 10 additional skill points. Guild quests will give you another 2 skill points to spend.

Skills so far
Staffs X
Redeemer's Boon X
Double Attack V
Dodge V
Battle Mastery II

Spells

You get 20 more spells up to level 50, plus 1 from a guild quest.

Spells so far
Benedictum V
Smite X
Wrath X
Fury X
Righteous Guard X
Strength of Body VI

Equipment

Helm
Scavenger Skullcap (level 30)
Stonecloth Cap (level 50)
Chest
Seafarers Vest (level 43)
Gloves
Seafarer's Gloves (level 40)
Legs
Seafarers Pantaloons (level 42)
Boots
Boots of Faith (level 50)
Neck
Zombie Amulet (level 45)
Wrists
Grass Heart Bracelet (level 42)
Asegrene Retainer Insignia (level 54)
RHand
Petrified Charm (level 30)
Ring
Grass Heart Ring (level 40)
Ring of Stone (level 45)
Weapon
Druidic Staff of Storms (level 50)
or Asegrene Bludgeon (level 50)

Level 51-80

The Redeemer's Boon skill has been maximized, no more points can be put into it to maximize efficiency. Enhancing charisma is the next step: raw charisma addition, the Personality|Personality skill and Strength of Character. Mobs hits for enough damage to make Benedictus's Shield worthwhile, while the required supporting charisma is being set up as well. More hits are being added through Rapid Attack and Triple Attack, while defenses get enhanced through Divine Mirror. The damage proc is of course maintained at a maximum available for your level.

Stats

You will get 90 stat points.

Focus will have to be maintained at 1 per level, and charisma needs drastic increase. For equipment, agility needs a big boost as well. Luckily, most of the strength requirements have already been met.

Charisma 46
Focus 80
Agility 60
Strength 50

Skills

You will get 15 skill points.

Skills so far
Staffs X
Redeemer's Boon X
Dodge VII
Double Attack V
Battle Mastery II
Rapid Attack IV
Benedictus's Shield IV
Personality IV
Triple Attack II

Spells

You will get 30 spell points.

Spells so far
Benedictum V
Smite X
Wrath X
Fury X
Righteous Guard X
Strength of Body VIII
Divine Mirror VIII
Rage of Benedictus X
Strength of Character X

Equipment

Helm
Sucaran Leather Cap (level 60)
Blackhide Cap (level 65)
Chest
Sucaran Leather Breastplate (level 60)
Blackhide Tunic (level 75)
Gloves
Seafarers Gloves (level 40)
Legs
Desert Fox Hide Leggings (level 49)
Sucaran Leather Legs (level 60)
Blackhide Leggings (level 70)
Boots
Boots of Faith (level 50)
Blackhide Boots (level 65)
Neck
Zombie Amulet (level 45)
Wrist
Asegrene Retainer Insignia (level 54)
RHand
Nomad Soul (level 55)
Spyglass (level 60)
Ring
Ring of Stone (level 45)
Ring of the High Seas (level 50)
or Grass Heart Ring (up to level 70)
Sigil of Majestia (level 70)
Ancient Oak Ring (level 75)
Weapon
Wasteland Spear (level 70)
or Skeletal Fire Rod (level 75)

Level 81-100

More charisma and focus to improve Redeemer's Boon, Benedictus's Shield, raw damage and proc rates. More hits get landed due to Combat Precision. The damage proc line is maxed, while defenses are improved via Unswerving Resolve and Divine Mirror. Unswerving Resolve's haste component will cause more hits to land again.

Stats

You will get 60 stat points and 4 more points from quests

Focus is still required to meet the Demanding Faith requirement, as well as Last Testament of Benedictus. Put a few more points in agility and the rest in charisma.

Charisma 80
Focus 100
Agility 70
Strength 50

Skills

You will get 10 skill points and 1 from quests.

Skills so far
[[Redeemer Skills#Staffs}Staffs]] X
Redeemer's Boon X
Dodge VIII
Double Attack V
Battle Mastery II
Rapid Attack IV
Benedictus's Shield V
Personality IV
Triple Attack II
Combat Precision VIII
Strike of Redemption I

Spells

You will get 20 spell points.

Spells so far
Divine Mirror X
Strength of Body VIII
Strength of Character X
Benedictum V
Righteous Guard X
Unswerving Resolve X
Smite X
Wrath X
Fury X
Rage of Benedictus X
Unstoppable Anger V
Divine Comeback III

Equipment

Helm
Helm of Ancient Power
Imp Hat (level 85)
Crown of Light (level 100)
Chest
Viper Skin Tunic (level 93)
Druid Vestments (level 95)
Rugged Nightmare Tunic (level 98)
Gloves
Seafarers Gloves (level 40)
Rugged Nightmare Gloves (level 96)
Legs
Soul Fused Leggings (level 92)
Rugged Nightmare Legs (level 96)
Boots
Imp Shoes (level 85)
Rugged Nightmare Boots (level 96)
Neck
Drake Talon Necklace (level 50)
Timeless Sedgeway Family Seal (level 95)
Idol of Suffering (level 98)
Wrist
Emerald Wristband (level 95)
Ring
Sigil of Majestia (level 70)
Ancient Oak Ring (level 75)
RHand
Codex of Piracy (level 84)
Last Testament of Benedictus (level 100)
Weapon
Icemetal Battle Staff (level 85)
Soulscythe (level 90)
Highfrost Staff (level 90)
Staff of Punishment (level 95)

AAs

By the time you hit 100, you will still have a lot to get. Noticeable efficiency gains can still be gotten at high AAs. Continuing the line set so far, getting the Ultimate Demoralization line will decrease a mobs armor (bigger hits), agility (less evasion) and strength (less damage to you), causing a higher damage output and thus better Redeemer's Boon, while receiving less damage. You will still be hit, so Dodge procs, such as Divine Comeback and Zylus Benedictum Amulet's Awe of the Forgotten, as well as reactive procs, such as Druid Vestments's Hurricane and Last Testament of Benedictus's Triumph of the Redeemer, are still being activated often.

Skill-wise, you can capitalize on charisma and focus through Personality and Divine Calm, increasing damage, Redeemer's Boon, Benedictus's Shield and proc rates. Alternatively, increase damage output by Battle Mastery and Rampage, improving your Redeemer's Boon.

Spells

Advised options:

The Holy Shock line is not in here. Stuns are very useful, no doubt, but in order to capitalize on Divine Comeback's proc, you will need to Dodge, and thus be receiving hits. You will have enough Redeemer's Boon to not need stuns for most things anyhow. The Ultimate Demoralization line replaces the Holy Shock line to decrease the damage you get, while improving the damage, and thus the boon, for your hits.

Divine Comeback completes your Dodge proc buff for +12 Battle Mastery, not to be underestimated.

The Swift Like God line is very useful on boss runs, as well as a lifesaver when you're in a nasty spot: because you hit more, and for more, you proc and boon more, killing your opponent faster.

Skills

To capitalize your damage:

To capitalize charisma/focus:

Other useful skills:

By the time you AA, you should have enough feel for your character to pick from the options above, or choose whatever skill tickles your fancy.

Do not get Parry. This lowers your Dodge rate, thus hindering various Dodge procs. Also mind that Spinning Staff's damage does not increase much at all after the first point.

Epic Advancement

Rank 1

+ 5% damage. You're predominantly melee after all.

Rank 2

+ 5% absorb and absorbcap. This saves you a lot of damage in tank position and pretty much prevents requiring Devotion.

Hold on closely to the Stone of the Epic soul!

Rank 3

+ 8 base stats. Use a respec stone to reallocate your stats to:

Charisma 92
Focus 100
Agility 80
Strength 60

80 agility allows use of Shiney Imp Gloves, Coranin Wolf Hide equipment, Spectral Leggings, the extra charisma increases damage, Redeemer's Boon and Benedictus's Shield. 60 strength allows Trollskin Gloves, Vampiric Pendant.

Whichever points you decide to not spend on agility or strength, you can just put them in charisma, for instance:

Charisma 102
Focus 100
Agility 80
Strength 50

Rank 4

+ 5 accuracy. More accuracy is more hits!

Hold on tightly to the Stone of the Epic soul!

Rank 5

+ 12 all base stats

Reallocate your stats to:

Charisma 82
Focus 120
Agility 80
Strength 100

100 strength allows Trollskin equipment (Crown, Tunic, Gloves, Greaves, Boots), Hellforged Bracer, Greeanjok Skull Ring, Ruinous War Bands. 120 focus allows for Staff of the Lost Redemption and Ice Troll Staff

Endgame Equipment Overview

It is not uncommon to have equipment for several roles you can perform as a Redeemer.

The following roles are distinguished: buff (maximize sp), regen (maximize mpregen), boss (maximize damage/proc rate, assuming chanter buffs), solo (haste, armor and damage trade-off), tank (assuming priest and chanter buffs).

For rare equipment, less optimal alternatives are listed.

The list is very large, but it serves to optimize your efficiency.

Buff

Nothing but sp is important.

Helm
Crown of Light + 2 sp
Neck
Timeless Sedgeway Family Seal + 4 sp
Zylus Benedictum Amulet + 8 sp
Wrist
Emerald Wristband x2 + 2 sp
or Cursed Wrap x2 + 2 sp
Weapon
Highfrost Staff + 4 sp
RHand
Wisp of Shadow + 5 sp
Abyssmal Rod of Disgrace + 6 sp
Ring
Grass Heart Ring x2 + 3 sp
Hateruby Ring x2 + 10 sp
Legs
Soul Fused Leggings + 5 sp
Gloves
Cursed Bands + 2 sp

Regen

The only focus is mpregen.

Neck
Vampiric Pendant + 5 mpregen
Wrist
Grass Heart Bracelet x2 + 4 mpregen
Chest
Storm-Hewn Robe + 2 mpregen
Weapon
Staff of Punishment + 10 mpregen
RHand
Restless Heart + 6 mpregen
Ring
Rion Adept Ring x2 + 5 mpregen
Hateruby Ring x2 + 10 mpregen

Boss

You will have RoPP, so haste gear is less important.

Helm
Imp Hat +1 Battle Mastery, + 18 foc
Troll Crown (EA5) +1 Battle Mastery, + 1 Rampage, + 23 str, - 23 cha
Neck
Timeless Sedgeway Family Seal + 40 dam
Elysian Solitaire Choker + 105 dam; + 3 acc
Chest
Druid Vestments + 20 foc
Wrist
Emerald Wristband x2 + 6 haste; + 20 foc; + 15 cha
Hellforged Bracer (EA5) x2 + 4 haste; + 30 foc; +1 Battle Mastery
Weapon
Staff of Punishment + 2 Staffs
Staff of the Lost Redemption + 2 Staffs; + acc (due to weapon speed)
Salamander Bone Staff + 2 Staffs; + damage proc; + damage spell;
Ice Troll Staff +2 Staffs; + 2 acc; + acc due to weapon speed (Swap to this during Swift Like God)
Rhand
Last Testament of Benedictus + 100 dam
or Frozen Scabbard + 2 acc; + 50 dam
Gloves
Nightmare Everlasting Gloves + 2 Battle Mastery
Shiney Imp Gloves (EA3) + 10 foc; + 20 dam; + 1 Combat Precision
Ring
Rakkala Forged Ring x2 + 30 dam; + 1 Staffs
Ruinous War Band (EA5) + 51 dam; + 7 haste; + 5 hastecap; + 30 armor
Greeanjok Skull Ring (EA5) + 40 dam; + 8 haste; + 1 Combat Precision
Legs
Nightmare Everlasting Pants + 20 fireresist, + 2 accuracy, + 5 haste
Spectral Leggings + 12 foc
Boots
Imp Shoes + 1 Rampage

Solo

Get all the haste you can get, and swap for armor little foc and cha.

Helm
Crown of Light + 24 dam; + 2 abs
Troll Crown + 1 Battle Mastery, + 1 Rampage, + 23 str, - 23 cha
Neck
Idol of Suffering + 8 haste; + 30 armor; + 65 str
Chest
Rugged Nightmare Tunic + 620 life; + 6 haste; + 3 hastecaps; + 20 agi
Wrist
Emerald Wristband x2 + 6 haste; + 20 foc; + 15 cha
Hellforged Bracer (EA5) x2 + 4 haste; + 25 armor; + 30 foc; + 1 Battle Mastery; + 2 abs
Weapon
Staff of Punishment + 2 Redeemer's Boon; + 2 Staffs; + 25 cha
Rhand
Last Testament of Benedictus + 100 dam; + 1000 life; + 2 Benedictus's Shield
Gloves
Shiney Imp Gloves + 10 foc; + 20 dam; + 1 Combat Precision
The Archmagi's Mittens + 40 agi, + 800 life
Nightmare Everlasting Gloves + 40 agi, + 2 Battle Mastery
Ring
Sigil of Majestia 2x + 6 haste; + 20 damage; + 15 armor; - 15 agi
Greeanjok Skull Ring (EA5) + 40 dam; + 8 haste; + 1 Combat Precision
Ruinous War Band (EA5) + 51 dam; + 7 haste; + 5 hastecap; + 30 armor
Legs
Rugged Nightmare Legs + 450 life; + 2 abs; + 20 tog
Nightmare Everlasting Pants + 800 life; + 5 haste; + 2 acc; + 20 fireresist
Boots
Rugged Nightmare Boots + 5 haste; + 20 str
Nightmare Everlasting Walkers + 4 haste, + 30 agi, + 1 Dodge

Tank

You will have Priest and Enchanter spells.

Helm
Crown of Light + 24 dam; + 2 abs
Troll Crown + 1 Battle Mastery, + 1 Rampage, + 23 str, - 23 cha
Neck
Elysian Solitaire Choker + 105 dam; + 3 acc
Zylus Benedictum Amulet + 2 Rampage; + 40 cha; + damage Dodge proc
Chest
Druid Vestments + 20 foc; damage reactive proc
Wrist
Emerald Wristband x2 + 6 haste; + 20 foc; + 15 cha
Hellforged Bracer (EA5) x2 + 4 haste; + 25 armor; + 30 foc; + 1 Battle Mastery; + 2 abs
Weapon
Staff of Punishment + 2 Redeemer's Boon; + 2 Staffs; + 25 cha
Staff of the Lost Redemption + 2 Staffs; + 35 tog; speed damage bonus
Rhand
Last Testament of Benedictus + 100 dam; + 1000 life; + 2 Benedictus's Shield; reactive proc Triumph of the Redeemer
Gloves
The Archmagi's Mittens + 40 agi, + 800 life
Nightmare Everlasting Gloves + 40 agi, + 2 Battle Mastery
Ring
Sigil of Majestia 2x + 6 haste; + 20 damage; + 15 armor; - 15 agi
Greeanjok Skull Ring (EA5) + 40 dam; + 8 haste; + 1 Combat Precision
Ruinous War Band (EA5) + 51 dam; + 7 haste; + 5 hastecap; + 30 armor
Legs
Spectral Leggings (EA3) + 12 foc
Nightmare Everlasting Pants + 800 life; + 5 haste; + 2 acc; + 20 fireresist
Boots
Imp Shoes + 1 Rampage
Nightmare Everlasting Walkers + 4 haste, + 30 agi, + 1 Dodge

Redeemer Tanking

After reaching level 100, if you have the end-game equipment, you should be able to tank Northern Wastelands, Frozen Vale and the upper level of The Great Chasm quite well in a 4 or 5 person group of you (the Redeemer tank), a Priest, an Enchanter and 1 or 2 damage.

Damage classes that group well with you as a tank:

  • Warriors,
  • Summoners,
  • Necromancers,
  • melee Assassins,
  • melee Paladins,
  • melee Defenders,
  • pet Enchanters,
  • melee Rangers,
  • Redeemers.

Mind that the grouping partner should not have such high damage output that he constantly steals agro. Agro control of your grouping partner is perhaps the most important skill.

Damage classes the do not group well:

  • impale Assassins. They tend to steal agro fast.
  • Wizards. Melee damage works best in your group.
  • Druids. You could take them as support, where they are of some use, but nukers and bears do not group well. Nukes because of the same reason as Wizards: melee works better. The innate Enrage of bears will cause them to steal agro too much.
  • Defensive Defenders and Paladins. You will lose agro in a heartbeat. Let them tank!
  • Bow Rangers. You don't stack, so half the time, the mobs will be dead before the aim time has passed.