Void Defender
Anti-Paladin level 6 - Look The Part
This build utilizes the Corruptor Archetype. Corruptor gives you access to Terror 1/Life Charge x10, and Void-Touched 2/Refresh. Corruptor also takes away your access to Javelins or Great Weapons.
Creator: Link Dragonrider
Usage Stats
Saves: 1
Clones: 1
B · Weighted: 3.60 · Raw: 4.50 ★ · 2 votes
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Equipment
| Armor | 4pts |
| Shields | Large |
| Weapons | All Melee (excluding Great Weapons), no Javelins |
Long Press a Spell Row to View Detailed Spell Text, Restrictions, and Notes
1x Terror 1/Life Charge x10 (m) |
Immune to Command - (Trait) |
Immune to Flame - (Trait) |
1x Poison 1/Life Charge x3 |
1x Steal Life Essence 1/Life Charge x5 |
1x Brutal Strike 1/Life Charge x10 |
1x Terror 1/Life Charge x10 (m) |
Corruptor - (Archetype) |
1x Void Touched 2/Refresh (m) |
Enchantment Strips
- 2x Red
- 1x White
Martial class build: abilities are auto-assigned by class/level. Look The Part grants class-specific LTP ability only.
Play Style
How this build is meant to approach fights, objectives, and battlefield movement.
This build is designed around utilizing AP's high defensibility to hold a point. Corruptor AP has two very important things. The first, is its high survivability. Armor and a shield is already incredible, and if you throw on Void Touched (which not only makes you immune to over half the abilities in the game, but also give you Shadow Step so that you're defensible against the other half) then you become an immovable object on a point. The second is your Terror. Having your Terror being on Charge means that your Steal Life becomes infinitely more valuable. Play your cards right, and you can infinitely cycle Terrors during a battlegame.
Priority
What you should focus on first when playing this build in a Battlegame.
When playing this build, the first thing you should prioritize is getting people to work with you. You should focus on getting to a point and being the absolute Front-line against the enemy team, and giving your teammates room to work without being in immediate danger. Do not back down from threats unless you see no way out. Be stalwart until the absolute last moment.
Synergy
Which classes, teammates, or abilities enhance this build’s effectiveness.
This build synergizes well with Healers, Druids, and Bard. Druids can give you Attuned while you have Void-Touched active. The extra enchantment slot will allow your Healer to give you Imbue Shield. The Bard will be able to use their empowers to keep your Terrors on recharge, and give you Sleight of Mind for the extra safety against Dispel. These things combined will make you the rock in the teamfight.
Enemies
The classes or tactics that most threaten this build during Battlegames.
Scouts, and all casters besides Bard are a huge threat to this build. Pyrotechnics targets your Sword and Shield, and so it can leave you defenseless if you don't have Imbue Shield. Dispel from two targets at the same time will completely screw you over. You have to be wary of Archers, too. Archer arrows' special effects are (ex), and so Void-Touched provides no defense against them unless you can get your Shadow Step out in time. Don't get Pinned because losing mobility means that your team is vulnerable. This build has an answer to most classes, but part of being an effective wall for your team means keeping your head on a swivel.
Recommended Gear
The weapons, shields, and equipment that best support this build’s playstyle.
- Short Sword - Medium/Large Shield - Full Armor (4 pts)
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