Paladin Solo Boss Lv45 | Plain Rare +0
By iMine · 1-hero party · 1.0.3
1 / 4 heroes · one party
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Paladin
guardian · Level 45
PaladinNotes & strategy
Lv45 SOLO bossing with plain Rare gear. All 14 items are iLvl40, +0: no enhancement, no awakening, no gems/runewords, no forge scrolls or enchants. "Plain" still includes each Rare item's three natural affixes, exactly as shown. One Paladin only; no pet or account bonuses. Learn all 22 skill points: Mantle of Thorns 6 Shield of Faith 5 Intervene 5 Sacrifice 5 Sacred Rampart 1 Active slots: Sacred Rampart > Intervene > Mantle of Thorns. Keep Shield of Faith and Sacrifice learned but inactive for the tree requirements and native skill scaling. Three actives are used here; this setup was optimized again for +0 gear. How it works: Sacred Rampart gives breathing room, Intervene adds a shield, and Mantle of Thorns helps return damage while your basic attacks chip away. This is a patient boss-push setup. Let the fight run; some clears take over three minutes. Gear: Heavy armor and the physical accessory bases in the preview. Health/Defense/Regen/Absorption keep you alive; Block/Dodge help with incoming hits. Attack, Haste, Penetration, crit and Thorns supply damage. Keep the saved affixes rather than copying the +6 guide with its upgrades removed. Passive: all 45 points are saved in the preview. This is a more defensive connected route than the upgraded build. Copy the entire allocation, including travel nodes. Boss results, each x-10 stage separately: Veil 1-10: 30/30, 4.0s avg Veil 2-10: 30/30, 4.0s avg Veil 3-10: 30/30, 4.0s avg Veil 4-10: 30/30, 4.0s avg Veil 5-10: 30/30, 7.1s avg Veil 6-10: 30/30, 12.9s avg Veil 7-10: 30/30, 22.2s avg Veil 8-10: 30/30, 35.8s avg Veil 9-10: 30/30, 54.1s avg Veil 10-10: 30/30, 79.9s avg Breach 1-10: 30/30, 144.6s avg Breach 2-10: 30/30, 241.2s avg Breach 3-10: 30/30, 381.5s avg Breach 4-10: 0/30 Practical ceiling in this test: Breach 3-10. Breach 4-10 failed, including the extra defensive-tree candidates tested; later Breach and Abyss bosses also failed with this saved setup. These later fights were tested with their entry progression unlocked, so an isolated win must not be confused with a reachable route through an uncleared earlier boss. Tests: native QuestAway 1.0.3, fixed Lv45, 30 seeds per boss, full HP on entry, no manual potions; 15-minute safety cutoff so a slow clear isn't called a failure at three minutes. Clear times include the encounter's opening delay. The final preset beat every earlier boss through Breach 3-10 in all 30 trials. The faster offensive route could clear Breach 3-10 in about 3.5 minutes, but only won 21/30 at Breach 2-10. The saved defensive version trades speed for a consistent progression route. Real rolls and account bonuses can change your result. Best tested candidates, not an exhaustive global optimum.


