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Help with optimal frontline late game itemization/build


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#41
Blades of Vanatar

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Pallies that deal huge burst damage then buff/heal/support the party will end combats much quicker then a pure tank who gets ignored by AI.

But..... I do love me a good tank for a minmax party just for RP reasons. Plus for PotD a Dualwield Bittercut Bleak Walker is pretty nasty. So is a 4 arq/arb Aumaua clipper.

#42
Boeroer

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You can have both: fire two arquebuses with FoD and help killing stuff and then switch to weapon + Outworn Buckler. The shield IS too good to ignore it - so don't. In fact I like Outworn Buckler's and Little Savior's stackable heraldic aura so much that I often decide for two shield users in order to stack both auraus - for +10 to all defenses. And in certain encounters you also might want to use Aila Braccia as your shield (against Lagufaeth or Thaos for example).

Since White March you don't even need to take Quick Switch to have decent switching speed because there's the Coil of Resourcefulness in Russetwood.

An example how it can be done: https://forums.obsid...supporter-tank/

Another variant would be to use a dual wielding setup just for FoD and then switch to the buckler in order to spare a weapon slot, but two arquebuses are better.

In a party your tanky paladin doesn't need all the defensive abilities or talents and still be tanky enough without them. He can do without Superior Deflection or Righteous Soul or whatever. You gain great alpha strike ability by losing a bit of defense. It makes playing the paladin more interesting and also more versatile.

It can be of immense value to kill the enemies' priest or cipher or wizard right at the start of a battle. And if you can do that with an otherwise very defensive party member: even better. In fact it's so useful that I sometimes use an Island Aumaua and add a third arquebus for Runner's Wounding Shot.

It's not mandatory of course and you can skip FoD entirely if you want and still build a nice paladin - but I would never say FoD is useless or not worth the points.

Also, your judgement about the paladins' special talents is not what I experienced. For example Kind Mercy and Sword & Shepherd are so strong that it's totally worthwhile to build a whole character concept around it. And of course Darcozzis' Inspiring Liberation which stacks with everything can be very good in certain fights. Bleak Walkers' talents I consider to be the least powerful ones.

For the question what lash to put on Rumbalt (with a fighter). It depends what your other party members use since fighters have no preferred element I can think of. You might want to have all elements used in your party, so if you already use fire with a paladin and/or priest you might want to take corrosive lash or freezing or shocking. I forgot if you want to use Stormcaller. If you do, then I'd put a shocking lash on Rumbalt. Lashes work especially well against targets whose elemental DR gets reduced.

Edited by Boeroer, 20 May 2017 - 09:54 PM.

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#43
Livegood118

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Chiming in to say that I was anti-FoD until I did a semi optimised burst fire set-up with it and it is indeed worth it.

Silver flash + fire lash + intense flames + exceptional and a divine mark proc got me around 600 damage vs a petrified kraken.
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#44
B4nJ0

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You can have both: fire two arquebuses with FoD and help killing stuff and then switch to weapon + Outworn Buckler. The shield IS too good to ignore it - so don't. In fact I like Outworn Buckler's and Little Savior's stackable heraldic aura so much that I often decide for two shield users in order to stack both auraus - for +10 to all defenses. And in certain encounters you also might want to use Aila Braccia as your shield (against Lagufaeth or Thaos for example).

Since White March you don't even need to take Quick Switch to have decent switching speed because there's the Coil of Resourcefulness in Russetwood.

An example how it can be done: https://forums.obsid...supporter-tank/

Another variant would be to use a dual wielding setup just for FoD and then switch to the buckler in order to spare a weapon slot, but two arquebuses are better.

In a party your tanky paladin doesn't need all the defensive abilities or talents and still be tanky enough without them. He can do without Superior Deflection or Righteous Soul or whatever. You gain great alpha strike ability by losing a bit of defense. It makes playing the paladin more interesting and also more versatile.

It can be of immense value to kill the enemies' priest or cipher or wizard right at the start of a battle. And if you can do that with an otherwise very defensive party member: even better. In fact it's so useful that I sometimes use an Island Aumaua and add a third arquebus for Runner's Wounding Shot.

It's not mandatory of course and you can skip FoD entirely if you want and still build a nice paladin - but I would never say FoD is useless or not worth the points.

Also, your judgement about the paladins' special talents is not what I experienced. For example Kind Mercy and Sword & Shepherd are so strong that it's totally worthwhile to build a whole character concept around it. And of course Darcozzis' Inspiring Liberation which stacks with everything can be very good in certain fights. Bleak Walkers' talents I consider to be the least powerful ones.

For the question what lash to put on Rumbalt (with a fighter). It depends what your other party members use since fighters have no preferred element I can think of. You might want to have all elements used in your party, so if you already use fire with a paladin and/or priest you might want to take corrosive lash or freezing or shocking. I forgot if you want to use Stormcaller. If you do, then I'd put a shocking lash on Rumbalt. Lashes work especially well against targets whose elemental DR gets reduced.

 

 

Yes, from a min/maxer POW that's the best choice. You can have both without too much trouble.

 

However, what I like to do the most is to stick to a more tankiness build till mid game and then slowly build myself into a dual wielding machine (when u will finally have access to little savior on your backlaner priest, opening the off hand slot).

 

Instead, early/mid game, I like to think at the pally as an an utility "auradin" the most. this is what I have on my paladin, to keep you upgraded of my ongoing run.

 

I finished act 1, rushed WM to upscale, took bittercut (the best "early" weapon that you can rush togheter with persistence) and then cleared all the q2 side quests. Now then I'm high enough lvl I'm slowly optimizing to a much more aggressive approach.

 

 

Bleak Walkers moonlike (level 10)

 

Vig 20 (18 +1effigy:eder +1gift from the machine)

Cos 9

Des 10 ( 7 +3 ced nua rest)

Per 18 (15 +3 Lilith back)

Acu 19

Ris 10 (9 +1 Aedyr background)

 

Max Survival (colonists). I went Aedyr (+1 Ris) for no particular reason, I guess -1Con/+1Ris while giving up Aedyr for an extra +1 mig or acu background would have been better at the creation but it's pretty minor.

 

standard Boeroer guideline: (!) must have @rAcommended :p

 

Abilities

 

FoTD @

Zealous Focus (!)

Liberating Exhortation @ (or light of hands)

Reviving Exhortation (!)

Coordinates Attacks (or light of hands)

 

Talents

 

Remember Rakhan Field @

Spirit of decay (!)

weap and shield

Veteran Recovery

Weap focus Ruffian

 

Extra talents

 

Gift from the machine

Second Skin @

Effigy: Eder @

Flick of The Wrist

Dozens Luck

 

Gear: Bittercut (corrosive, Exeptional)  (!)

Outworld Buckler (exceptional) (!)

Exceptional plate armor

Lilith's Shawl

Gathbin Family Signet (or ring of overseeing)

Bracer of Deflection @  (or ring if you want a different item slot combo)

Ring of Protection  @ (or mantle if you want a different item slot combo)

FenWalkers @

Blunting Belt

 

As you can see, this build is pretty much based on corrode damage, that has sinergy with bleak walkers themselves for a nice RPG buildaround.

 

Lilith's Shawl seems a bit sospicious, since there are better options already (WTF when they added such an OP back like cloak of confort?! That thing stack with everything O.o) but I liked to push the "aura" them to the maximum, since I think it's both powefull and suit the paladin from a RPG point of view. Also, I do love the ring of overseeing (or the new 3.0 unique version, for what is worth) on a paladin, and after having added the standard +9def+9all res double slots a +3 per // +1 stealth aura it's really nice to have as the last item of choice.

 

If you want to be just a greedy main char item stacker, I guess ring of deflection + ring of protection + gauntlets of accuracy + cloak of comfort + a belt of or choice it's even better, but I found the "imba" cloack to be of a better use on another frontliner, since paladin has already beyond godlike def/res at this point (plus you don't want to deviate from the "auradin" point, right? ;) )

 

Back to talent and abilities, taking something like coordinated atks over Light of Hands already is pushing a bit, but this is the moment where your paladin start to feels unkillable (even in solo, and this is a 5man run), one of your tanks is running with shot-in-faith and sanguine plate combo and your priest is achieving is "god" endgame status, so you can comfortable switch to a secondary DPS/utility approach forgetting the extra heal, till you get little savior and you can finally push the damage even more.

 

Anyway, when you will be level 7+ your paladin will start to truly shine, being a strong frontliner buffer while delivering a good pounch, pleasuring all of you who like the idea of a sturdish paladin frontliner with damage potential on top of it ;)

 

Paladin, my only true PoE love ^_^


Edited by B4nJ0, 22 May 2017 - 06:58 AM.

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#45
Aerinqq

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I can finally make durganized equipment, but I cant decide what armor should I durganize for my dual wielding barbarian. I am currently wearing Blaidh Golan, but wayfarers hide is also rly good and its already superb. What would be the better choice? Or maybe some other armor?


Edited by Aerinqq, 27 May 2017 - 03:21 PM.


#46
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Which is better depends what enemies you fight, but if you have to decide between the two, I would pick the Wayfarer's Hide.

#47
Aerinqq

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Which is better depends what enemies you fight, but if you have to decide between the two, I would pick the Wayfarer's Hide.

Well I dont necessarily have to decide between those two. You think there is some better option? Originally I wanted to pick the Wayfarers hide and then use the unique helmet with -50 to knock down/prone to compensate for it, but then I realized that I cant wear a helmet since my barb is fire godlike:) I am just trying to decide if the -knock down and prone duration + defense when knocked down or prone is better than higher DR + stun/hobble/paralyze protection + the special ability (not even sure how useful is that)

 

Also what armor do you think is the best generally for casters? (normal back line glass cannon casters, specifically priest, wizard and cipher). I was thinking having the Angios Gambeson on priest (since DAOM on more difficult fights is very useful cos he can spam the buffs) and then on cipher I would use Gwisk Glass once I get access to it, but not sure what to use on my wizard...maybe even use the helwax mold on the Gwisk Glass, since it rly rly good, but I was rather thinking about using it on Shod-In-Faith. Meh, too many choices:)



#48
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Not a big fan of Gwisk Glas honestly.  It's main selling point is being superb by default in my mind.  To the extent that I want second chance armors, I want them on the lower priority, durable targets with the res scrolls - as insurance, and because they're less likely to get knocked right back down after getting up from second chance.

 

Plus, might on your armor enchant is kind of meh, as that's an easy one to pick up on your belt or one of the late game helms.

 

Raiment of Wael's Eyes is my robe of choice, assuming I don't have higher priority armors to push up to superb (and even then - 2 DR on a backline character is just not that important).

 

Angio's, RoWE, and GG as your priority backline armors.  For midline or melee DPS there are 3 great hide armors (Wayfarer's, Blaidh, and Maneha's) or scale for a fighter (zero penalty once durganized).


Edited by Ensign, Yesterday, 09:30 PM.

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#49
Boeroer

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Since you are Fire Godlike, check out The Colored Coat. Wicked Briars is nasty - nice combo if the barb also has Apprentice's Sneak Attack, too.

Another thing would be Coat of Ill Payment, because retaliation stacks with Battle Forged (and Barbaric Retaliation).

 

Besides that, I think Blaidh Golan and Wayfarer's Hide are very solid picks for a barbarian. Not only the enchantments are good, but the looks also fit a barb perfectly well.


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#50
Aerinqq

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Since you are Fire Godlike, check out The Colored Coat. Wicked Briars is nasty - nice combo if the barb also has Apprentice's Sneak Attack, too.

Another thing would be Coat of Ill Payment, because retaliation stacks with Battle Forged (and Barbaric Retaliation).

 

Besides that, I think Blaidh Golan and Wayfarer's Hide are very solid picks for a barbarian. Not only the enchantments are good, but the looks also fit a barb perfectly well.

I was actually thinking about that armor. Does the -10 recovery actually stack with durgan enchant? I assume not though. I dont understand from the wiki description what Wicked Briars actually does, can you elaborate?

I used the MaxQuest speed calculator and with both durganized sabers and armor, gloves of swift action, bloodlust and frenzy, I can be at 0 recovery even with vulnerable attack, but I guess its still beneficial to rather use lighter armor since we cant keep the frenzy and bloodlust up all the time. Another option would be to duplicate the Sanguine plate, that way I would have 3 frenzy per encounter (I assume it stacks?)



#51
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Not a big fan of Gwisk Glas honestly.  It's main selling point is being superb by default in my mind.  To the extent that I want second chance armors, I want them on the lower priority, durable targets with the res scrolls - as insurance, and because they're less likely to get knocked right back down after getting up from second chance.

 

Plus, might on your armor enchant is kind of meh, as that's an easy one to pick up on your belt or one of the late game helms.

 

Raiment of Wael's Eyes is my robe of choice, assuming I don't have higher priority armors to push up to superb (and even then - 2 DR on a backline character is just not that important).

 

Angio's, RoWE, and GG as your priority backline armors.  For midline or melee DPS there are 3 great hide armors (Wayfarer's, Blaidh, and Maneha's) or scale for a fighter (zero penalty once durganized).

Well the Gwisk Glas is superb, it has might enchant (I assume I wont be able to add another attribute enchant to it since it has that already?), and second chance, which is rly nice.

I am using the Rainment of Waels Eyes on my cipher atm, it surely is nice armor .

So if we have 3 armors, Angio, ROWE and Gwis Glas and 3 glass cannon backliners (wizard, priest and cipher), what would be ideal armor for each? I assume Angio on priest (so he can spam the buffs in hard fights easy with DAOM), ROWE for Wizard and GG for cipher?

 

Also what attribute enchants would you use on the armor? Priest=int, wizard=per?, cipher=per/mig?, dps barb=per/mig?, dps fighter = mig, support/tank paladin = ?



#52
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Sadly, the -10% recovery penalty enchantment of the Colored Coat doesn't stack with durgan reinforcement.

 

Wicked Briars generates a quite big AoE (2.5 radius base) in which enemies are damaged every 3 secs with pierce damage (10-15 base) and lasts 20 secs (base). It also causes hobbled every 3 secs for 3 secs (base). It works a bit like wizard's Chillfog. It's good with high MIG and INT and also works with Blooded last time I checked. If you kill enemies with it it also counts for Bloodlust and also Blood Thirst. Last time I used the Colored Coat its special version of Wicked Briars was foe only.

 

Frenzy on Sanguine Plate is nice, since it needs no casting time. BUT if you catch the first crit the first use will trigger, which will lower your deflection even more and you will quickly catch a second crit which will trigger the second use of Frenzy which just overrides the first Frenzy since they don't stack. But still: two uses of Frenzy are better than one. Same problem with Shod-in-Faith. However, you can work around that problem: put on the Cape of the Master Mystic. You will catch a crit and trigger Frenzy, but at the same time also trigger invisibility. Foes will stop attacking you and you can navigate into a great position for you carnage without getting attacked, then start hitting. This will put some more time between the two Frenzy triggerings. Just note that Frenzy from Sanguine Plate doesn't work with Greater Frenzy.


Edited by Boeroer, Today, 07:55 AM.

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#53
Aerinqq

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Sadly, the -10% recovery penalty enchantment of the Colored Coat doesn't stack with durgan reinforcement.

 

Wicked Briars generates a quite big AoE (2.5 radius base) in which enemies are damaged every 3 secs with pierce damage (10-15 base) and lasts 20 secs (base). It also causes hobbled every 3 secs for 3 secs (base). It works a bit like wizard's Chillfog. It's good with high MIG and INT and also works with Blooded last time I checked. If you kill enemies with it it also counts for Bloodlust and also Blood Thirst. Last time I used the Colored Coat its special version of Wicked Briars was foe only.

 

Frenzy on Sanguine Plate is nice, since it needs no casting time. BUT if you catch the first crit the first use will trigger, which will lower your deflection even more and you will quickly catch a second crit which will trigger the second use of Frenzy which just overrides the first Frenzy since they don't stack. But still: two uses of Frenzy are better than one. Same problem with Shod-in-Faith. However, you can work around that problem: put on the Cape of the Master Mystic. You will catch a crit and trigger Frenzy, but at the same time also trigger invisibility. Foes will stop attacking you and you can navigate into a great position for you carnage without getting attacked, then start hitting. This will put some more time between the two Frenzy triggerings. Just note that Frenzy from Sanguine Plate doesn't work with Greater Frenzy.

Thanks a lot for the answer. I am also trying to figure out which armor attribute enchant should I give to my party members.

What would you say are most important attributes for:

1) Support/tank paladin (basically your Councilor Ploi build)

2) Saber dual wield barbarian

3) Fighter with 2H sword (Rumbaldt/BoTEP)

4) Priest (classic ranged caster, lots of buffs and damage)

5) Wizard (classic ranged build, lots of cc and dps)

6) Cipher (classic gunmage build)






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    draego