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Torm51

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Everything posted by Torm51

  1. That is a crappy bug and I feel your pain especially on a solo character. If you had a group relying on bonuses isnt that big of a deal but it can be big solo. That being said you can still win your solo run. If it was a bug that was game stopping I would understand but you can still win a solo run with 17 DEX or whatever.
  2. While Klegane did rape a woman (likely multiple), murder a baby and kill one of his own men for snoring he would't willingly slaughter an entire group of allies for no apparent reason. He would not of become one of the most feared Knights in all of westeros because well he wouldnt of lived very long that way. He cant kill 50 of his own men by himself after they decide to turn on him because they fear that he will turn on them any second. He successfully won many battles by staying true to his men. He has some measure of retraint and is Mission oriented. That is what makes him a successful and feared soldier/Knight/Warrior. I hate to use D and D stuff but its like a Death Knight. They are evil beings but still are honorable. Thats how I would play a Bleak Walker but hey thats me. There is nothing stopping you with playing how you want. I think thats part of my issue with the diologue choices for Cruel. Its just Cruel for no reason. No purpose. Again its everyone's own interpretation but the entire murder for no reason thing makes no sense to me.
  3. Agreed they likely do not get hired much. That being said I do not think anyone would reliably count on them when called on if they just killed people for no reason at a whim. I know the caravan at the start of the game didnt hire you (at least it does not say so) and obviously you can do what you want and RP can be subjective but it just seems out of character. Bleak Walkers should have military discipline and wanton slaughter of people just because seems out of character to me. But hey that is my interpretation
  4. I guess. I cant see them being hired very much if they did that a lot lol
  5. I think the RP on a Bleakwalker for this kind of stinks hehehe. They are **** mercs who will not call of an attack after being payed but not wanton slaughterers of things for absolutely no reason. *shrug* Just my opinion. Like they are military guys, they have martial discipline, turning on the group that is helping them just seems off. That being said great tactics for doing this and you do get a Cruel point
  6. Ya if you are playing a paladin with a two hander and light armor maybe but a Paladin with plate and a shield is your best overall tank. Other classes like wizards can surpass a Paladin temporarily but on a per encounter basis a Paladin is better. I've played this game for 2000 plus hours and have never had a Paladin "ripped up". Tell us specifically how you are playing the Paladin.
  7. I guess it depends what mode you play if you play with no maimed I think low HP low Deflection front liners stink.
  8. Ya the Paladin has the monk beat by a good margin. And if the Monk wants to come close he has to take things like weapon and shield style. Eh I wouldn't bring a monk with a shield. Not what they are best at. Not saying it cannot be done of course.
  9. Which it shouldn't, not really. I mean if you turn into rock, you should be getting a pretty hefty DR bonus while it lasts. It should require a mining pick to even make a decent dint. This is from the National Park Service: The quartz within the petrified wood is hard and brittle, fracturing easily when subjected to stress. When they talk about Petrify in the game I am sure you turn into a wood type substance which makes you brittle and easy to break.
  10. No one is going to laugh at it)Personally, wild orlan and moon godlike are my favorite race choices for a tank paladin. Depends...Base duration is 10s. At 7 INT it gonna be 8.5s. Or 17s total (since there are 2 FoD charges). If you party is dps heavy, that's the average duration of an encounter in mid-late game. I have a feeling that there are more opportunities for benevolent and honest.Last time I played, I did it with visible disposition conversation choices. I have maxed benevolent and honest first. Followed by diplomatic, clever and rational. The longest it took me to rise stoic. As for passionate, cruel and deceptive I was never really into them, so can't really comment here. It will work yes. But unless you specifically want high deflection for some RP reason, I'd say that this build appears a bit sub-optimal to me from power-building perspective.Reasons: - deflection is not that useful as it can appear after going through the early game for the first time - dragon melee attacks target fortitude, while their breath targets reflex and these are ones of the most hard-hitting stuff in the game. Iirc Radiant Spore/Kraken tentacles target fortitude as well. - cleansing flames aside, few of enemy damaging abilities target will. - combining these together I'd say fortitude is a prioritary defence for a main tank paladin; plus it helps vs majority of stuns/prones/paralyzes. - high might does increase fortitude and increases the potence of paladin heals and sacred imolation damage - high intellect helps with aura range, sacred immolation range and buffs/exhortations durations. It also increases the amount healed by Lay on Hands - two of the most utility -order specific- talents are Inspiring Liberation and Bond of Duty. Because of the encounters design, these quite have a higher impact than Shielding Flames. Plus you save a talent, since MT doesn't really need Flames of Devotion. - there is a high chance that you will want to use Outworn Buckler/Little Savior shield. So putting points in PER, in order to get higher reflex/deflection is no longer the way to squeeze more defences. - assuming you have a 6-man party, how about something like?: 17 MIG, 17 CON, 5 DEX, 5 PER, 18 INT, 16 RES Dragon regular melee swipes attack Deflection. There special attacks like Wing Slam for the Adra Dragon and Wing Buffet from the Alpine Dragon which hit MUCH harder then their auto attacks, target Fortitude. Either way you are correct. Against a Dragon Fortitude is your best defense, followed by Reflex for dodging Breathes. That being said my advice would be not to tank the Dragon. No matter how tanky you are you will not last long. The base damage of the attacks are so high that even a graze hurts A LOT. A few attacks you can tank but you WILL NOT survive a sustained attack on you by a Dragon without disables/debuffs. There are lots of ways to disable/debuff. Make sure it happens. I just beat the Sky Dragon again and his melee attacks did attack my Fort. Guess I was wrong!
  11. Petrify will definitely get you one shotted man. paralyze is a death sentence but not a one shot auto and the rest of the Debuffs make it somewhat easier to kill you or make it that you can't hit the broad side of Cad Nua with your sword. They aren't the same dude.
  12. In a group a Paladin with negative modifiers in INT isn't as useful. Your aura will be minuscule having trouble buffing your frontline. Also your Lay on Hands heal will be worse (although still good) and if you take any Exhortation abilities there duration will be shortened. As a group support Paladin I don't take less then 15 INT. Secondly, if you want to max saves you are taking a negative on your will save with a dumped INT. If you don't want a high INT that's fine but I'd leave it at 10 not take negative modifiers on your abilities and saves. Also a 13 Might is ok but it's likely your most important stat once you get Sacred Immolation..if you take it. You should. Turns you from an Alpha Strike tank into a decent DPS guy who is a great tank. Two stats I definitely don't dump on a Paladin tank is Might and Int. I don't like dumping anything on Paladins to maximize saves. If I don't take a stat I leave it at 10. You don't need that much Per on an Alpha Strike tank whose on a team. Between natural FoD acc of +20, Sworn Enemy, +1 ACC natural ability plus every level and Debuffs a 10 Per is more then enough. I leave it at 10 and still come in 2nd or 3rd in total damage done..as a tank lol Since there is no aggro Paladin "tanks" in this game play a lot like actual tanks. Slow, lots of armor and a main gun that can explode stuff (your Alpha Strike) supporting the team and in turn being supported by the team with debuffs to make that main gun hit more often.
  13. Bah my platoon rested in areas that were definitely not friendly. We Just set up a watch. I think you can rest in dungeons. My group just sets up a proper watch rotation
  14. I think, that's not about "sucking", 'cause a pally can be a tankadin in the first place. But in PoE1, Kind Wayfarers are rather damage dealers than tanks, so it's strange to have such an impediment with them. This will not work well together with KW's PoE1-like on-kill triggers. That's not a synergy in any sense, it's an impediment and mere contradiction. Such a restriction suits more defensive-oriented Shieldbearers of Eldga, not offensive-oriented Wayfahrers. IMO, it's better to hinder Wayfahrers in their defensive abilities (if they are to have some downsides or restrictions), not in their offensive power. Ya I agree.
  15. Eh like I said I like being a good Alpha Striker but can deal with it since the Paladins best attribute is defense and support. That being said like someone says how much less is a big deal. An Arbalest Alpha Strike hits hard. If it's 10% damage reduction it won't be a big deal. For example in my current run my Wayfarer has the largest damage dealt with an Arbalest FoD of 112 (party is at level 9) 10% of 112 is 11.2. So in POE 2 the shot would have been for 101. If the enemy had a qualifying debuff. Thats still a big hit at that level.
  16. Ya and plenty of other ways to heal yourself. I agree.
  17. I'm curious about the interpretation of this Kind Wayfarers' restriction. Does it apply to every creature that is not immune to sneak attack? Or are there particular creatures that are especially vulnerable to a sneak attack? I suppose that means debuffed creatures which are vulnerable to sneak attack (e.g. flanked/blinded/weakened etc.). AFAIK there is no particular immunity to sneak attack. I think, that Kind Wayfarers are supposed to be fair combatants who don't exploit enemy's weaknesses and rush into the battle boldly, with opened visor. But this restriction would make KW's on-kill triggers less effective, of course. I still don't get it, sneak attack vulnerable creatures have only been able to be sneak attacked by rogues. Is that changing In deadfire? Do debuffed enemies take extra damage from everyone?
  18. I'm curious about the interpretation of this Kind Wayfarers' restriction. Does it apply to every creature that is not immune to sneak attack? Or are there particular creatures that are especially vulnerable to a sneak attack? Good question I can deal with my Paladin being a less effective Alpha Striker. At the end of the day it's a Paladins defenses that make him/her shine. I'd like more clarification on that as well.
  19. Certainly its a selfish option but is it just me or do the Goldpact and Darcozzi seem awfully similiar. They both essentially put up a shield. Although presumably the Darcozzi shield retaliates. I think they both suck. Unless the Flame Shield gets a huge buff. And the Goldpact armor buff well if you are in a door way where you can funnel enemies im sure it can be good but in a game with no aggro in an open area more DR will make the AI just ignore you.
  20. I like them too. I can agree with that though it's not final. And PoE isn't POE 2 so no reason you can't make one now. Not changing orders is just an RP thing I impose on myself so if they do stick with that it won't work for me.
  21. POE 2 has made me lose any inspiration for Goldpact Knights as cool as I think they are. In Poe 2 they get no Zealous Auras as part of their "negative kit" the trade that for being able to cast sworn enemy on themselves which gives them a big DR buff. In a game with no aggro I'd only use that as a solo Paladin. Sad bear No auras for a Paladin I think just plain sucks.
  22. He's a Paladin and a Diplomat, for the conversation! Obviously you get the small benefit of Will and Deflection. Boer RPs a litttle bit so I think that's it. 10 Con is fine on a paladin. Personally I take Con and res. I don't find per necessary on a Paladin Alpha Strike tank. With sworn enemy, + 20 ACC of FoD, per level ability accuracy raise (+1 every level) a weapon Focus and support debuffs a 10 Per is more then enough for Flames of Devotion Alphas. If I was playing solo Paladin I'd have Per and not take Res.
  23. Ya I guess maybe we should see the revamped abilities. If they get revamped. Which is likely. Still the no Auras thing for + Armor buff in a game with no aggro? Meh maybe a good solo Paladin.
  24. I agree. The Goldpact kit and Darcozzi seem especially bad. What's Josh's thought process I don't get it. Flame Shield is a extremely situational ability that most of the time is flat out terrible. Also no auras on a paladin? It's a leader type class that's part of their signature.
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