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Torm51

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Posts posted by Torm51

  1. Yeah I never realised it was possible too, and thought, "Okay, this sounds fun to try," and then experienced a bug which I feel personally ruins my current playthrough (no longer hitting the Might and Constitution I should be able to, which is a problem as this was a damage/endurance focused build). While people normally don't use the prostitute boons often, I had been using them almost constantly as I could get them for free with a Dex of 20 - so they've been an integral part of my build since I reached Ondra's Gift.

     

    I think I'm pretty much at my limit of frustration with Obsidian as a company now, and if nothing is done about this I will be getting a refund for Deadfire. I should be able to do something in the game without encountering an extremely inconveniencing bug. That's the bare minimum I expect from any game, and Obsidian consistently have failed in this regard, and they took some of my money to even have the opportunity to build the game in the first place. I'm tired of it.

    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. They favor Agressive and Cruel reputations. Slaughter of weaklings seems right up their alley to me.

     

    Plus they are the closest thing by to a Dark Knight Killer the game has to offer, so they seem the best choice to me. Think Gregor Clegane.

    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. That fits with their lore. Once they are hired they can't be called off, even by their employer. It's part of their nature that means the me suggestion of their use causes conflicts to end.

    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 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 :p

  5. 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.

  6. What do you mean with "only 2 off" and that the monk gets higher potential deflection?

     

    The monk gets +8 to fortitude/reflex/will OR deflection (base 25) from Duality.

     

    The paladin can get +27 to fortitude/reflex/will with Faith and Conviction + Deep Faith and +13 deflection (base 20).

     

    Now the monk has to decide which part to boost (deflection OR the other defenses), but that aside both end up at 33 deflection - while the paladin gets his other defenses buffed a lot higher than the monk. It's not 2 but 19 points of difference unless I missed something (it's 2 points if you only look at the starting bonus of Faith at Conviction which is +5/+10 at lvl 1 without dispositions).

     

    Now add the Outworn Buckler that you can get very, very early in the game for rel. little money and that can only be worn by a paladin and you'll have +18/+32.

    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.

  7.  

    Petrify will definitely get you one shotted man.

     

    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.

    • Like 2
  8.  

    Since I want to maximize saving throws, I think Wild Orlan, because their racial seems to amount to a free +10 will whenever will is targeted. Please don't lough about a Wild Orlan Paladin, Mini-Wookies can be proud and honorable, too.

    No one is going to laugh at it)

    Personally, wild orlan and moon godlike are my favorite race choices for a tank paladin.

     

    Is it feasible to go Shieldbearers with this low INT? Personally, I prefer them over Kind Wayfarers because their dispositions feel more disciplined, so this is mostly about RP.

    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.

     

    Are the opportunities to push dispositions halfway evenly distributed throughout the story? I've got the subjective impression that "benevolent" seems overly present, but I might be wrong...

    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.

     

    Does this build seem overall feasible? Any advice?

    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!

  9. 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.

  10.  

    I fear that the thing will be something like " kind wayfarers do less dmg to all target vulnerabile to sneak attack " = everything with an affliction that ALLOWS for sneak attack = less dmg to proned, stunned, hobbled, blinded ecc enemies = you suck in a party proper played

    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.

    • Like 1
  11. I fear that the thing will be something like " kind wayfarers do less dmg to all target vulnerabile to sneak attack " = everything with an affliction that ALLOWS for sneak attack = less dmg to proned, stunned, hobbled, blinded ecc enemies = you suck in a party proper played

    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.

  12.  

     

    Does less damage against enemies vulnerable to Sneak Attack.

    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?
  13.  

    Does less damage against enemies vulnerable to Sneak Attack.

    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.

  14.  

    Speaking about disappointments, I find that Goldpact order restrictions in PoE2 as they are announced are quite disappointing. Unability to use paladin's auras is rather frustrating. This leaves very narrow usage of such paladins...

    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.

  15. I love Goldpact pallies as a PC because of their reputation options. I'm also disappointed how are Goldpact pallies introduced in PoE2, but that's not the final decision, everything may be changed.

     

    Personally, I think that a paladin without auras is near to worthless, especially in (full-)party gameplay.

    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.

  16. I recently designed a Goldpact variant of this build, taking elements from the Darcozzi Commendatore, trading the accuracy bonus from Inspiring Liberation with more utility in 'friendly' mind control via Bond of Duty. He's pretty much done - along with the rest of the party I built around the guy - but I'm struck with an inspiration for a party background that will take me a bit more time to write out in full yet. :geek:

    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.

  17. 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.

  18. Is just me or all paladin orders seem to have bigger disadvantages then bonus?

     

    Bleak walker: bonus dmg vs less heal both given and received --> hope the dmg bonus is good enough

     

    Dracozzi: whimpy fire shield ( one of weakest spells in poe1 ) for a lower possibility to use any ability ( lower zeal) --> bummer

     

    Goldpact: kind of ironskin integrated with sworn enemy vs no auras (no bonus to perception or dr or whatever) --> bummer

     

    Kind wayfarers : aoe heal on fod vs reduced dmg to basically anything, if you are playing with a party. Or you have to micro a lot for chosing on who cast a disable or cast an affliction --> meh

     

    Shielbearers : lay on hands prevents knocking out for a short duration , but you can't use it on self ( so basically you can't use your beast healing on yourself) --> meh

    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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