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Torm51

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Posts posted by Torm51

  1. Yeah, speaking on importance of ZF, I meant those hard boss fights. But this also depends on your playstyle. If your pally is tanking bosses, and your party is standing in some distance, ZF is useless for your damage dealers/CC-ers, whereas ZE is always useful even for your paladin alone. But I usually take ZF in the beginning of the game, 'cause early on, a low accuracy is a serious issue. Later on, low acc is an issue mostly in boss fights, but by that time, you have different ways to boost it.

     

    BTW, a chanter can buff your party's accuracy against the dragons by whopping +20.

    You are on point. I agree I usually don't tank them I do a lot of mindncontrolling and disabling so ZF works. But in my early days I did tank them a few times and ZE was def better cause like you said if you split from the party ZF is kind of pointless.

  2.  

     

    BTW, I didn't use Bond of Duty or any other order-specific talents. Aegis of loyalty can give you infinite anti-CC stuff on top of Liberating Exhortation (of course, this requires some micromanagement and party positioning), and you can take it as soon as at level 7.

    Yeap, that's the main reason I don't auto-pick Goldpact paladin.

    But still,.. Sacred Immolation comes only at lvl 13. And before that undominating distant allies via Aegis can be tricky. Redfield/Executioner helm range is quite limited, and it's not like Paladin will be switching to hunting bow.

    You mean, a tanky pally is rather useless unitl level 13? Yes, he deals quite little amount of damage, that's true. After getting Sacred Immolation and Scion of Flame, he becomes an okay damage dealer.

     

    Of course, Aegis of Loyalty is not a panacea. But it's quite helpful as an addition to Liberating Exhortation and priest's Suppress Affliction. It's just not intended to be used in every case, just on occasion.

     

    I use a tanky pally as a scroll caster too. Taking Aristocrat background, you can easily get 7-8 Survival and 12 Lore with your paladin. Actually, in my party, it's the only character besides a priest, who can get 12 lore and cast Protection against Treachery from scrolls, thus he frees my priest from spending time and spell slots casting this spell. Of course, this comes later than level 11 (at level 14, if I remember correctly). Also, I found, that for a pally who abuses Sacred Immolation, it's handy to take a +2 DR Survival bonus over +40% healing. In my party, I have enough sources of healing to keep such an unkillable character standing straight, but the harm to the health from SI may become an important hinder which makes you rest more often. So, the less harm this guy takes from the mobs, the better. Wearing an Exceptional plate armor, having +2 DR resting bonus, Second Skin talent and buffed with Zealous Endurance, this character will have 23 base DR, that's not bad.

     

    Also, I feel that Zealous Endurance on PotD is quite handy and it boosts your party's survivability. It's not about keeping your buddies alive during the battle, but it diminishes harm to health, and you can move from one battle to another without resting (and this strategy fits my playstyle pretty well).

     

    So, a tankadin may be a bit passive and boring character. It just boosts your party and helps his mates to do the job.

     

    Also, I prefer an arbalest, not a war bow as a ranged backup for my pally. I usually use Hold Wall (+Slaying Primordials against those Spores, I prefer to shoot them from distance).

    Sacred Immolation is raw damage to the Paladin and fire damage to the enemy. The self harm portion ignores DR.

     

    Zealous Endurance is good. All the auras are. At points in the game I wish I had all of them.

  3.  

    Well a Darcozzi is better then every Paladin on PoTD.

    I've been thinking if I want a Goldpact over Darcozzi in the next run.

    With 10 survival, priest and Wit Dyr Jerky (+3 acc) I didn't encounter real accuracy problems.

     

    Yet I've had a few knockdowns when my chanter/barb got confused or dominated at the same time as my priest (who was responsible for 'unshackling').

    That made me looking at the Bond of Duty as a pre lvl-13 solution.

    1. I hear you Bond of Duty is decent. But if you have a priest once he gets Prayer against Treachery you are solid.

     

    2. Liberating Exhortation will get allies out of a mind control it just won't make them immune. It feels like the AI has a cooldown on abilities or something cause 1 enemy doesn't spam mind controls. Just smartly bait the mind control and use liberating or the priest spell. Burn the mind controller.

     

    3. Aegis of Loyalty if no priest or as a secondary backup to prayer of treachery.

     

    4. Lastly I'm thinking of POE 2 and I think the Goldpact kit SUCKS. No Zealous Auras for the lose.

  4. I Always said that dragon trashed if far over OP-ness

    - deal massive dmg in massive AOE (with max int+ items you just hit everything in sight) : check

    - it goes on forever without using per rest or per combat resources ( if even needed) : check

    - you can still attack/drink potion ecc in the meantime : check

    - do fire AND slash dmg, NO ONE is immune to both, so you can kill anything with it: check

    - targets reflex ( the lower defence usually) : check

    - lazyness proof : check

    On point

  5. Just note me down as sad, because Vielo Vidorio doesn't stack with DAoM and other AttackSpeedMult buffs :(

     

    Plus aside from mid-game alpha-striking, I don't really see how she's not superseded by a Darcozzi or Goldpact hireling in overall utility.

    Well a Darcozzi is better then every Paladin on PoTD. ACC bonus that stacks with everything is reliable CC on the most dangerous enemies. You can't beat that.

     

    Well a Bleak Walker is a better Alpha Striker then the Darcozzi if she/he takes rakhan field and intense flames but he can't reach Darcozzi accuracy.

  6. I meant if you are going to use official companions only. I never use Vielo Vidorio. That is doesn't stack with other speed buffs is a real bummer.

    Also it's AOE is small just like Sword and the Shepherd and Shielding Flames their AOE does not get increased by INT for some reason. *shrug* although The Heal and Deflection buff seem to have bigger AOE.

     

    All the Flames of Devotion added buffs don't scale with INT :(

  7. My personal point of view:

    I will restore Abydon without tempering him because "Those who are unable to learn from the past are doomed to repeat it."

    As a scientist, I consider knowledge as good and ignorance as bad.

    In term of gods, I like Abydon and galawain (I am hunting for knowledge in some sense). Find out what you want and do it. If you fail, learn from your mistakes and try again. Obstacles are there in order to overcome them.

    I dislike Ondra ( why forget things? Accept the past and learn to deal with it) and Wael (obstuse nonsense, why would you hide knowledge).

    I somehow congradulate the devs for creating the leaden key as the most "evil" enemy ever.

    Most bad guys do what they do in order to gain power.

    The leaden key is committing crimes in oder to hide secrets they themselves do not know. I think you need really lots of fanatism to do this and consider it as something that is nessesscary or even "good".

     

    I think that nothing, not even the gods or their followers, can save people from their own stupidity.

    I agree with you.  I too am a fan of Galawain and Abydon.  I was a military guy and the hunt to consistently improve yourself in your job and physically was always with me.  It still is, and like you said obstaclse are there to be overcome.  I had many of them and still do.  I also like Abydon for the same reason.

     

    I dislike Ondra as well.  I remember my past mistakes in order to learn from them.  I sided with her once for the ending and well my character figured that if Abydon remembered there might be another catastrophic war between gods and he wanted to spare people this possibility.

    • Like 1
  8.  

    Maybe I am dumb but I have read through all this and still do not understand.  I have beaten the game quite a few times.  What is meant by tempering Abydon?

     

    I have achieved two endings.  Maybe that is what I am missing?  I sided with Ondra and made sure Abydon forgot and I restored him ensuring that he remembered.

     

    • IF he ISN'T TEMPERED, then he will be restored as the god of preservation he always used to be. This means remembrence of history to the point that societies need old stories, but also old grudges, in order to thrive. There is a great importance in it, because Abydons thinks that without the lessons from the past you can't have progress. Example: in the ending slides there still are tensions between Dyrwoodans, Glanfathans and Readceran's over their tumultuous history. In this ending Durgan's Battery is functional, raiding of the Engwithan ruins increases - it angers Ondra.
    • IF he IS TEMPERED, then he will be restored, but due to your succesful convincing of the Eyeless, Abydon will acknowledge that history sometimes may be a hindrance, as living too much in the past doesn't allow societies to flourish (in other words you make a god change his POV a bit). Thus his dominion over preservation is loosened, so kith could look with hope into the future. Example: in the ending slides Dyrwoodans, Glanfathans and Readcerans learn to co-exist in peace. In this ending Durgan's Battery is functional, but raiding of the Engwithan ruins decreases - this is a compromise for Ondra.
    • IF the Eyeless are DESTROYED, Abydon can't be restored, thus he remembers nothing about his death. He remains only a god of the craftsmanship. This emboldens Ondra, that she was right all along, so her dominion of forgetfullnes "wins". Example: in the ending slides Ondra makes sure that things stay forgotten, but Dyrwoodans, Glanfathans and Readcerans find relative peace between them. In this ending the Engwithans ruins are drowned and Durgan's Battery is abandoned once more - it pleases Ondra.

     

    Ok yes I know all this and understand now lol.  Dont know why Tempered was confusing me lmao

  9.  

    So attack speed weapons. Strike Hard works too then correct?

    Fast one-handed weapons with speed enchant.

    The ones I listed have 20 frames attack duration (rapiers: 19.1), while Strike Hard has 30, which makes it (dex and delay aside) x1.5 slower.

     

    P.S. Just a reminder for other new forumers that might stumble upon this thread later on: speed enchant on weapon does not affect casting speed/duration. These weapons were recommended to reduce the recovery between a weapon swing and the actual start of casting.

    Ya true guess I was trying to find a balance between the speed weapons and something that's a semi threat when wielding it against opponents. But TBH I know better. FoD Alpha Strike is only worth a damn with a big hitter weapon it's a waste with one handers unless duel wielding.

     

    Still I have Sword and The Shepherd so I've been using FoD as a great AOE burst Endurance heal like the priest heal. That let's me use the priest heal as an ACC buff and not have to worry about it not healing anyone.

     

    I'll just rely on Sacred Immolation for DPS on this build and the occasional quick Arbalest shot.

     

    PS apologies for typos I'm always on a phone lol

  10. Unlabored Blade can't be durganized. Sword of Daenysis looks kind of cool on a Darcozzi with a buckler and a breastplate or padded armor. It's also a nice auto-attack weapon.

     

    Another trick: Quick Switch + Coil of Resourcefulness. You can be as sluggish as you want - but if you need to put out Lay on Hands and such quickly and as sonn as possible, just switch during your recovery (or even better - right after the attack animation) and *poof* recovery is gone. You can immediately cast LoH. Also works without Coil, but is a bit slower.

    Exactly what I was looking for. That is what I thought.

     

    Well the recovery in between actions is less with thinner armor. So the time between my auto attack and a lay on Hands will be less.

    Equip a fast weapon then)

    Forgotten Tear of the Beloved, St. Wygelt's Cudgel, Captain Viccilo's Anger, Spelltongue (if you are not going to durganize it, cose of the bug) are great utility weapons for a paladin tank.

     

    But yeah, the fastest gonna be: Rêghar Konnek, March Steel Dagger, Unforgiven, The Unlabored Blade and Sword of Daenysis

    So attack speed weapons. Strike Hard works too then correct? I still at times quick switch with an Arbalest with this build and strike hard had disorienting and WF: Soldier:
  11. I like to play like the above posters too. Always preserve spells and so forth, and try to go as long as possible (within reason) without resting. It was the same in Baldur's Gate and the like. When we were on our last legs, without spells (or near enough), I would rest.

     

    Don't understand why people would be rest-spamming. What's the fun in that?

    I play the same as you guys I dont cheese resting.  I just rest when on my last leg.

    • Like 2
  12. What cause does the Bleak Walkers and the Goldpact Knights have? To make money? They seem like straight up mercenaries to me from what lore I've been able to gather. They have their quirks perhaps in methods or such but it doesn't seem like something you wouldn't be able to leave for a new paladin order.

    I hear you but its specifically how they do it.  I am not saying a Bleak Walker cannot have a change of heart and become a Goldpact Knight but...the personality it takes to be a Bleak Walker is not easily overcome.  It is usually a very aggressive individual.  Something frowned upon by Goldpact Knights.  Someone who is used to killing unarmed prisoners (they take no quarter after a refusal of surrender it says it in their description and is likely part of their ethos), women, children you name it is not going to LOVE being told hey WAIT! the Noble who hired us says has changed his mind and wants to ransom all the prisoners, which GK Paladins are willing to do (It also says it in their Ethos.  They shift on the desire of the employer.  Their loyalty is to the pact/contract.  Which leads them to be loyal to the employer and their whims until the job is done.  Bleak Walkers are in no way the same.

     

    Again I am not saying someone cant have a change of heart but that TYPE of person is not likely to.

     

     

     

     

    Also, you can't be from the Valian Republics, which makes it make even less sense. Hell, it hardly makes sense to be a Darcossi Paladini if you're not from Old Valia, but they backed themselves into a corner on that front by allowing it in Pillars.

    Can't agree there. The Darcozzi family is spread out now. No reason an enterprising knight/Adventurer who got on the good side of the local family lord/member in the Living Lands can't join the guard who protect that lord and the family's interests. Outsiders did join the mafia after it left Italy and Russia. The Byzantine Elite guard were a bunch of Vikings and Byzantines could join them etc lots of examples.

     

    To the recent post it makes no sense at this point unless you get a mid game quest. To be honest when it comes to being a Paladin I don't think they should let you change orders. It's not something that's done easily considering it takes a particularly Zealous individual to a cause to become one to begin with.

     

    What *spoiler tag*

     

     

     

     

     

     

    Happens to Pallegina seems to me a rare circumstance.

     

    Ah the Varangian Guard!  Comprised of pissed off elite Saxon warriors who left England after the battle of Hastings and the Norman Conquest.  EDIT: I am referring to the Varangian Guard in the late 11th century of course.

     

    Ah a history buff like me :)  I like that about Paladins in this game.  They are warrior societies that have a common goal.  Could be religious but maybe not.  Reminds me a lot of medieval elite guards in history and the Game of Thrones Brotherhood Without Banners (Kind Wayfarers) or the Kingsguard (Darcozzi).

  13. Also, you can't be from the Valian Republics, which makes it make even less sense. Hell, it hardly makes sense to be a Darcossi Paladini if you're not from Old Valia, but they backed themselves into a corner on that front by allowing it in Pillars.

    Can't agree there. The Darcozzi family is spread out now. No reason an enterprising knight/Adventurer who got on the good side of the local family lord/member in the Living Lands can't join the guard who protect that lord and the family's interests. Outsiders did join the mafia after it left Italy and Russia. The Byzantine Elite guard were a bunch of Vikings and Byzantines could join them etc lots of examples.

     

    To the recent post it makes no sense at this point unless you get a mid game quest. To be honest when it comes to being a Paladin I don't think they should let you change orders. It's not something that's done easily considering it takes a particularly Zealous individual to a cause to become one to begin with.

     

    What *spoiler tag*

     

     

     

     

     

     

    Happens to Pallegina seems to me a rare circumstance.

  14. So RP wise I decided that Pallegina should follow the Ducs orders.  Despite being a Shieldbearer.  I think I messed up.  My order was founded on STOPing a war from happening and yet I could have started one by advising Pallegina to go through with the full trade agreement.  I think I was being short sighted and thinking about Pallegina and  Agosti.  I thought it Diplomatic and fair that Pallegina got what she wanted in investigating the attack on Animancy in the Dyrwood and the Ducs got what they wanted in a full trade agreement. I did not think of the bigger picture of possibly starting a war with the Dyrwood and the Valian Repubics.  

     

    What do you guys think?

     

     

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