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Torm51

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Posts posted by Torm51

  1. I would skip Vulnerable Attack. With a two hander it will lower your dps in a lot of cases - instead of boosting it.

     

    If you like offense then I would take Intense Flames, put a burning lash on your weapon and also take Scion of Flame. This will boost your FoD bonus from 50% to 120% (against 0 DR). Scion of Flame is also good for your burning lash in general and for Sacred Immolation later on. For that you might want to have higher Intelligence though.

     

    Savage Attack is not bad either: FoD gets +20 ACC and +1 ACC per level which makes the -5 from Savage Attack quite unimportant, especially if you also pick Sworn Enemy. And Zealous Focus will outweigh Savage Attack's ACC malus while auto-attacking.

     

    Another good talents is Runner's Wounding Shot. It will give you an additional per-encounter ability and works very well with hard-hitting weapons.

     

    I would suggest either Tidefall or Hours of St. Rumbalt (actually a paladin's weapon which might be nice from the role-playing-perpective).

    St. Rumbalt was a Priest man! but ya its kind of close :p

     

    I don't like low INT on a Paladin in POE  because of Sacred Immolation and offensive type buffs like Liberating Exhortation (even if you are not a Darcozzi it is the best Exhoration IMO because ya its not AOE but it lasts WAY longer then the Priest AOE version even with a 10 INT.  The priest AOE version even with sky high INT last like 7 seconds).  It clears really crappy long lasting debuffs like blind that affect your ACC.   Also your auras.

     

    Agree with everything Beor said.  I love Mabecs Morningstar but its super RNG (its cool for RP its a Paladin weapon in its history) so you would have to get the Rose Salthollow which is meh and only one damage type.  For two handed Paladins Great Swords imo are the best option.  Two damage types and no RNG for the best weapon.

     

    I don't think you need DEX imo but maybe you are going for ALL offense ( would leave it at 10).  I just see even a 2handed Paladin as an alpha striker/sturdy front liner.  Your WILL be a DPSer with Sacred Immolation but DEX is irrelevant with that ability.  You could also make up for attack speed with the plate that has the Frenzy spellbind and durganizing. or cross class a bit and get the lesser Frenzy ability.

     

    PS

    I like your Uther the Lightbringer forum pic! Go Paladins!

    • Like 2
  2. I am getting ZERO destroy on hit/crit for vessels and I am 50% through Galvinos.  My luck cant be that bad.  Eder has it and he has Disc barrage and ACC from a Darcozzi Paladin and a Priests Devotions of the Faithful stacking.

     

    Ok just finished Galvinos and not one proc.  Not even for raw damage.  Plus the party is level 12 and the exploding constructs are 9.  Not one proc.

     

    PS

     

    Everyone is level 12

  3.  

    A paladin with Hermit's Hat and Righteous Soul is basically immune to all mind control effects. You have also a few items with Defiance/Loyal enchantments which can be further comboed with the Snowcap drug...

     

    That's way too many talent points to deal with this problem though. I already have Aegis of Loyalty, will get Sacred Immolation, and then Righteous Soul on top of that? I want him to do some DPS, too! ;)

     

    All I have done since this game came out is MC a Paladin (I get to play as the entire party anyway and its my fav class lol) and I am telling you that a Paladin is not very good "DPS" Until he/she gets Sacred Immolation.  Before that what they can do is Alpha Strike (and tank of course) and you only need TWO abilities for that.  Flames of Devotion and Sworn Enemy.

     

    Righteous Soul is not only a defensive talent against mind control effects it also increases your defense against FEAR AND TERROR which are one of the most debilitating effects for the offense of every character.  A consistently feared or terrorized character will not hit a damn thing.  Especially on PoTD against bosses who have sky high defense.  So not only is Righteous Soul great against charms it is also significantly helps your offense by making fear and terror effects either miss or effect you for a very short duration. As a Paladin you will at MOST get hit by a fear never crit and if you do get hit it will turn into a graze thanks to Righteous Soul or a graze will basically be a miss. 

     

    Its not just a defensive talent.  That being said if you get a certain soul bound late game sword it makes you immune to fear and terror but its a 1hander if you want to alpha you will have to switch to a bigger hitting weapon and you will be susceptible to fear and terror.

     

    PS I realize you can use a priest spell or scrolls to be immune.  I have logged too many hours in this game and I am telling you that redundancy in defenses isn't a bad thing.  Your priest will not ALWAYS be able to cast what you need because he could be in a bad spot and CCed or you rather have him casting offensive ACC spells and practically being immune to fear and terror is great.  Lastly its an AEO in a dragon fight where the priest is VERY far away from your tanks because you do not want him next to a dragon he will out of range.

    • Like 1
  4. Current party

     

    Kana- dragon thrashed- has turned from early game tank into AOE kill machine.

     

    PC Paladin- A councilor Ploi style tank but Darcozzi has great Alpha Strikes plus Sacred Immolation which adds on to the AOE melt. Party support with Buffed Liberating Exhortation and Zealous Focus

     

    Eder- DW DPS warhammers (highest damage done so far)

     

    Bat**** Crazy Hiravious- Storm tank with other Druid damage AOE spells

     

    Aloth Blights- range DPS and CC

     

    Durance- buff support adds in AOE spells like Iconic Projection to add to the AE melting.

     

    Eder seems to be kind of meh even though he's got the most damage because of his lack of AOE. I can take charge at 13 to remedy this. Maybe he just doesn't shine in trash fights but will be better against Dragons (Marking Paladin plus knockdown) and tough to hit enemies?

     

    Should I replace him with a Barb with heart of fury and carnage? Maybe that's too much AOE and it's not needed?

  5. If you are the marking paladin with Shame or Glory you have to attack the dragon in melee - best is to switch off AI and use auto attacks because he will not stop doing this until you command otherwise. The party member standing next to you will get the bonus. Melee range not required. If this is Aloth then Aloth gets the bonus, no matter if he uses spells or attacks otherwise. As long as he attacks the dragon and is the nearest others can not get the bonus.

     

    The great thing is: if you turn off AI and use spells with several party members then most of the time they all get the bonus. Why is that? It's because after casting a spell the party member will usually immediately switch to idle mode, this freeing up the bonus for the next nearest party mwmber who attacks the dragon, too. If those are all casters and they all do this, they will all get the bonus if they are not casting at the exact same time (or to be precise: if their attack rolls don't happen at the same time).

    Do I actually have to be meleeing or just be attacking.  For instance Aloth is casting.  I Am standing next to Aloth but running to the dragon.  I am not in melee yet but the attack is qued.

  6. So I was thinking if I want to mark for a clutch CC on a dragon for Aloth and I am carrying Shame/Glory and have Coordinated Attacks what is the Critiria that has to be met?  He has to be the closest ally to me attacking the dragon but I do not have to be in melee range correct?  I just need to have the attack qued as he attacks correct? 

  7. Yes, exactly. As usual a very helpful answer. :)

     

    I want to add:

    Also things like one handed weapon use (+12 accuracy) will get applied to the main attack (of let's say Knockdown), but the fortitude roll that actually sends the target prone will not have +12 accuracy.

     

    I guess it's the same with all attacks that have two (or more) rolls. Look at Interdiction and Painful Interdiction where you add a weakening roll to the initial dazing one. The daze roll will profit from things like Empowered Interdiction (improved accuracy) but the weaken roll will not.

    Check my Zealous Focus and FoD thread same issue.

  8. I only play Triple Crown so this is coming from someone with game and difficulty experience. At release all enemies could be CCed and had no immunities. Now things are immune and Dragons are much harder for that reason. Also enemy AI hits harder since PER gave ACC bonuses and you are easier to hit as you can't stack deflection with PER and Resolve. Lastly, many enemies were given the AI to look for low DR low deflection party members so you can't build meat sank tanks that are worthless offensively. This makes your tanks better offensively but even worse defensively. It's harder IMO.

    • Like 1
  9.  

     

    But guys, how do they compare to a DPS Fighter in terms of overall group benefit? Do they do more damage? Are they more survivable? What other major pluses and minuses are involved here when comparing the two?

    Try this with a fighter:

     

     

    In the end it's Vengeful Defeat + Second Chance (on Argwe's Adra armor) that saves the day. ;)

     

    Would Warhammers be better as of todays game? Sabre's sharp is much less damage then the old high base damage they had.

  10. Ya I always take defensive "cool downs" meaning per test abilities for soft back liners. It's usually only one or 2 talents and classses like rogues and spell casters have inate abilities built into the class that helps with accuracy. So it doesn't have to be 100% offensive talents. And with no aggro in the game I highly suggest it. Naturally high or helped with the extra ACC spells means these classes don't have to be totally offensive (90% offense and one emergency button works).Plus I usually have Zealous Focus or Gallants Focus to help with ACC.

    • Like 1
  11.  

    Besides the mentioned chanter, other micro light chars are paladin, barbarian (needs some micro at combat start, but much less than a *ugh* priest and it's worth it (boom), rogue (similar to barbarian), ranger, you already have a dps fighter (I hope dual wielding :p), druid (you could micro a lot, but why bother if you can just make it storm ;)).

     

     

    I considered a Barbarian for Gimli, but I also read he was quite fragile. So I decided to make Gimli a DPS Fighter. And yes, he's dual wielding. I am going to make him dual wield 2 battle axes for thematic reasons. (Frankly, there also seem to be a number of easily obtainable good battle axes, too.)

     

    I have a Paladin and a ranged Rogue, too. So that's 3 of 6 guys who are micro-light. But the ranged Rogue gets knocked out - or is seriously hurt - far more often than others. But at level 5, it's too early for me to assess - as I am not even 1/3 way done with the content.

     

     

    I always take a high defense talent for every char especially on PotD for that reason.  Like a Per rest ability for emergencies.  I take Shadowing Beyond for emergencies very early with rogues.

    • Like 1
  12. Is it once per encounter?   Currently I am level 9 so I cannot see and the Wiki wont tell me. I am running more of a smite Paladin this time around he's a Quick Switch Alpha Striker (Island Aumua) and will Also carry St. Yedwin as a fourth weapon (Marking Weapon + Outworn Buckler, 2x Arbalest and St. Yedwin) so I will have instant destruction for vessels.  Abjuration will give him another ability in his arsenal to smite spirits and either gib them or damage then heavily.  That will give me two instant destructions of some dangerous late game enemies.  Granted it does nothing against dragons but would be useful in the Alpine Dragon fight.

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