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Everything posted by Torm51
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Thank you for your help Raven no worries I was just being dumb I see what you mean now! I tested it last night a lot and it works for Paralyze and stuck now which it did not before. A BIG thing people have to realize though is it that is suspends effects that were on the ally WHEN you cast it. Afterwards other debuffs can be reapplied. Its still good to get your tank/self or a squishy party member out of a really debilitating debuff. You usually aren't getting spammed by Paralyze etc so getting out of that one big debuff can be huge.
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So every once in a while if I am in my inventory or in combat single clicks will result in double clicks resulting in something I do not want. Also in combat if I select a spell sometimes it will double click and then unselect the spell and pan the camera. I have googled this issue and it seems like some people have it but no solution...maybe I missed it? This doesn't happen THAT often but enough to annoy me lol!
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I understand that the ability was not working as intended or as described..one of the two when the game first came out. I had it for a short period on my last game but decided to re roll my paladin but did not use it a lot. I did see that on one pull it did not IMMEDIATELY suspend the stuck effect on my tank when I threw it on him..I had to click on the floor twice for him to move...but move he did. So I got long winded there. Is it working?
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Keep in mind a lot of status effects reduce your defenses (and attack capabilities), so compensating with high deflect is more "expensive" than having high saves in the first place. DR always works, but it's not always enough and has other costs. So for my next hard mode tank what do you guys think of: Moongod Like Paladin (Shieldbearer of St. Elcga...I like the Wayfarers for RP better but for some reason they are a more offensively oriented paladin lol as far as their order specific abilities go) M 17 (for saves, miniscule improvement in dps see dex issue and better heals from my racial). C 10 Dex 4 (the dump stat I know it annihilates my dps and it sucks but I can afford to lose it I guess) Per 18 Int 10 Res 19 (aedyr background)
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Ya so the answer is have high deflect and DR so when you get stunned its cool cause they wont hit hard. I'd say that having at least ONE MIGHT or CON is important then to resist Fort check attacks...maybe as you get more DR throughout the game it doesn't really matter? cause even though you are stunned they cant punch through your armor? Check my thread below about Lay on Hands it has the stats for current Paladin tank.
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appreciate it! So as lay on hands goes it looks like you get more out of INT not might as It HoTs for a longer period. Granted I still took 10 Int and 17 Might on my tank (I know I know) I just HATE having low fort saves. So my paladin attributes are as follows (below). He was working VERY well on my Perma death run I just had never been to the dungeons below the keep (1st time running through I know but I just love perma death) and I jumped down the Pit. I actually MASSACRED the Drake that you meet with a level 4 party of Six. Paladin tank current build below, Eder (tank), Pre made dps pike rogue, Aloth, Pre made Barbarian and Durance. Saw that I could not handle the undead following that and tried to make my way up. Almost made it I had to camp twice got up to level 3 of the dungeon and ran into the packs up there. You cant really pull them solo.. Very unforgiving for a level 4 group who has no camp supplies left and is low on hp. It was a BLAST. Any advice on my re doing this build on my next run? starting tonight and I love Paladin tanking so will be rolling one again. Moon Godlike (Shieldberer of St Elcga) M 17 C 10 Dex 4 Per 18 Int 10 Res 19
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Are they just not necessary for tanks? I see a lot of 2 Might build tanks etc I understand that Might and Con are low on the priority list but I would think you would want ONE (preferably Might as HP isn't an issue on Fighters and Paladins) just for high fort saves. Like you would want to resist stun and knock down no? Or is the thought process that your deflection is so high that it doesn't matter? Regards Torm
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So I have 2 level 1 paladins with similar states except one has 17 Might and the other has 10. (Int is flip flopped in the 2 builds) and my 17 MIGHT Paladin heals for exactly .5 less then my 10 Might Paladin....why? Shouldn't the 17 Might guy heal for more? For the exactly number see below. 17 Might Paladin: Lay on hands heals for 64.5 End over 5.0 sec 10 Might Paladin: Lay on hands heals for 65 End over 6.5 What gives? I am moon like so my heal on 17 Might Paladin does heal for more then the 10 might guy (2 exactly) so does lay on hands not get the Might bonus?
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Hey guys! I am looking forward to POE's release. My question is if this build that I am thinking of for my first character is viable at all. I have a Paladin Fetish so can you guess what the main character will be? I was thinking of making him 1 of the 2 tanks I plan to have in the crew the other being a Fighter. So defense focused, Dwarf Moonlike (heals for the party as I lose Endurance), Order: Kind Wayfarers for Strange Mercy Heals (I heard The Sword and the Shepherd is terrible at the moment but the idea sounds cool). Is my thought process at least good? I just like playing Support/Tank Paladins a lot. I know what a crap role to like eh? lol Regards, Andy