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KDubya

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Everything posted by KDubya

  1. Corrode is a solid choice, as Andrea Columbo pointed out it is rarely resisted. Lightning is good if someone on the team has Stormcaller and can de-buff your enemies. For my Paladins I like fire enchants as it will stack with my Flames of Devotion and be increased by Scion of Flames which I'll be taking for Sacred Immolation.
  2. But it is only a 10% chance. A Rogue with a Durgan Tall Grass will have something like a +45% hit>crit which will happen a lot more than 10% of the time. It'd be great for a Barbarian with carnage but they can't use it.
  3. Not sure if FoD used to be melee only but it works really good for an arquebus alpha strike Here is what I had for the build Paladin Kind Wayfarer Island Aumaua Might 18 - wanted bigger damage and healing Con 10 Dex 10 Per 15 - wanted the better accuracy Int 10 - big enough aura to cover the frontline Res 15 - wanted the dialogue Talent/Abilities 1.) Lay on Hands - monster heal 2.) Strange Mercies - makes a big difference at the early levels 3.) Zealous endurance - more DR and hit>graze. The other Paladin in group picks up Zealous Focus 4.) Soldier Focus 5.) Flames of Devotion - great alpha strike 6.) Two handed weapon style - more damage 7.) Liberating exhortation - not sure how useful it really is, they seem to cast it a lot with the AI on. I guess it is helping but I don't really know. 8.) Vulnerable attack - DR penetration is great at pretty much any DR level 9.) Reinforcing exhortation - +25 deflection is huge, with two Paladins I can do a ranged FoD alpha and follow up with a reinforcing exhortation cast on each Paladin by the other. Makes up for not using a shield. 10.) Savage Attack - more damage 11.) Righteous Soul - better defenses 12.) Scion of Flame - helps with Sacred immolation and FoD and burning lash 13.) Sacred Immolation - makes your Paladin a super badass as long as they are not fire immune 14.) Apprentice Sneak Attack - more damage Should have been Deep Faith for the +2/+5 to deflection and defenses. If I did it again I'd probably change Island Aumaua to Boreal Dwarf. Once I get a Great Sword there is no reason to swap since it is slash/pierce. Maybe try a dual wielder with Sabres and pistols with a similar build. With Durgan and Sky Dragon Eyes being so rare you're not going to have two maxed out weapons on one character when you can only use one at a time. EDIT - Was going from memory and made a mistake. I'd taken Deep Faith not Apprentice Sneak attack.
  4. I'm with Teioh-white with regards to the Blade of the Endless Paths being the better weapon. Drakes bell is great until you get the Blade but once you do its just better. Speed and Superb are great and marking is not terrible/quite good at times. 20% faster is powerful and affects your total damage output. I usually get lazy and don't swap out of my main weapon unless something is immune, especially if my main weapon is jacked with Durgan.
  5. How "offensive" is your paladin? I'm not sure if I'd enjoy a pally who was nothing more than a hold the line, aggro magnet tank, or a pally whose only real purpose was to use auras to enhance the rest of the team. I guess that I'm a dinosaur who thinks that paladins should be true front line holy warriors, not this warlord or general sort of character. It just seems like it might be less interesting than I'd like it to be. With your above mentioned pally, I'd probably put a blunt weapon in the 3rd slot, probably a warhammer and shield, since you seem to be set up to have the Soldier weapon focus talent. But that's my play style. I like having a blunt weapon option for my melee characters because you never know when you're going to run across something with overly strong resistances to slash and/or piercing damage. My Kind Wayfarer is leading my team in damage. 18 Might, 10 con, 10 dex, 15 per, 10 int and 15 res. Heavy plate armor, the one you get from Vampire Raedric, wielding Durgan enhanced TideFall, Long Feller Arquebus for a FoD alpha and Grey Sleeper since I wanted to have someone use it and I had already given the Soulbound GreatSword to Pellagrinna who uses Estocs.already. Pellagrinna will do better with a Durgan Blade of the Endless Paths instead of Grey Sleeper. Definitely not a meatshield but a frontline melee. Deflection is nothing special but DR is over 30 and the other defenses are high.
  6. I thought he was talking about the Vin Diesel movie "The last Witch hunter" I saw it today, thought it was pretty good. Based on the movie I'd look for a Paladin build - great Sword, FoD, Sacred Immolation, Arquebus or maybe Ruffian for Sabres and Blunderbuss. Kind Wayfarer
  7. I'm with you on the usefulness of the Island Aumaua, especially with Paladins. Right now my Kind Wayfarer is rocking Tidefall, Long Feller Arquebus and Grey Sleeper. I don't get much use from Grey Sleeper, not even sure that with really high DR that Durgan Tidefall is not just better at all things. Probably better to carry another gun. At lower levels before Tidefall having the extra weapon slot was really useful.
  8. You need to dive into the frame rates. http://steamcommunity.com/sharedfiles/filedetails/?id=416939844 The steam guide above has a nice description of how it all works. Also look for Andrea's Lady of Pain fighter build, it has a lot of analysis into how to improve attack speed.
  9. I can understand and even agree with the change to the Paladin's base deflection. They are still the best defensive melee in the game and there still is no reason other than Eder's great character to include a Fighter on the team. Fighters still have no purpose and whatever mission you tailor their build for someone else is better at it plus has more for the team. I just wish they had listed the change in the patch notes.
  10. All Monk abilities work with weapons as well as with fists. You can go with two handed swords, dual sabres whatever, they all work. Some Monk abilities only add crushing damage like Torment's Reach and Flagellant's Path but the main damage type will be whatever weapon you are using. For my fist Monk Juggernaut I just have a pair of spears on switch to handle the many crush immunes.
  11. I always found Cautious Attack to be terrible. +8 deflection with -20% attack speed, Superior Deflection gets you +5 deflection without any malus. The extra +3 deflection is not worth -20% attack speed.
  12. The big change is with the ranged alpha strike always being piercing. I used to always have my main weapon and then the ranged weapon from the same weapon group, starting combat with a shot and then switch and engage. Now I need to make sure that they are not both piercing. If I am going with Estocs (still the best melee weapon) I have a Poleax on switch instead of the War Bow. Greatswords are probably the most versatile with several good ones available (Tidefall and two that prone on crit) and they let you alpha with the two biggest ranged weapons and not be pierce only. Soldier focus also has the only dual damage type one hander (warhammer) as well. It's hard not to have several Soldier focus melee guys on your team.
  13. I'd suggest using the Quarterstaff from the hidden area on level three of the endless paths. It has the speed enchant and has reach and nothing unneeded. You can run it up to Superb, and add a lash, even a slayer enchantment. The speed enchant makes it 20% faster and it stacks with Durgan. It also stacks with Time Parasite for some impressive speed boosts of +85%. The quarterstaff will hit hard with your Might, two handed style (+15%), Soul Whip (+40%), Savage Attack (+20%) for +75% w/o any Might or weapon enchant. Plus it has reach so you can stand behind your frontline and hit from safety. Your lash and slayer enchant will make it glow as well for the Darth Maul staff action.
  14. My final team (PotD) is usually: 1.) Devil of Caroc - I get her last maybe level 11. I like the character, voice acting and I need a Rogue to handle the highest end traps and locks. Before I get her my main is always the mechanic no matter the class. 2.)Zahua - I get him at level 9 when I start the upgraded White March. I like Monks, his stats are pretty good only wish his level one pick was Swift Strikes instead of Torment's Reach. It'd open up more build possibilities with two handed weapons which would do better with Force of Anguish instead of Torment's Reach which is best with dual wielding. 3.) Pellagrinna - I get her when I first get to Defiance Bay, maybe level 5 or 6. Paladins are great team players. 4.) Kana - I get him maybe level 3 or 4, basically as soon as I can survive the trip clearing the maps as I go. My team is heavy on the melee and Kana helps with the fire weapon chant, scaring the enemy and summons, especially at low levels. He is not bad with a big two handed Pike and an opening arquebus shot. 5.) Pot luck - Sagani with Stormcaller is strong, Grieving Mother with the speed quarterstaff and Stormcaller, Hiravois or Aloth. Sagani is my first choice, I like the disposable pet and Stormcaller is godly with a ranger. Plus everything is per encounter, resting only when damaged. I try to fill up to six companions early via hiring mercs and drop them as I find the story companions. I have the game set to leave them at level one and let me do all the ability picks.
  15. Its a team game. Team synergy makes a big difference. Without using the debuff from the Priest's per encounter Painful Interdiction AND the Brute Force + Threatening Presence you will not have much success getting large scale stuns or prones. If you won't be using the Priest to assist the plan is not going to work well. You'd be left with just interrupts, which can also serve a purpose if using a weapon like mabec's or Strike Hard you have a 1 second interrupt which also will hit the carnage victims and does not require a crit. With the interrupt boosting talent you can consistently interrupt everyone nearby for one second every (approximate) three second attack cycle.
  16. Hang on mate a barbarian is only going to do this when he crits, and then only if the enemies fake there saves. I've played POTD many times and never ran out of spells and the spells are more powerfull then this anyway. Being limited to on crit is why you need the Priest's Painful Interdiction to debuff the enemy. Personally, I much prefer using a Monk than a Barbarian. You're more durable, better defenses, better deflection, better single target damage and Torment's Reach can also clean up bunched up trash mobs. Monks are also more flexible on stats, as you've noticed Barbarians are stat starved. Or use a Paladin with Sacred Immolation you clear trash as well.
  17. A Barbarian can lock down the mob with every swing and can do it all day long in every encounter. Casters will run out of spells, even a Cipher only has enough focus for one Amplified Wave and then has to do normal attacks to regen. To really make it work you need the Priest to cast his per encounter ability that debuffs fortitude, I think it is Painful Interdiction. Going for the damage route gets the Barbarian hitting multiple foes with every swing. Maybe he hits only half as hard as your Rogue but he is hitting 4 or 5 guys at a time. All together he is doing twice the damage of your Rogue in certain situations.
  18. Also you don't need max stats, 15s can get it done. Try something like: Might 10 or 15 Con 13 or 10 and add 3 to whatever Dex 15 or 10 Per 15 Int 15 Res 10 If dual wielding good pairs are Flails - unforgiven -speed enchant + Starcaller - fast speed stun on hit. Warhammers - Strike hard - -def on hit and speed + Shatterstar -bigger interrupt or Godansthunyr - stun on hit, Spears - craftable one with stun + the one with -def on hit. Two hander - Mabec's Morningstar, Tall Grass, Hours of St Rumbault, Grey Sleeper Or you can skip the on crit affliction weapons and go for speed, endurance draining, - defense on hit types.
  19. Was the Paladin's starting deflection changed in the last patch? On the wiki -not always up to date or correct - Paladin's starting deflection is listed as 25, the same as Monk and Fighter. This is what I remember from prior to the patch, all three had the same deflection. Now after the last patch I'm playing around with different builds and Fighters are now at 30 deflection -expected change - , Monks are still at 25 deflection, but Paladins are at 20 deflection. I did not notice any changes like this listed in the notes. With max Faith & Conviction at +11/+22 the Paladin would be one ahead of the Fighter when before it was eleven ahead. Not saying this is necessarily a bad adjustment making Fighters the best deflection tank, Paladins will still be way ahead in the other defenses, just did not see it listed anywhere.
  20. The paladin aura Zealous Endurance helps as well with its hit>graze property, as would Durgan enhanced shields.
  21. If you changed the 16 con for 16 might you'd lose out on some endurance and health but gain a bunch in damage and in healing, especially after Sacred Immolation.. The Orlan racial ability that increases defenses after being attacked would be another option but the Coastal Aumaua is solid. The worst afflictions to me are the stuns, especially from lightning storm and the ghost paralyze. Never really noticed a lot of prone attacks. Its a good concept/build, would be hard for the enemies to hurt him
  22. That's pretty close to the Kind Wayfarer I've got on PotD, I think I went with 18 Might, 15 perception and 15 resolve with everything else at 10. Also went with two handed swords and arquebus. He is a blast to play, durable hard hitting, a little slow but still leads the team in damage. Getting Sacred Immolation is a big power increase, having my guy and Pellagrina running two auras, four LoH, four reinforcing exhortations and two Sacred Immolations is just awesome. It's a really really fun character and darn effective as well. Great roleplay as well with staying benevolent/passionate and avoiding any dishonest or cruel, especially with the labels all turned off.
  23. I'd assume that detecting stealth would be the same as it works with enemies now. At a certain range the circle fills up yellow and then fills in red after which you are seen. Another possibility would be to start at the limits of visual range. This way there'd be no using stealth at all. Rogue could still go invisible, but they can only do that once and it has a duration. At the start the Rogue goes invisible and you run around for ten seconds to outlast the invisibility or just take the Rogues alpha strike and fight back. I still believe that having really high defenses and a self heal would be really useful in PoE PvP. There won't be Priest buffs or Scrolls of Valor or Potions of Eldritch Aim, all you'd have is your base accuracy and whatever you got from your weapons and equipment. Deflection and defenses would be much higher and would result in more misses and grazes.
  24. It sounds like Rotfingers needs to be fixed then. Everything else has an attack versus a corresponding defense, there should not be an exception to that basic rule. The melee guy would prefer starting at 2 meters instead of at ten If you start out of visual range you could activate stealth which would let you close the distance a bunch before spotted. Again it would depend on how the arena is set up. The Juggernaut build does not really start to take off until you get the Shod in Faith boots and then Modality and Crucible of Suffering for the defenses. I do wish that there was an arena where various builds could be put into combat against each other. Until then the best we have is our Theorycrafting. Concerning the Rogue versus Wizard I think the Rogue would win due to its large offensive burst capability and the Wizards low endurance and need to buff.
  25. It would depend on the geometry of the arena and at what range combat is initiated. Are you at 10 meters or are you at 2? Are you out of visual range and can activate stealth? Are you in combat mode right at the start which would allow buffing or are you out of combat mode until you visually spot one another? Again I'd bring up the Monk's walking around, not optimized gear or talents, 122 Fortitude. Go ahead with Rotfingers, petrify whatever spell or affliction you want, overcoming that is not going to be simple. Remember there is no team stacking debuffs before you land the big crowd control ability. If you spend time trying to debuff, which still has to bypass defenses, it leaves you open to an affliction attack or even just a normal attack. Also the Monk has Crucible of Suffering which boosts defenses by ten after the first attack. A Wizard is godly against the AI but I think you are overstating its potential in PvP. There are not any auto hit Missile strikes like DnD has, everything has to overcome a defense and Wizards have low base accuracy. Plus all defensive buffs need to be cast in combat. In PoE really high defenses are really powerful, and both Rogues and Wizards have no bonuses to defenses that Monks and Paladins innately have. The Wizard has spells and Arcane Veil but they both take time to set up. No one is going to give the Wizard time to buff, and without buffs the Wizard is vulnerable to attacks and at a big disadvantage trying to penetrate high defenses.
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