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Laz0r

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Posts posted by Laz0r

  1. Reading your preferences: I would try a Sage (Helwalker/Wizard)..They have enormous synergies in melee as well as in spellcasting (+10 MIG, +10 INT, generates wounds by himself using Dance of Death and Alacrity). You can cover so much area with the +10 INT and the foe-only part of your AoE spells will be huge while your spell damage will get boosted by MIG. Just watch your health! :)

     

    A nice alternative for melee can be Battlemage (Fighter/Bloodmage).

     

    The tankiest of all (for a limited time) is the Arcane Knight. I would pick Goldpact/Bloodmage I guess.

     

    For spellcasting a Warlock (Furyshaper/Wizard) is great as well. His casting speed is unmatched. You get Frenzy +Bloodlust+Rapid Casting+Fury Ward and later Blood Thirst which sets recovery to 0 after a kill. Just spam-nuke away. If you use Infuse with Vital Essence you can remove Confused on a Berserker which means you are left with +2 PEN which can be a big deal for a spellcaster (at least on PotD).

     

    Spellblade (Assassin/Bloodmage) with Arkemyr's Brilliant Departure as favorite spell is also very fun to play: lurk in the shadows and assassinate enemies with AoE spells like Fireball etc. which get all the assassination bonuses. And with Bloodmage you can repeat that of times. Sneaky playstyle.

     

    I suppose the idea there would be to buff yourself to oblivion using spells so you don't die instantly and then smash things, which sounds interesting.

  2. The Chanter does have one nice feature. I played as a Herald once and the Chanter half always called in three Wurms to help the party right at the start of combat.

     

    I had thought about playing a Chanter because of the summoning, but the whole "singing in combat" thing doesn't really appeal to me as a player. Just feels strange to me as a character concept.

  3. Initially I had played through half of PoE I when it launched but quit because they were still ironing out all the issues the game had. Now that both PoE I and II seem to have most of the glaring issues dealt with, I figured now is a good time to go through both back to back. This playthrough will be on PotD.

     

    I’m trying to plan a party that goes from one game to the next, preferably with the same character setup. I’ve read about most of the companions and my team for PoE II would look like this:

     

    • Eder (Fighter/Rogue)
    • Pallegina (Paladin/Chanter)
    • Tekehu (Druid)
    • Ydwin (Cipher/Rogue) or Aloth (Wizard)

     

    Which leaves the question… what do I play as? I typically like to play wizards and I dislike playing as rogues or bards (chanters in this game). Though, I remember it being very awkward in the first game. I created a Wood Elf wizard only to be approached 20 minutes later by Aloth, who even had the same face as my character. It doesn’t help that if you don’t recruit him at all...

     

     

    he apparently kills himself

     

     

    The route I’m currently thinking of taking is to just dump Aloth, take Ydwin, and then play as a Wizard myself. With that said, I’d rather have the companions from the first game in my group, so if anyone has suggestions, I’d like to hear them.

  4. I don't mind how tanks work in this game, a character really shouldn't be able to have the best of both worlds. The point of the stat system in these games is so that you always lose out on something in order to gain something. If you want to make a balanced character, you can, but they're going to suck hard because they'll be outclassed in every particular role.

  5. They're good because they're one of the few races that have a passive that isn't complete ass, and out of the passives that aren't ass, this one happens to be incredibly broken. They get a free heal that can't be interrupted, scales with might, and can proc repeatedly during a single engagement. Ridiculous if you ask me.

     

     

     

     Ofcourse companions cost a little more than random NPC with 2 sentences (although I wonder if you don't overreacting with the cost).

     But you are just being unfair about my judgement of the custom companions. For me they are the lazy solution and can you really blame me? I like way how BG2's do things more than I do the silent party from IWD1&2. I(my char) dislike having no choise as to what party members I will have.

     

     

    Of course I can blame you. It was additional work to implement a separate feature for custom companions that many people demanded, and it is a feature which increases your options and replayability regardless of how many pre-designed NPCs there are. We also have clear history of the Kickstarter campaign where people asked for it and it was presented as a stretch goal. So there is absolutely nothing in the actual facts that supports anything close to "oh they are so lazy". 

     

    I also like well written companions. I don't wish there were more, but I wish the ones we had got more attention. 

     

    ...really it was so hard to implement as to be 'an additional feature'? :) To me it look to be just dialogue shortcut so people don't have to run/type a script themselves to start creating a new PC. But I am not a modder - it might indeed be such a hard task who knows?

     I guess we will have to agree to disagree on the lazyness scale:)

     

    I think if they were truly lazy then they wouldn't have even included custom companions to begin with. What you have to realize is that quality voice actors cost a lot of money, think of it this way, if you had to dedicate a lot of your time to voice acting would you do it for free or for minimum wage? No, you wouldn't, unless you were in a position where you literally had to. That means that they had to take chunks straight out of their budget (which was already waning to begin with for a game like this) in order to even include voice acting.

     

    Basically, calling them "lazy" when you haven't considered things from a business point of view is incredibly short sighted of you.

  6. So, how far i would get in hard mode with party of 2 fighter as tanks (10/10/10/19/10/19, kinda ballanced), priest, cipher, wizard and chanter.Fighter with shields, and casters with guns.

     

    What do you suggest as dps?Is chanter worth just for reload speed aura?I got cipher and priest using pistol and arbuegus and is pretty good.Should i make chanter as off tank when some mob pass my fighters?

     

    I played party with 4 melee dps, and i ofted dont have room for them to properly place on target.

    This party looks pretty good to me, the one I'm running right now is:

     

    2x Fighter (tank)

    Ranged Rogue (DPS)

    Ranged Cipher (DPS/CC)

    Druid(AoE Nuker, Support)

    Priest(Support,CC)

     

    And I tore through hard like it was nothing, PotD hasn't presented me with an issue I can't overcome either.

  7. It's because paladins and rangers both suck and you're all terrible people for playing as them. Seriously, you should feel ashamed that you picked a **** tier class and should uninstall the game..

     

    Just kidding calm down.

     

    It was a poll limitation, there was a limit at 10 options and there's 11 classes. Also with the amount of salt being spread around with all the "Paladins suck" threads, I figured it would be fun to dump a whole canister and laugh at the results.

  8. Compared to others in this thread, I don't think Paladins are terrible, I just think they get out-shined in mostly every role by another class. To be honest with you, I think a quick fix would be to increase the range of their aura from ~3 meters to 15 meters. Paladins can definitely be a good tank if you're playing as the PC because of the defensive bonuses you get from role-playing, but their auras are just about useless. The only good one is the +3 DR because it can benefit the other tanks, but their accuracy aura has no purpose because it only has a 3 meter radius. Essentially you're giving accuracy to units who don't even make use of it (tank), unless of course you have a melee DPS in the area.

     

    And before someone says "But what about Paladins who are in the DPS role", no... just no. Literally every class in the game can out-damage a paladin, they are probably the worst DPS class in the entire game at this point. The role they were intended to fill is the off-tank support role, but I just think they need a little bit more help before there is a merit to take them over another fighter.

  9. I think what you're going to miss the most from this build is the support you get from the priest, it really is invaluable in a lot of cases. On PotD melee dps tend to get shredded a lot, so this build isn't really that optimal.

     

    In short;

     

    Can you beat the game on PotD with that setup? Yes.

     

    Is it viable? Not really.

  10. I also have to disagree with the micromanagement with regards to the priest, compared to other classes, they're not really that bad.

     

     

     

    ..........................................................  on the other hand, the paladin kicks the fighter's arse at support functions such as buffing, debuffing and cleansing..............................................................

     

     

    But isn't that what a Priest is supposed to do? And Priest does it better I think.........so why should we bother with a Paladin? Specially when so many people consider Fighter class to be indispensable, specially for main tanking.... So why shouldn't we just get a Fighter (who you are going to get no matter what) and a Priest and get the best of both worlds, why should we bother with Paladin at all (and stay mediocre in both departments; tanking and support).....I mean I am having trouble understanding the design here, in all honesty.

     

     

    And this is exactly what I'm trying to get at. Even from a role playing perspective, you have options of Gods to follow as a priest and with Magran you still get bonuses from slaughtering people just like the bleak walkers. At least in my case.

  11. the paladin has excellent buffs, debuffs and cleanses, but the paladin is not nearly as versatile as a priest.   the paladin is a strong addition to the poe class lineup, but its role is misunderstood.... and it can be boring.  the poe paladin is s'posed to play more like a 4e warlord or 3.5 marshal than an ie game paladin. 

     

    have said it before, but the biggest mistake obsidian made with a few o' the classes were nothing more than their naming conventions.  give very different poe classes the same names as ie classes were a mistake, and no matter how many times developers post stating that a poe paladin is not an ie paladin, some folks can't give up the ghost.

     

    HA! Good Fun!

    You're right, but the Paladin can be replaced in any role and get stomped by any other class in the game.

     

    HA! Good fun!

  12. Paladin's are complete **** unless they're your main character. I was able to create one effective build with a paladin, I'm sure there might be others, but this is just what I came up with.

     

    Race: Moon God-like

    Why? Because they don't have constant recovery (paladins) like fighters do, and the moonbros pretty much have one of the best endurance regen stats in the game.

     

    Stats: 19/10/19/10/10/10

    Why? This build relies on two things, abusing the moonbros passive as much as possible and getting your face beat in to do it. You need might because without might your passive sucks, and you need dexterity because you're going to be wearing full plate armor and your attack speed is going to suck ass if you don't have it. Essentially monsters are going to smash you in the face, your going to proc your passive and heal your main tank, all while doing somewhat respectable damage. You will use two one handers, both with drain on them, and take the 30% attack speed bonus for one handers. Getting int on a paladin is pointless because it doesn't effect your auras in a way that will benefit anyone. At max int, your aura goes from 2.5m to 3.5m, but since your going to be right on top of your tank, this doesn't matter anyways.

     

    This build is by no means amazing, but I've been using it and it's working. It'll work on PotD, but you have to remember that this character is not your main tank, he's an off-tank. Honestly, you're still going to get outclassed by a fighter, but I think this can work fairly well.

    • Like 1
  13. The problem here is that Paladins don't have a distinct role in this game, and they get outclassed in every individual role.

     

    Support? Priest is better.

    DPS? Literally every class except maybe the chanter is better.

    Tank? Fighter is better.

     

    Having a Paladin in your group is literally a detriment, because there is at least one class out there that can do what you set them up for BETTER.

  14.  

     

     

     

     

    Most of the real threats in the game seem to be ranged

    not my experience.

     

    only times any of my characters got close to unconscious on hard mode, it was because of melee attackers.  early on phantoms, ogres and the ocasional uber kith, later on high level fampyrs and things like... dragons.  I can't recall any time my characters were getting a lot of damage from physical ranged attackers.  oh, and traps.  got knocked out by traps a couple of times.

    Wasn't talking about physical ranged attackers. Was talking about "distant enemies" that target deflection or reflex with spells and debuffs.

     

     

    I find that the best way to deal with those is to get them into melee range, though.

     

    Moreover, on characters for whom deflection matters, Reflex tends to be sky-high due to shields.

     

    Not saying Wood Elves are useless at melee range, but ... I dunno, if you're looking to go defensive, Pale Elf is probably better.

    I was only arguing that they're not useless. They're better tanks than humans and dwarves, for instance. They might be comparable to Pale Elf though because a graze at normal DR might be better than a hit at +10 DR, and a miss is a miss (considering most fire and ice attacks are from distant enemies and are usually fended by Reflex).

     

    Kind of disagree with you here, Dwarves have a innate bonus to poison and disease, which can be a bitch in a lot of instances.

  15. -snip-

    and that gremlin race is just as repulsive.

    You will never be forgiven.

     

    To answer your question (my opinion, anyway)

     

    - Coastal Aumaua

    - Dwarf

    - Pale Elf

    - Human

     

    In my opinion, for a tanking character it goes

     

    Wild Orlan > Pale Elf = Mountain Dwarf > Coastal Aumaua > Everything Else

     

    For Melee DPS I'd say

     

    Hearth Orlan > Boreal Dwarf (Situational) > Death Godlike > Everything Else

     

    Then for ranged DPS

     

    Wood Elf > Hearth Orlan > Boreal Dwarf > Death Godlike > Everything Else

  16. With respect to moon godlike, I think you're looking at it backwards. On a tank without self-healing, Might is an opportunity cost - Constitution, while not actually good, is still the better Fortitude-boosting stat. But on Fighters (due to Constant Recovery), Moon Godlike, and Retaliation/Drain tanks, Might directly increases survivability, and so comes leaps and bounds ahead of Constitution.

    Yes, but even if you min con and dump it into might, at least one of your defensive stats are going to suffer directly if you wanted to maximize might on a build like that. I guess you could probably keep int at 10 for a fighter though, seeing as they don't get a massive bonus from it compared to per and res.

  17. As the title says, I'm trying to find out the "best" ranged weapon for a ranged DPS rogue. I tried out hold-wall earlier, but I'm pretty sure it's broken, because the attack speed bonus doesn't work on it. I think that means that the pistol would be a superior weapon because it has a DR bypass and high damage. However, I'd like to hear other people's thoughts on this. Personally I think the crossbow is underrated, because it has fairly high damage and no crit debuff, but again, not entirely sure.

     

    Another question is with regards to the Moon God-like. Originally I had one as my off-tank, but the problem is that I'm fairly certain their AoE endurance heal scales with might, and considering a proper tank build minimizes might, I think it makes their passive close to garbage (for a tank). Can anyone confirm?

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