Everything posted by Kaylon
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Quick Paladin Exhortations Question
Only the Liberating Exhortation can be used on himself.
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Solo paladin vs dragons v2.03
Yes, Triumph of the Crusaders is very strong and has good synergy with Sacred Immolation. But Vigurous Defense coupled with Defiant Resolve and Faith and Conviction is the real deal... If you play it safe it's very reliable - keep your health maxed and use potions of Major Recovery. You can also drop a little your resolve to max constitution. Even if you're very unlucky and she hits you, the transformation won't last long enough for dragons to kill you because of the Major Recovery.
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Solo paladin vs dragons v2.03
Even if it's not the 2.03 anymore I'm posting here my fight with Llengrath to keep all the dragon fights at the same place... https://youtu.be/T3iFg1qZT80 [media][/media]
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Blast - MIN damage (from DR) too high
Yeah, you should have done 1.2dmg instead of 11.2 - it's like if 10 more dmg were added from thin air.
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3.02 Fellstroke Ambushing tooltip
The only way to prove it doesn't work is to calculate the min damage you can do with ambush and then post a screen where you do less damage than that. You can't prove a thing based on impressions.
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[Class Build] Bleak Walker , Melee DW Paladin Monster
Using an arquebus isn't gimping yourself, it's the best option in most situations - you don't have to believe me, it's simple math... Of course, it's your build, it doesn't have to be optimized. I just explained why the FoD damage with dual Bittercut isn't always better than with an arquebus.
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- Paladin
- dual-wield
- Bleak walker
- melee
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[Class Build] Bleak Walker , Melee DW Paladin Monster
I never said you should use only the arquebus to fight, however it's clearly better to start with an arquebus and maybe switch to another one or the sabres for the second FoD. The sabres are better against enemies weak to corrode but against the rest the arquebus will be superior because the DR is doubled vs sabres.
- 66 replies
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- Paladin
- dual-wield
- Bleak walker
- melee
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Tagged with:
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[Class Build] Bleak Walker , Melee DW Paladin Monster
While on paper dual sabres do slightly more damage than an arquebus (average 30 base dmg for arquebus vs 2x16 base damage for sabres) once you start hiting heavy armored enemies the sabres will fall behind because the DR counts twice.
- 66 replies
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- Paladin
- dual-wield
- Bleak walker
- melee
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Tagged with:
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Greenstone Staff - levelling tip
The Redeemer is very strong but you need good accuracy because it procs only on hits/crits. It's simply a godsend against all the animats with high DR/endurance.
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[Class Build - Solo Monk - 3.02] Illuminated Master aka "death cone" monk
you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time. ok but the result is that when you are surrounded somehow you can still spam torment reach with success, while is actually impossible (for me at least) to evocate the twins. And if you get interrupted "too much" (i still have not understand clearly the rule) you "forget" the action you were doing es: i try to evocate twins. I get surrounded in the meantime and get interrupted several times. For 2-3 times the "evocation animation" restart every time, after more hits when an interrrpution expires my char have only dots upon the head and don't even try anymore to perform the action. With wizard sometime i also "lose the spell", the game considered it like "casted" while it was not casted at all, just interrupted. I'm sorry to answer to you in this trivial and experience based only way, since your post are every time of high quality and contain very precise math (i'm your fan) Well, that's something different... Don't know why you "forget" to drink potions, use scrolls or other actions - sometimes bugs, or maybe if an action can't be completed in a given time it will be canceled. However interrupts work the way I described it - try to hit someone with a long interruption weapon and you'll see how their recovery bar becomes longer oe how a short recovery bar appears if they don't have one. It's even possible to make a character who keeps enemies in perma recovery because their recovery bar will never deplete.
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3.02 Fellstroke Ambushing tooltip
Ambush means 25% dmg when you attack from stealth or during the first 2s of the combat.
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[Class Build - Solo Monk - 3.02] Illuminated Master aka "death cone" monk
you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time.
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Optimal weapons for soloing? Some basic build help welcome too
What difficulty will you pick? Do you plan to finish all content or not? Tough fights will be 1vs1 because you'll never be able to fight more than one of the tough guys at a time. To pick the best weapon you have to think what will you do when carnage will be useless and when procs will be resisted or heavily reduced by DR, etc. This game punishes offensive solo play and the best investment are your defenses or... avoid being hit. For the first half of the game the best weapons are the ones with endurace drain. But most of the time you'll have to change the weapon depending of the enemy you face... The best weapon overall is still Drawn in Spring, but it's not easy to get.
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Durgan Steel Ingots
Maybe you don't look at the right place... It's near the place with the white bears.
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[3.02] Comtessa's Gage still bugged
Well, I did a few tests by myself and it seems they increase only your minimum damage by 25% (like fighter's Confident Aim) - don't know if it's intended or not, but it might explain the strange wording.
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Durgan Steel Enchanting and Stacking
Rangers can do it with 1h weapons and shield and can reduce the recovery of 2h to to 10% with the right items/enchantments.
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Durgan Steel Enchanting and Stacking
It's something like attack - delay - recovery - delay - reload - delay - attack... The icons aren't true indicators.
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3.02 chanter changes
Yes, the auras always work for paladins even while petrified. The nice thing about withdraw is it also prevents the paladin from taking damage from Sacred Immolation.
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Durgan Steel Enchanting and Stacking
That's because between each action (ie attack, recovery, reload) you have 4-5 hard frames and it's hard to say when each animation starts and when it ends (save for the recovery where you have the bar). So you probabably counted the hard frames before and after the reload which explains your diferences.
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[3.02] Paladin - Faith and Conviction (Goldpack Knights) Still Broken?
But that is an exceptional case when pally is an PC. Typical pally will have 4/8 + 2/3 + 3/6 = +9/17. Am i right? BTW: A fighter with Vigorous Defense will have more in 'other defenses' than pally and WAY more deflection. You're right, the npc paladin will have 9/17 with deep faith. The fighter starts just with higher deflection. In the end the npc paladin will finish with -1def/+17for/ref/will compared to a fighter with the same stats.
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[3.02] Comtessa's Gage still bugged
Thank you. Can you explain what "25% of damage range guaranteed" means? It means your min damage will be 25% instead of 20%?
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Faith and conv + talent + and full rep MC pala caps at +8/17
F&C caps at +8/+17. With Deep Faith it becomes +10/+20. Overall a +3/+7 nerf to the paladin defenses. Still has the best defenses in the game and with the new soulbound armor he's even stronger...
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[3.02] Comtessa's Gage still bugged
Bump
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[3.02] Paladin - Faith and Conviction (Goldpack Knights) Still Broken?
Previously you had +13def/+27for/ref/will with Deep Faith. Now you have +10def/+20for/ref/will with Deep Faith. With maxed F&C+DF the paladin will have the same deflection as a fighter and +20 to the other defenses.
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Tips how to roleplay Fampyr(vampire) or another ingame creature or unarmed character
And it works really well with the death knight armor...