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Everything posted by Raven Darkholme
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In TB, I could spend my every "action point" (or however they're called in the system in used) to get within melee range of you, just to see you spend your turn walking away from me. This chase could go on forever, and I could never get any attacks through. In this context, it makes sense to grant an attack of opportunity against a character who leaves melee range, so that they are discouraged from fleeing melee range before the attacker can attack at least once. In RTwP, the cost of moving is moving. Or, to be more precise, the cost of moving is the DPS I'm not causing to my enemy because I'm busy moving around instead. Punishing it further makes absolutely no sense, especially when a disengagement attack triggers whenever my characters move one pixel to the left or to the right. I should be free to move around as I please, which I probably wouldn't do that much anyway because I prefer to solve my problems through violence (i.e. DPS.) This is totally true if you run with a party, only reason to run around is if you solo and don't have high damage output.
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For Defiance Bay I'd go with either the Crucible Knights for the +DR or the Doemenals (not sure on the spelling) for the crit damage. I always avoid the Dozens as their bonus is terrible and they are a bunch of yahoos. Lol, Yahoos indeed. For the tribes quest I always pick the resolve reward and in the Council Hylea for resolve and petrify defense.
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Did he have the nitwit voice of low INT you have in BG, or did he rather sound like a fallout character, that just took psycho? An enthusiastic voice that starts to sound more sleepy (due to the long nights playing) the more you scroll down =P. Psycho it is, then. He jsut doesn't cry "****ING KILL", because he is a well mannered, reserved, german drug abuser.
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I watched some of it and despite things changed (with patches) .. Wizards have healing: CC Siphon, which in turn may have influence over MIG/CON distribution. Moon is decent, if now OP, still for "melee", getting hit a lot, other traits could be taken into consideration like defense to Prone and/or Stun as those are killers for solo character. Also in my runs with Wizard I found out that its more effective just to cast spells from distance than try to buff myself then engage in melee, this is also due to lack of pre-buffs. And as for INT, its good, for AoE and duration, however, for melee I am not sure I'd go max as the trade off is huge. Wizards selfbuffs are really fast tho, so lack of selfbuffs hurts them less than say ciphers.^^
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Dex is pretty useless for paladin. You will not be a dps monster before Sacred immolation (lvl 13). Perception is pretty important, but that also becomes more important with SA. My solo pala respecced once he hit lvl 13. I dumped CON and DEX (will respec before dragon fights), maxed RES, almost maxed PER and maxed IN. MI is only at 12 but before 13 I had it at 14. I would say the build in your original post is pretty solid before 13, at 13 you definitely have to respec for more PER and INT.
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I recently tackled that area with. Tidefall wielding Barb, 3 Rangers with bows and bears and 2 Lion Druids on PotD. Arrows and Lightning storms rained insta death on those freaks. My mostly melee party has felt lots of pain trying to take them on. Quick death from afar has seemed to be the better option. Well death from afar is less easy with a solo paladin, but I guess you could describe my tactic like that, too. :D
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Ok, the last pack of Lagus was really tough (in front of the Alpine Dragon cave). 3 Broodmothers are way too much for me to handle at once, Cleansing Flames is just insane. At first I couldn't even split them apart, since they follow you all over the map, then I used the bridge and figurines to finally fight each mother on its own.
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If you were playing on PotD, your stats are not tanky enough to use tidefall. But since you aren't and also use a party it should be alright. My solo pala used Tidefall a lot before he got to Sacred Immolation (now the weapon doesn't relly matter that much anymore) and had 100 defenses over the board with it which was 30 lower than with shield (level 10ish). Your strategy with Inspiring triumph will become real good once yoiu get to sacred Immolation btw. :D
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So I'm not sure if many npcs use Deprive the Unworthy, but the other day I ran across of a pack of Fampyres, Darguls and one named paladin of Berath in the Russetwood. I put my anti charm armor on with which I have 177 defense against charm, only to get repeatedly charmed and whenever not charmed hit like crazy. I died once or twice, before I realized I had to split that group of enemies up, died once more until I realized I had to split the Fampyres from the paladin. When I fought the paladin and one Dargul in the end, I stil got hit like crazy and had to heal several times to not die. I checked my defenses and they were down to 68 DEF, REF and WI and 48 FORT. :D The only debuff on me: Deprive the unworthy. So I checked my status effects and not only were my aura, modal and F+C supressed, but all my item buffs from the items I wore were gone. They were not even suppressed, just gone. ^^ This surpasses BG2 SCS beholder rays by far, those took of all buffs, too, but they didn't suppress the items I wear, lol.