Jump to content

gilgamar

Initiates
  • Posts

    3
  • Joined

  • Last visited

Reputation

0 Neutral

About gilgamar

  • Rank
    (0) Nub
    (0) Nub
  1. UPDATE 2: Started playing POTD mode but made a few changes. I decided 4 bears is too many and mostly get in the way. I reduced rangers to 2x and this works better so far. 2 bears is enough of a meatshield to block doorways and keep enemies from flanking my rangers. My paladin seldom needs to engage the enemies either thanks to bears and can stay back and buff my rangers with zealous focus. I changed stats to 18M, 10C, 3D, 10P, 18I, 19R on paladin. The amount of healing and aoe of aura is over the top, but not sure where else I'd put those points at since the tank doesn't do much damage, I usually dont even engage the tank in battle if I can help it so I can always have a fast heal at the ready. The paladin stays back as a last line of defense for the rangers. The best part about the bear meatshield is the rest of the team suffers little long term damage and I don't need to rest as much. I changed a few other members of the team as well, I switched my monk for pike weilding rogue and also brought in a chanter and wizard for disables. Early game the chanter is a lifesaver because phantom is OP. After reaching level 4 phantom becomes a lot more useless and the chanter seems to feel more useless as well. Rogue DPS with the pike not as good as I'd like and it doesn't work as well as ranger in ranged combat either. The only ability, blinding strike one use per combat also makes the rogue feel like it doesn't do much either. So I'm happy with 1x pally and 2x rangers but I want to mix up the remaining 3 team mates. I still think monk is pretty OP but haven't tried it on POTD, the issue I had with my monk even on hard mode is they soak up more damage than anyone and as such require a lot of rest breaks which is something I wanted to avoid. I could always give them wound binding to help them endure longer. Not really feeling the wizard much, I think most mage class don't start to shine until later when they can spam low level spells on per encounter basis. Slicken is nice but doesn't last very long on POTD. The wizard damaging spells seem a touch weak. Could be that I dont have enough wizards. It's just like how 1 ranger sucks but 2x and more start to do well maybe 2x wizard to stack aoe damage might be nice also. Might try 2x druid and see how that goes. Would love to hear some feedback and ideas for the optimal lazy-mans POTD party.
  2. UPDATE: One thing I've noticed, my monk has been "tanking" more damage than my paladin. One of the failings of paladin is it's inability to hold aggro, not much use as a brick wall if it can't hold aggro but it's not a huge deal since we still have the "bear wall" and it's been a long time since any enemy has gotten through to my rangers. I might have to swap int for more resolve on my monk since they are turning into a punching bag for the enemy and I've been too lazy to even use torments reach lately anyways so int is less useful. The moon godlike monk is a good setup as the silver tide heals have been a life saver on almost every encounter lately. This party is almost too easy, starting to get bored. I am interested in suggestions for an easy to play less boring party. Maybe switch monk to barbarian to get more aoe without extra effort, and swap one ranger for spellcaster, maybe cipher or druid, wonder if the 3 bear wall can hold as well as a 4 bear wall.
  3. Now a best party is subject to preference for sure, in this topic I'd like to discuss easy to play parties that require minimal effort and micromanagement. I saw a funny article about a 6 ranger party and it seemed to be pretty OP. So I set out to make said party on hard mode and it mostly crushed everything except for main boss battles where the bears all died and my rangers died shortly after. So I thought, why not throw a paladin into the mix, they can last a long time, giving my bears and archers more time to DPS. So I tried 5 rangers and a paladin. This worked quite well except in a few cases where the enemies had a high resistance to piercing attacks. To offset the last problem I tossed in a monk for utility. This worked exceptionally well and I've had no major issues stomping my way through to level 6 of caed ruins. So to recap: 1 Paladin 2 Monk 3-6 Ranger (same build for each because lazy) Paladin wild orlan mig 10 con 10 dex 3 per 20 int 15 res 20 The paladin build is most important here, this build offers a lot of defense except fortitude is lower than I'd like. It's not a big deal since the paladin doesn't do much other than take damage so even if it gets knocked prone, who cares. I have zealous endurance to reduce hits to grazes on the surrounding rangers. Not sure if it affects the bears but my bears seem to be more survivable since nabbing that skill, probably just my imagination though as I took resilient pet skill shortly after on all my rangers. The monk makes up for the paladin lack of fortitude, I have maxed mig and con, 15 dex, and the rest of the stats can tweak to preference, I've dumped perception and some resolve and increased intellegence to extend the range of torments reach, which is my main skill for monk. The monk is moon godlike to help soak up the damage and it has worked wonderfully in keeping the pally, bears and even the odd ranger alive, although if my rangers are getting hit they're usually dead before I can do anything about it. The rangers can build to preference. Spec them for ranged DPS, dump con some but not all the way, it's really only the difference between getting one shotted or two shotted. I prefer to survive two hits so i at least have a shot of keeping the rangers alive. I'm using wood elf for increased ranged performance. As soon as I've found guns I've given them to my rangers for increased damage to high DR opponents. It is better to use quick weapons on low DR enemy though. I like to have 2 rangers with guns and 2 with bows for a mix of DR punch through and speed. The slow rangers use plate mail for second line defense as they always seem to be targetted once the bear defense is broken. The bow rangers are nakey so they can attack faster, they are far enough back I've hardly ever seen them get targetted. That about sums up my build. I haven't made it too far into the game yet as I've spent many hours testing different classes out and fine tuning stats. This build offers the easiest gameplay in my experience, I hardly have to think about what I'm doing. I use two formations for this setup, one where the pally and monk lead, and the other where I throw the bears at the enemy first as cannon fodder. I mostly use the first formation as the penalty for losing bears is pretty steep. The toughest part I've had trouble with so far is the ogres. I had to use the bridge tactic to pull zolly from the druids, otherwise the druid aoe wipes my rangers in an instant. Oh yeah, and I've built the pally around lay of hands, dont even bother with flames as the paladin is not spec'd for damage and bonus buff doesn't seem to be worth it. Without any other healer, lay of hands is critical for survival.
×
×
  • Create New...