Thank you for your insights. Considering that respec is possible, I've started the playthrough already, so I've seen the build in (early) action already.
I have a feeling that there are more opportunities for benevolent and honest. Last time I played, I did it with visible disposition conversation choices. I have maxed benevolent and honest first. Followed by diplomatic, clever and rational. The longest it took me to rise stoic. As for passionate, cruel and deceptive I was never really into them, so can't really comment here.
Mmhh. That's a shame, but I'll probably not reroll just to change the order (I've tested, seems I can't respec it since it's tied to class.)
It will work yes. But unless you specifically want high deflection for some RP reason, I'd say that this build appears a bit sub-optimal to me from power-building perspective. Reasons: - deflection is not that useful as it can appear after going through the early game for the first time - dragon melee attacks target fortitude, while their breath targets reflex and these are ones of the most hard-hitting stuff in the game. Iirc Radiant Spore/Kraken tentacles target fortitude as well. - cleansing flames aside, few of enemy damaging abilities target will. - combining these together I'd say fortitude is a prioritary defence for a main tank paladin; plus it helps vs majority of stuns/prones/paralyzes. - high might does increase fortitude and increases the potence of paladin heals and sacred imolation damage - high intellect helps with aura range, sacred immolation range and buffs/exhortations durations. It also increases the amount healed by Lay on Hands - two of the most utility -order specific- talents are Inspiring Liberation and Bond of Duty. Because of the encounters design, these quite have a higher impact than Shielding Flames. Plus you save a talent, since MT doesn't really need Flames of Devotion. - there is a high chance that you will want to use Outworn Buckler/Little Savior shield. So putting points in PER, in order to get higher reflex/deflection is no longer the way to squeeze more defences. - assuming you have a 6-man party, how about something like?: 17 MIG, 17 CON, 5 DEX, 5 PER, 18 INT, 16 RES
So, basically, there seems to be a choice: 1: Keep reflex as high as fortitude/will but sacrifice utitlity . - Lay on Hands is mediocre with low INT (didn't realise it was a HoT. Duh.) - deflection buffs are relatively short - (small aura range doesn't matter as much to me, since it's meant for my co-tank only. DPS-team is too far out anyway) 2: Sacrifice reflex to get more utitlity and raise fortitude/will even higher The question seems to be: Which effects usually target reflex? I'm not that afraid of damaging abilities since I have a decent endurance pool and could always quaff a potion of Protection from the Elements (those exist, right?). It's debuffs/disables I'm worried about.
Hm. Low saves are actually not a problem in the current build. In between high stat sums on MIG/CON, DEX/PER & INT/RES, Weapon and Shield Style's reflex bonus and the racial ability that guarantees +10 will, I've got 45 in all saves (+8 from Faith and Conviction).
Small aura range is not a problem since my co-tank is standing right next to me.
However, both damage and utility are indeed really... mediocre atm - he mostly just stands there, bemusedly humoring those feeble enemies desperately whacking at him and just refuses to die.