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Chaospread last won the day on June 28 2024
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You can achieve 20 RES from 16 easily early with an enchantment (i.e. custom enchantment of an armor) and a rest bonus. While proceeding through the game you get more bonus, also a weapons bonus that stacks with others and until late base game content 17/18 RES is sufficient for almost every content. 10 CON is not squishy with HIGH RES and a supporting party cause Paladin has good health and endurance nevertheless, and again, you can achieve +2 / +3 CON during the playthrough. In SOLO it's very difficult pass the first act with high RES lowering the other attributes. I made a build for SOLO PoTD with MAX RES past act one, but before I MAXED MIG, DES and PER, and dumped RES, see it here:
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I think you are gonna playing in a full party, aren't you? If yes, all columns are ok, for a paladin INT is important so as Boeroer said last one is the better choice. It has also greater CON, and if you wanna tank it is a good stat, RES 16 or 18 changes little, it is indeed for a almost all a question of dialogue and/or quest resolution... 18 can be better because in one or two cases 20 RES is a score needed for quest resolution but not so important, 16 is enough with +1 or +2 bonus points from item. Another alternatives could be rely on INT more and having CON 10 INT 16 and RES 16, more duration and AoE and not many drawbacks If you play SOLO, something can change...
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Ok last idea for Nature Godlike. Right observations about CON. Moon Godlike are ok, you're right. Death Godlike needs an upgrade as you said. I think that in this way Fire Godlike remains the poorest, +4 DR late game is nothing and retaliation is fair, but it entails receiving attacks, the damage late game is not so bad, but it depends also with which foes... If Boeroer think 5 FB / rest is ok, ok. 5 FB in one encounter against a boss is kinda strong for me, I think 4 is good the same, or 2 any encounter. About Druids, I didn't wanna say it is wrong to move RS on tier 7, actually I agree 100% with you, I wanna only tell that it is not a nerf but I consider it more like a buff and Druid class are better with it The base game consideration is only a professional deformation about noting something it could be considered "anomalous" or rather "particular", don't care too much about that
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Hi, it is a nerf untill you reach level 13th where you have 2 great spells AND you eventually can good use of good spells on level 5 that you often don't cast. So an early nerf - a later buff Have you thought, that in this way, with only base game, a druid can't cast Relentless Storm? These (especially last one) make NG better than any other Godlike in my opinion. So potentially you can throw FIVE Finish Blows in one encounter? It's crazy. What was the initial proposition? Ok for Wizs and Barbs, I agree that the latter needs some few little adjustments to reach "power" of other classes.
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Indeed, anytime I've played a druid I have always used hatchet and shield because I dealt damage with spiritshift, spells and scroll. Moonwell is good but you don't have it up all the time. I've tried 2 hatchets and 2 spears as setups but no one was very effective for a druid, but you can give them a chance if you want. Or maybe a ranged Druid with hunting bow (but better put them in others arms) or perhaps a semi-ranged one with some useful staff, i.e. Greenstone Staff or Guildmaster's Staff. I'd always take peasant weapon focus. Another intriguing idea could be Firebrand since you pick Scion of Flame, but it would need a specific build... By the way with mid PER and high MIG and INT this character is better as an off-tank healer/buffer (and maybe damage-absorbent) than off-tank damage dealer. And all those equip versus frost-damage is justified only for RPG questions.