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Everything posted by dunehunter
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Fighters can pick weapon specialization and mastery, which is +25% damage to every hit, which is much better for dps than Intense Flames or Remember rakhan field IMO, in the beta, paladins can one shoot kill an enemy with flame of devotion and arquebus, now they are nerfed sadly. So if you want to tank and do damage, better pick a fighter.
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Accuracy bonus for flame of devotion
dunehunter replied to dunehunter's topic in Backer Beta Discussion
am not seeing paladins as underpowered in support, not by any stretch o' the imagination. yes, they is less flexible than the other support characters, but am not seeing lack o' relative power as a fair claim. the aura modals is excellent, and the per encounter/rest abilities you are able to choose are situationally useful. however, we will concede that if you plan on making a paladin your only support party member, you will likely find its lack o' flexibility annoying. we suspect that one reason folks try so hard to make a paladin a tank is 'cause in a support role, the paladin is mostly just kinda... there. the paladin stands near front-lines, and then waits for the situation where one o' his/her abilities could become useful. is not that paladins is weak, but they is largely passive. at least as a tank, the paladin is active. HA! Good Fun! Aura modals are not that good IMO, they only have very smal radius only if you boost enough Int, but if you do so, you won't have enough attributes to distribute. -
About tanking multple enemies, I built a high level fighter, paladin, barbarian and monk yesterday, and let them tank Meredith's party seperately. What I find is fighter, even barbaran and monk tank better than paladins when facing multiple enemies. Offense is the best defense, my barbarian and monk kills faster than dying due to their beasty AOE damage. And of four classes, paladins have to worst healing abilities, or CC to make them safe.
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I'm inclined to agree with the assertion (Paladins are not the best choice), but speaking strictly from a survivability standpoint as a tank (not the utility), Paladins are beasts when built as tanks. Now, there are other factors, such as utility and Engagement bonuses, and the Fighter steamrolls the Paladin in those regards, but the AI in PoE is dumb as a brick and for most tanking, you really have to just engage with the tank first and they'll pelt him and nothing else. And the Paladin can be absolutely crazy when it comes to survivability in that regard, due to the bonuses they can get on top of the bonuses anyone else would get. Something to keep in mind. When building a tank, you have to concern multiple factors, defense attributes, self healing and etc... Though paladins have better fortitude, reflex and will defensive, their physical defense is worse than fighters, not only because fighters can reduce incoming criticals to hits, hits to graze, but also do they have much better self healing abilities, unbending and constant recovery is much better than lay on hand in later games, when you are in higher levels, your tanks will likely to have 200+ endurance, how will lay on hand, which only heals 50 endurance make any difference? Paladins lack of self healing especially instant casting healing, which make them not efficient to be main tank, only off tank. You may argue its a team game other than solo, but its true paladins lack the power to stand on battle, they need healers to support them tanking. Not to mention fighters have lots of CC to help control battlefield. The only thing paladins can do better is that they can revive others, which is regard to support abilities, not tanking. And that's because priest can't revive like they can in DND games, if priest have a similar revive spell, paladins will be totally worse in each roles IMO. As I said, paladins are very confusing now, they can't be shining in the place they should be and you really don't have other choices to build them in other ways, want to build a more offensive build? No way cause Obsidian said they are supports.
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Accuracy bonus for flame of devotion
dunehunter replied to dunehunter's topic in Backer Beta Discussion
You have to pick these three modal seperately, if you do so, you will waste 1/3 of your abilities. -
Maybe you don't build your ranger right enough, and remember rangers get their dps burst when they reach level 6, with stalker's link learned.
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Rogues a bit...meh?
dunehunter replied to Cronstintein's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No they aren't you can switch all three on same time and stack their effects Why defensive modals like Defender and Cautious Attack dont stack witch each other while offensive modals can ? Seems its a bug to me. -
As far as i know, paladins are inferior to chanter as supporter and inferior to fighter as tank, and they can't do damages too, really a confusing class. If you are not playing on path of the demand, i think it's ok to play whatever class you want, but for the min/max purpose, paladins are not the best choices imo.
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Accuracy bonus for flame of devotion
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Not class is "intended as [role]". Even assuming so goes against the design goals. Yes, Paladins are good at Support, and can make great tanks, but that is no excuse whatsoever to argue against being able to build them like anything else. It is needlessly and meaninglessly restrictive. This is not an MMO. Ultimately, each class should have any number of different roles or approaches as determined by their builds or the playstyle of the player, without any intended pigeonholing. This is really what it comes down to. There is no inherent reason why Paladins need to be a support class, nor any reason why paladins should be less engaging and interesting than any other class. Using "it's intended as [x]" is merely an excuse and symptomatic of shallow Rock-Paper-Scissor gameplay favoured by MMO:s and new-era FPS:s everywhere. Especially in an RPG, every class should have a wide range of viable builds able to perform admirably if built in those directions, and potentially always be just as interesting, engaging, and reactive as any other class. Anyone excusing bad mechanics with "it's intended" is really just mouthing off cop-outs. I really like the suggestions, and I think that it should definitely be a viable build for the passively inclined, but I vehemently disagree that the paladin class should be a class that deals reactive damage. I think the Paladin as a concept largely fell apart mechanically when they made virtually all Abilities for all classes optional and removed a lot of focus on specific mechanics and key characteristics. I think it would've been better if they had stuck to core abilities and then allowed the choice of abilities from a pool, although that would obviously necessitate a lot more abilities than are currently available, potentially grossly extending development time. Would have give the Paladin (and other classes) the chance to stick to a core concept and then branch out in accordance to the player's chosen direction. As it is now, the Paladin "works" from a balance perspective, but suffers conceptually in that it feels largely passive and somewhat schizophrenic in what it can do, what paths it can take, and the Abilities it is offered. It really feels like they're not sure what to do with it, and from experience, that's a really bad place to be with a Paladin. Totally agreed, every classes should be equally fun and have variable builds, no classes should be restricted to one role. -
Stalker's link is a reaaally good skill to pick, even a bit OP to me, +20 accuracy for a circumstance that is not hard to meet is a bit too good.
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Accuracy bonus for flame of devotion
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Sadly i dont want to play a support paladin It's really not fun to use one skill and let my character attacks automatically. -
As flame of devotion is paladins' only offensive skill, i think it could get a buff for several reasons. First of all, paladins have lower accuracy than other melee classes such as fighters, rogues and rangers. And since flame of devotion can only be used once per encounter, even you want to build a dps paladin focusing on flame of devotion, for example, a bleak walker pal with arquebus, grazing or missing will make their dps very unstable. My suggestion is to give like +10 accuracy to it.
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Built my own heartorlan melee ranger, very solid build and soloable IMO. Selected bear companion, it tanked a lot and due to the AI of the game, enemies will attack pet in priority. With stalker's link, swift and steady and minor threat from heartorlan, my ranger does tons of damages while my bear tanks a lot. Wonder why so many complaims that rangers are weak.
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Suggestion: Increase Interrupt & Concentration bonus
dunehunter replied to Namutree's topic in Backer Beta Discussion
My suggestion will be: MGT: +3% Damage & Healing, +3 Interrupt +2 Fortitude. CON: +3% Endurance & Health, +3% Concentration, +2 Fortitude. DEX: +3% Action Speed, +3% Range, +2 Reflex. PER: +1 Accuracy, +3 Interrupt, +2 Reflex. INT: +6% Duration & AoE, +3% Range, +2 Will. RES: +1 Deflection, +3% Concentration, +2 Will. Therefore each attribute will have a main benefit and two minus benefits, make them more balanced. -
[480] Prone effect from weapon doesnt debuff enemies
dunehunter posted a question in Backer Beta Bugs and Support
Wonder if this has been reported before, the overbearing attribute from weapon does prone enemies, but doesnt grant them the prone debuff. -
Inspiring Triumph seems to be a quite weak passive ability. Since paladins are not a heavy dps class, its harder for pal to kill an enemy. Secondly, compare to 'black path' from bleak paladins which works similarly, this ability seems to not even reach the power level of a talent. Marked prey and Sworn enemy should have instant cast speed.
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[480] Rangers can use melee weapon to do wounding shot
dunehunter replied to dunehunter's question in Backer Beta Bugs and Support
Then IMO paladins should be able to use flames of devotion on ranged weapons too, but in V480 they nerfed it. -
[480] Rangers can use melee weapon to do wounding shot
dunehunter posted a question in Backer Beta Bugs and Support
Rangers can use melee weapon to do wounding shot, which isn't reasonable. -
I prefer the Aumaua's head in beta V333 tho
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Is the Priest's Holy Radiance bugged, I killed them immediately with this skill lol
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Intense Flames has no effect on flames of devotion.
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1) My fire god-like do fire damage to whoever attack him even he is in full endurance. 2) Some talent activate on self is counted as offensive and will trigger battle-forged fire damage, for example, when i activate paladin's zealous aura, my battle-forged attack myself, which is embarrassing.