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Sykid

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Posts posted by Sykid

  1. Almost everything?

     

    Paladin/Fighter is an extremely tanky and solid melee unit with really no weaknesses.

    Paladin/Barbarian is like the above, but trades defense for offense. Paladin's defenses makes your frenzied Fanatic still as tanky as a regular Fighter, how crazy is that?

    Paladin/Monk is yet another good martial combo, Monk adds a ton to any martial class.

    Paladin/Rogue is very strong, Trickster for being unhittable and Streetfighter for a tanky dps machine.

     

    Paladin/Chanter is the ever popular and powerful Herald, tank with summons and aoe buffs, every party likes one.

    Paladin/Wizard is immortal with Wizard buffs on, and Citzal's Spirit Lance gives you aoe FoDs, very nice.

    Paladin/Cipher gives you Cipher a lot of extra tankiness and a great, early spammable attack for Focus.

    Paladin/Druid (Lifegiver) is a super healer I've heard about many times on the forums, though I've never personally rolled one.

     

    The only classes I don't really like with Paladin are Ranger and Priest. While you can make a Paladin/Stalker, I can't help but to think that any other martial combo would be better. And I just don't like multiclassed Priest with a generic martial.

     

    I'm still trying to settle on a multiclass for my Bleak Walker.

     

    Crusader? Basically unkillable.

     

    Fanatic? Better offensive, fits in more with the BW aggressive style RP, but lacks engagements other than the one you get from Barbarian passive.

     

    Decisions, decisions....

  2. Ahh Rogue. Love what PoE2 has done with the Rogue. Very versatile, fun, and powerful class.

     

    First, I would focus on Mechanics. Super important skill for dungeon crawlin and lock openin. Secondly, Perception. I don't think you really need Mig, Con, or Resolve, so Dex and Int are naturally other focus areas.

     

    I'd also say dual wielding. I actually use Flails because of the new DLC Flail, but there are a ton of dual wielding options

     

    Lastly, however you play your Rogue, always try to get that Sneak Attack and then Deathblows damage.

    Which flail?

  3.  

    I tried making a rogue with high Intellect but was disappointed to find that they only had one ability with a duration (Crippling Strike) and none with an AoE, and having a long duration Hobble didn't seem very useful as monsters didn't move around much.  Did anybody have any differnt experiences with Int?  Are there Int dialogue options?  I only found Perception and Lore ones.

    There are int options, for example, with lord guy there is skill check that requires lore of 4 and high enough int

     

     

    Ah that might have been why I missed it, my lore was not very high.

  4. I tried making a rogue with high Intellect but was disappointed to find that they only had one ability with a duration (Crippling Strike) and none with an AoE, and having a long duration Hobble didn't seem very useful as monsters didn't move around much.  Did anybody have any differnt experiences with Int?  Are there Int dialogue options?  I only found Perception and Lore ones.

  5. Dang, really wish I'd seen this thread before I submitted mine, I had to be very, very general in some ways, and I said my character should use a magic implement which it turns out is, ehh, not the case for their class.  Hopefully I can make some strategic edits after Feedback...

     

    Just for my 2 cents, I think everyone should think not just about themselves, but also in context, as a player, when designing their items and NPCs.  Sure, it might be great to see everyone wielding your Smoking Brand of Icy Destruction Katana-Axe when they charge the Big Bad Evil Guy, but helping people get to that point is just as noble a deed and nearly as memorable.  Case in point, who here played Fallout: New Vegas?  Who's first character was a Stealth/Guns type?  Now, which do you remember more fondly, the Anti-Materiel Rifle you used to clear the game with, or *Ratslayer*?  Sure, it wasn't a great anti-Deathclaw weapon, but that gun (for the uninitiated, it was a low-tier Varmint Rifle with all the upgrades, scope, magazine, silencer, plus reduced weight) could easily carry you all the way to Vegas and back out again, letting you massacre low-level threats like ghouls, NCR patrols, etc. with utter impunity.  I never, ever sold Ratslayer in any playthtough, it's the sort of weapon you retire on a wall mount before you ever think of parting with it.

     

    So that's my challenge to at least some of you.  Mercy is a heck of a find, and everyone likes their Thermic Lance, but Ratslayer is epic without being epically powered.  I think it's better to be wielded or worn for the entirety of the game's first half than to only be donned for the final couple of hours.

     

    EDIT - For self-spoilers.

     

     

    I used ratslayer all the way through the game.  It had a silencer which no other sniper rifle had (at least until the Old World Blues DLC was released), a night vision scope and a really high crit modifier which made it great for stealth sniping soft targets.  It had a unique combination of properties that no other weapon could replicate.

     

    If PoE had items that were balanced around a variety of attributes like F:NV and not sheer numerical supremacy (+2 Sword > +1 Sword) then I think that would be great.

    • Like 1
  6.  

    Not to disagree on the importance of quality low-power items, but wasn't the premise of the backer pledge that it would be an epic, high level item that would be one of the best in the game?

     

    I'd have to agree. Considering the cost of the pledge and how it was advertised on the Kickstarter page, it was to be an epic high level weapon, armour or artifact and one of the best in the game.

     

     

    I'm not really even concerned about the cost.  I wanted to contribute to a developer that I believed in for a game I was eager to see succeed. I get that +5 and Sun Blades are too powerful, but Applebane is not really an epic item even by mid-level D&D standards.

  7.  

    By the way, is there a tradeoff for suggesting a very powerful item over a reasonable one? Will people be much less likely to see it?

     

    A very powerful item is going to be much more likely to be edited by us because we need a lot more low- and mid-power items.  Additionally, low- and mid-power items are much more likely to be found by players since they will often be placed in earlier game areas.  Even a weapon like Applebane can be fondly-remembered by players.

     

     

    Not to disagree on the importance of quality low-power items, but wasn't the premise of the backer pledge that it would be an epic, high level item that would be one of the best in the game?

  8. Also you folks going from disliking to liking a non-boobplate version = conversion in my book.

     

    It was never about liking or disliking art; it was about the sanctimonious attitude of some people with regards to artistic license and the moral browbeating that they felt was necessary to "correct" gaming.

     

    As an artist, the OP can depict Cadegund in any manner he sees fit, and the merits of his artistic work stand on their own.

    • Like 3
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