Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

23 Excellent

About Ninjerk

  • Rank
    (3) Conjurer


  • Pillars of Eternity Kickstarter Badge
  1. That is shocking. I hate that I had to visit the Codex (a place I despise and never visit) to get the context.
  2. I got bored with my non-iron solo PotD paladin game, but on my playthrough an Aumaua paladin with Bull's Fortitude (and similar things like Deep Faith that OP took) can just pull the Great Hall spirits to the corner and alt+tab. I think my defense against phantom stun was like 122 or something.
  3. What I'd really like to see is Zealous auras all being baseline (perhaps with some nerfs for *Balance* even though I think ZE and the other not-ZF-one are incredibly underwhelming), make F&C a class ability you can select on level-up with Deep Faith included, and have a separate F&C-like ability that would give you bonuses to offensive stats based on your dispositions (very small amounts of accuracy, attack speed, that sort of thing). Now your paladin provides a similar accuracy buff to priests while being more front-line capable and you can build him in two different directions (off-
  4. Full disclosure, obviously this won't be a problem with most people so this is probably a low priority bug. I've been restarting PotD playthroughs with the intention of playing around with character builds and seeing what exact classes I can get through the Shadow/Phantom packs. After while you get tired of listening to Odema, the animancer hanging from the tree, etc. so you spam spacebar or enter through the parts of dialogue where you don't have to make a choice. If you do it fast enough, sometimes the dialogue will ignore what Master Volume you have set and play at full volume (I'm at 0%
  5. Shieldbearers are probably fine, but play to their strengths. IMO, grab Lay on Hands and take the Shieldbearer specific LoH talent (+Deflection buff to LoH target). One nice thing about paladins is that they have per encounter healing beginning at level 1. Another nice thing paladins have going for them is Outworn Buckler which provides the paladin himself/herself with 13 deflection and +5 to all defenses without a loss to accuracy (compare to medium shields which give 12 deflection and -4 accuracy) and apparently the "Herald" enchant on the Buckler provides the +5 extra defenses as an aura
  6. If you give him the affadavit, there's an option that is damn near identical to "After what I just did for you, you're still going to hold this one over Osric?" that will result in him giving you the breastplate.
  7. Yeah, that ended one of my earliest monk or fighter TCS attempts. It was after that that I started making non-ToI games to test content.
  8. It's disheartening that Paladins are still stuck with the base 2/encounter Flames of Devotion even at level 12. A solution would be that Paladins get 1-2 more charges from increasing their order's alignment. Maybe even give players a choice at level 1 to either add more charges to Flames of Devotion or improve Faith and Conviction through behavior. Another possible solution would be for Intense Flames and the order specific Flame of Devotion improvement talent to add 1 charge each. But there are also other issues that should be looked at when it comes to Paladins, in all honesty. For examp
  9. Were you running Goldpact with Fast Runner and Enduring Flames? No, I ran a Kind Wayfarer because I originally thought I was going to be able to use the endurance heal on killing blow to sustain myself (little did I know how much trouble I was going to have just hitting things) and ended up just building the character to try to scrape by the Great Hall phantoms. I could probably come up with a more optimal build now looking back, but it's torture playing that class by itself. The most exciting thing about it was reading the phantoms' stun accuracy versus my (IIRC) 122 defense against it
  10. You think Priests' level 1 DR spell is bad? Paladins can choose a +3 DR aura at level 3. The only particularly good thing about it is that it isn't per rest and it lasts all combat long. I think it's pretty boring.
  11. Paladins really are neither well-equipped to be counted on for damage, nor can they be built to be particularly effective at it compared to other classes. I think Bleak Walkers and Kind Wayfarers are particularly weak because at least one of each of their order's particular class ability enhancing talents rely upon them striking a killing blow when they're not terribly effective at delivering damage in the first place. It doesn't help that they also have to spend talents to get to that point. (In my personal opinion, Paladins could use a retool). If you're going to go with a paladin, I
  • Create New...