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Hi everyone, new here. my main character is a rogue and i'm enjoying it greatly, just unlocked the stronghold and just about managed to defeat the drake on the 5th(?) level of Od Nua. wanting to create an off-tank who can also double as a backup healer... as im struggling greatly when it comes to large engagements.

Completely clueless how to create this character as i still don't have a firm grasp of the stats system in this game and Paladin is a mystery to me (in honesty im quite new to this style of game.. the only one ive played thats similar is dragon age origins)

 

so far ive decided on a moon godlike for the AOE heals but what should i choose in terms of main attributes? and then later talents spells?

 

cheers :w00t:

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IMO there are multiple ways to build a paladin, as long as it´s not glasscannon.

I rolled with a pale elf darcozzi, who was basically invulnerable to fire and cold (which was a good idea, since I had a druid and a wizard). She was all tank, so 3 might and max con/per/res, with enough int for the aura radius.

 

She had lay on hands, reviving exhortation, hasteting exhortation and the deflecting exhortation. So basically a tank that supported with party buffs. Her aura was the dmg reduction one, since I hate resting.

 

She was very boring, and very effective.

 

A more interesting one could be a kind wayfarer moongodlike, with the two passives that aoe heal your team. You´d probably need to go 2h and a fair amount into might though, just to last hit. This one is very effective with a party consisting of atleast 3 melee companions.

 

I´m sure other people have other effective ways to play the paladin.

 

Either one of them need flames, lay on hands, an aura of your choosing, and reviving exhortation (that´s just my opinion), but where you go from there is up to you. Just don´t make a glasscannon 2h bleak walker trying to 1-shot things, unless you play on normal or lower.

Edited by cavemandiary
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Due to how good your Paladin passive is, you can actually build for relative offensive punch and still have stellar defensive stats even without a shield, either dual wielding, using a 2h, or with reach, compared to other dps/support. You can even make ranged weapons work, but the tolerances for staying outside of 4 meters with the Wood Elf passive are razor thin, so you might just wanna go with Hearth Orlan or some flavor of Aumaua/Godlike. 

For what faction you get, Goldpact or Wayfarers are best, with the former being more offensive and the latter being better support. Frankly I took the fire attack and ignored LoH entirely, as with the talent that gives it an AoE heal makes it a more useful heal on principle, but getting both is still viable. I'm not sure if the Goldpact dot stacks multiple times if applied via dual wielding or Blunderbuss, might be something to test.

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I'm also playing a Rogue main, on a first play-through so I'm no expert. But if you've just reached the Stronghold and pining for a Paladin, I'd recommend continuing with Kana the chanter as an off-tank until you get just a little further into the game. if you continue into the next obvious location you end up in, you'll pick up a scripted Paladin companion. Just make sure to explore all the areas there, and you'll find it.

 

That character has a side quest and more conversation than you'll get from a hired-from-scratch Paladin, and it's a good opportunity to learn how to use the different abilities. Kana does okay as an off-tank until then.

 

That's how I learned what a Paladin does in this game, and I wouldn't have had a clue where to start otherwise. At least, not without a lot of offline research, and it's more fun if you figure it out in-game. None of the scripted companions you get are min-maxed, but they're all good learning opportunities for a first play-through of the game.

 

 

 

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Paladins can't really heal. The amount of endurance they restore even with order specific abilities is too low and they don't have prolonged heals that could really make a difference in actual difficult fights. Their buffs aren't too bad though, so as a rogue you would probably like Zealous Aura with an upgrade for extra crits and hastening exhortation for 20% extra speed.

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Paladins can't really heal. The amount of endurance they restore even with order specific abilities is too low and they don't have prolonged heals that could really make a difference in actual difficult fights. Their buffs aren't too bad though, so as a rogue you would probably like Zealous Aura with an upgrade for extra crits and hastening exhortation for 20% extra speed.

There's a pair of boots that gives you 3/rest of the level 1 Cleric heal. Otherwise, you can always give your paladin last hit when something dies and save his fire attack (with attached AoE heal) for spot heals. Paladin healer works best with dual tanks, with your main tank being a Moon Godlike.

 

The main draw for such a setup is that your primary healer does so through their normal DPS routine and doesn't have to let up on the damage in order to heal unless an extra Lay on Hands is needed.

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Im playing a moon godlike kind wayfarer right now. Only at level 5 though. Playing on PotD ofcourse. 

 

stats are 19 4 16 8 16 15

 

I started with lay on hands instead of flames because im playing a small group and need some single target heals. 

 

other talents are strange mercy, accuracy aura, weapon focus adventurer, inspiring triumph. 

 

Im using the estoc, damage and healing is very nice.  

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