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Posted

Hey guys, i am IE veteran but complete beginner in this game. I've already done some research but the more posts i read, the more unsure i am. I would like to play 2H Kind Wayfarers paladin with something like this:

 

M 18 

C 11

D 10

P 12

I 17

R 10

 

I don't know if it's OK because all the builds with maxed might and intellect + base other attributes i have seen were dual-wield. 

 

 

Another things i am not really sure about are culture and background. Culture is important only because of +1 bonus attribute for builds that want to max something? Or does it affect anything else in the game? And about background...which skill should i max? Is it better to pick e.g. mercenary and  start with 3 athletics and then focus on lore or pick aristocrat for more lore at the beginning? (it should mean saving some skill points, right?) And is stealth worth it? (I will keep mechanics for one of the companions). 

 

Posted (edited)

The most important skill is survival. Then comes lore, then athletics. Stealth is useless for a paladin. And I guess he will not be your mechanic.

 

If you want to be very sturdy even with a two hander then pick Veteran's Recovery and Lay on Hands, boost survival up to 14 in order to take +60% healing received bonus from camping and put on an amulet or belt with +25% healing received bonus. You will regenerate/heal like a boss.

 

Flames of Devotion is a full attack. That means that dual wielders will strike twice with it. That's why some people use two weapons. A two handed one is also OK. Best option for me is always two arquebuses for Flames of Devotion plus a weapon & Outworn Buckler. But that's just me. There are gloves in the game which summon the burning great sword Firebrand which works really well with Flames of Devotion and Scion of Flame. There's also a Great Sword that destroys vessels (=undead) - it's also a good fit for a paladin.

Edited by Boeroer
  • Like 1

Deadfire Community Patch: Nexus Mods

Posted

The most important skill is survival. Then comes lore, then athletics. Stealth is useless for a paladin. And I guess he will not be your mechanic.

 

If you want to be very sturdy even with a two hander then pick Veteran's Recovery and Lay on Hands, boost survival up to 14 in order to take +60% healing received bonus from camping and put on an amulet or belt with +25% healing received bonus. You will regenerate/heal like a boss.

 

Flames of Devotion is a full attack. That means that dual wielders will strike twice with it. That's why some people use two weapons. A two handed one is also OK. Best option for me is always two arquebuses for Flames of Devotion plus a weapon & Outworn Buckler. But that's just me. There are gloves in the game which summon the burning great sword Firebrand which works really well with Flames of Devotion and Scion of Flame. There's also a Great Sword that destroys vessels (=undead) - it's also a good fit for a paladin.

Good advice, but why Lore?

I never use Lore.,^^

Posted

 

The most important skill is survival. Then comes lore, then athletics. Stealth is useless for a paladin. And I guess he will not be your mechanic.

 

If you want to be very sturdy even with a two hander then pick Veteran's Recovery and Lay on Hands, boost survival up to 14 in order to take +60% healing received bonus from camping and put on an amulet or belt with +25% healing received bonus. You will regenerate/heal like a boss.

 

Flames of Devotion is a full attack. That means that dual wielders will strike twice with it. That's why some people use two weapons. A two handed one is also OK. Best option for me is always two arquebuses for Flames of Devotion plus a weapon & Outworn Buckler. But that's just me. There are gloves in the game which summon the burning great sword Firebrand which works really well with Flames of Devotion and Scion of Flame. There's also a Great Sword that destroys vessels (=undead) - it's also a good fit for a paladin.

Good advice, but why Lore?

I never use Lore.,^^

 

Scrolls I'd say ;)

Posted

Interesting...i guess survival got buffed because in older discussions everybody recommended at least 3 athletics because of fatigue and then lore because of scrolls. Btw. lore should affect dialogue options, right? It's quite important for me. Is it possible to make lore specialist or only the main character does all the talking? 

 

And what about the stats distribution? Is it OK or should i go for 20 Mig - 10 Per or anything else? 

Posted (edited)

For your main, it opens up dialog options as well which is always welcome.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted (edited)

Stats are ok. Survival got buffed a lot... and fatigue doesn't exist any more - at least you don't get tired from travelling any more. Athleletics now only gives you an ability that can heal you a bit - but it doesn't scale with level and you really don't need it as a paladin if you have Lay on Hands.

 

Survival gives you camping bonuses that stack with bonuses from sleeping in an inn. You can have higher DR, higher ACC against certain enemies, more movement speed, a bonus on the healing you receive, bonus damage against flanked targets and longer duration for consumables. That makes it a very flexible tool and it's very powerful, too. You can get +10 ACC with only 10 points of survival (so, very early if you pick the right background).

As I said: if you combine high MIG like 18 (+24% healing) with an item (+25%) and camping bonuses (up to +60%) you will heal yourself with double power - even more if you also buff INT (prolongs Veteran's Recovery and also Lay on Hands).

 

Lore is for scrolls, yes. The prayer scrolls are superuseful - and also some other non-offensive stuff like Moonwell, Valor, Defense and so on. Those which don't have to hit enemies but support your fellow party members are great for a paladin who has not too high ACC but high INT (and MIG). If you take the special talent of the Kind Wayfarers that heals on kill (and mybealso Inspiring Triumph), they can also be a good way to generate kills. A scroll of Maelstrom or a Scroll of Fireball (with Scion of Flame, high MIG and INT) can kill some foes and trigger lots of healing and deflection buffs.

Later on your Sacred Immolation can do that for you, too.

Edited by Boeroer
  • Like 1

Deadfire Community Patch: Nexus Mods

Posted

Thanks a lot for all this info. PoE wiki needs some serious updates btw.

 

The last unanswered question is about culture. Does it affect anything else except background and +1 att point? (As i said, more dialogue options is quite important for me.) If not, i guess i should pick Aedyr for plate armor, right?

Posted

Hey guys, i am IE veteran but complete beginner in this game. I've already done some research but the more posts i read, the more unsure i am. I would like to play 2H Kind Wayfarers paladin with something like this:

 

M 18 

C 11

D 10

P 12

I 17

R 10

 

I don't know if it's OK because all the builds with maxed might and intellect + base other attributes i have seen were dual-wield. 

 

 

Another things i am not really sure about are culture and background. Culture is important only because of +1 bonus attribute for builds that want to max something? Or does it affect anything else in the game? And about background...which skill should i max? Is it better to pick e.g. mercenary and  start with 3 athletics and then focus on lore or pick aristocrat for more lore at the beginning? (it should mean saving some skill points, right?) And is stealth worth it? (I will keep mechanics for one of the companions). 

There are more often resolve checks in dialogues and for a paladin it is really good. INT on the other hand is not really needed until level 13 where you get sacred immolation. Culture and Background has very rare dial. checks. Stealh is nearly useless if you play in a party. Mechanic is the most usefull skill in the game, but only one character needs it. You should skill lore / athl and a bit surv. for dia. checks, but can't remember a check over 5. If you play in a party, scrolls are not really needed.

  • Like 1
Posted

Besides the point whether scrolls are needed or otherwise, there is the fact that as skill levels go higher the point investment gets steeper. Although as much as Survival is preferred, it will eventually require 10+ points to raise it by a single level. Those 10 points can alternatively be used to level Lore by 4 (assuming no prior point investment).

 

Scrolls at the very least can offer some flexibility in terms of their effects. Athletics effectiveness taper off quick, Stealth is not useful (at least for classes without backstab mechanics) unless you want to avoid battles and the party generally only needs 1 char with high Mechanics skill.

Posted

Remember that you can get the blue pajamas (padded armor Jack Water or something like that) and get +2 Survival. Just change before you camp to save a bunch of skill points.

Posted

Why is INT not needed for a paladin besides Sacred Immolation? It affects the AoE of your auras and the amount of healing you do with Lay on Hands and all other heals except Healing Chain. It affects all Exhortations. It even affects the range of the heraldic aura you have with the Outworn Buckler. It affects Veteran's Recovery as well. So I would say it's a pretty important stat for a paladin unless you use a very special build (there are some).

Deadfire Community Patch: Nexus Mods

Posted

Why is INT not needed for a paladin besides Sacred Immolation? It affects the AoE of your auras and the amount of healing you do with Lay on Hands and all other heals except Healing Chain. It affects all Exhortations. It even affects the range of the heraldic aura you have with the Outworn Buckler. It affects Veteran's Recovery as well. So I would say it's a pretty important stat for a paladin unless you use a very special build (there are some).

I never felt a lack of it. My second melee hero will get the buff anyway, only my range companions are not affected. I rather stat him more tanky.

  • Like 1
Posted

Before 13 high Int is not that useful, 10 is enough.

I have it almost maxed or even maxed in my Trio party and even though it's still plenty of stat points the Int is just not that big of a deal.

As to scrolls I never feel the need of them, even with kana in my Trio party who has high lore, I barely ever touch them, they are powerful, but also super cheesy, personal playstyles I guess.^^

Posted

 

Why is INT not needed for a paladin besides Sacred Immolation? It affects the AoE of your auras and the amount of healing you do with Lay on Hands and all other heals except Healing Chain. It affects all Exhortations. It even affects the range of the heraldic aura you have with the Outworn Buckler. It affects Veteran's Recovery as well. So I would say it's a pretty important stat for a paladin unless you use a very special build (there are some).

I never felt a lack of it. My second melee hero will get the buff anyway, only my range companions are not affected. I rather stat him more tanky.

 

Fair enough. I like it higher. But I also made a build with 3 INT - also works. ;)

Deadfire Community Patch: Nexus Mods

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