Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

[CLASS BUILD] Counselor Ploi (charming paladin supporter tank)

class build tank support mind control

  • Please log in to reply
65 replies to this topic

#21
Torm51

Torm51

    (11) Wizard

  • Members
  • 1750 posts
  • Location:Shieldbearer Outpost somewhere in Eora
  • Steam:extol51
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

great build as usual man.  Good stuff.  You know I love paladins so this is great.


  • Boeroer likes this

#22
Stargazer55

Stargazer55

    (2) Evoker

  • Members
  • 66 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer

Has anyone tried this with Pallegina yet?



#23
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Not yet. She can't wear Munacra Arret - that's a drawback for the charming aspect of this build. On the other hand she can unleash Wrath of the Five Suns when she uses Sworn Enemy which is pretty cool. Maybe one yould substitute Munacra Arret with Enigma's Charm until you get the Ring of Changing Heart and Spirit Spiral.

 

Thanks, Torm51. Good to have you back! :)


Edited by Boeroer, 27 February 2017 - 01:29 PM.

  • Torm51 likes this

#24
indika_tates

indika_tates

    (2) Evoker

  • Members
  • 74 posts

Boeroer :) Nice build as usual. In the character creation I noticed something. I was thinking on how to make the best of inspiring triumph. Since a paladin like this doesn't have awesome DPS skills until sacred immolation making him your scroll user is a good idea. You only have to bump tradition on this character and make use of some magical stuff. I'm going for the classical max MIG max INT paladin and there are nice items/scrolls to perma enable inspiring triumph for everyone. Specially single-targeting scrolls combined with sworn enemy.



#25
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Yes - Sworn Enemy + scrolls is also a good approach.

I did my kills via kill stealing mostly. Because I flanked most of the time with this paladin it was easy to deliver the killing blow while the other party member went on to another enemy.



#26
Lampros

Lampros

    (9) Sorcerer

  • Members
  • 1245 posts

:)

I played this guy together with the barb tank "Golden Dragon", and the barb's defenses + ACC debuffs together with the paladin's defense buffs lead to an untouchable main tank and to a very sturdy party. Debuffing ACC and buffing defenses at the same time (also had a priest) is very effective. I later retrained the whole party to 3 CON. :)

 

Just a question. If you both of your melees were tanks, then where was the melee DPS coming from? Or was ranged DPS enough? Interested in the rest of your crew. I cannot imagine running 2 tanks, unless one of them is a Chanter and providing both tanking and DPS.


Edited by Lampros, 07 September 2017 - 04:53 PM.


#27
Torm51

Torm51

    (11) Wizard

  • Members
  • 1750 posts
  • Location:Shieldbearer Outpost somewhere in Eora
  • Steam:extol51
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

my first TC win was with only two tanks.  Paladin and a two handed fighter.  lots of back line damage.


  • Lampros likes this

#28
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Just a question. If you both of your melees were tanks, then where was the melee DPS coming from? Or was ranged DPS enough? Interested in the rest of your crew. I cannot imagine running 2 tanks, unless one of them is a Chanter and providing both tanking and DPS.


First of all: as you can see, this build is not a 100% defensive one. I don't like them because they are boring - and it's pointless when you as a tank are the only one alive but all others are dead and you can't damage anything.

Secondly this build has nearly maximum amount of alpha strike (or burst) damage via FoD (FoD + Intense Flames + Burning Lash + Scion of Flame = +120% burn damage of overall damage, not base damage). With two shots of his arquebuses he can potentially take out two dangerous squishies like casters - or at least deliver the killing shot. I need this for triggering the on-kill effect of Inspiring Triumph for example. But I also value the tactical advantage to be able to take out casters very quickly at the beginning of the fight and then switch to tank(ish) mode. Paladins are perfect for this. Another class that does this very well is ranger (even better alpha strike, doesn't tank es well but has a pet that helps a lot).

 

And yes, I usually have dedicated damage dealers in my party, not necessarily the back row though. I have no problem with 4 melees for example. If this is the case I just make sure that every party member is sturdy and does spread more instead of clinging together and using the traditional front line/back line approach.

 

And of course it doesn't matter where damage comes from, be it melee or ranged. Important thing is that there is damage. :)


Edited by Boeroer, 07 September 2017 - 11:15 PM.

  • Lampros likes this

#29
Lampros

Lampros

    (9) Sorcerer

  • Members
  • 1245 posts

 

Just a question. If you both of your melees were tanks, then where was the melee DPS coming from? Or was ranged DPS enough? Interested in the rest of your crew. I cannot imagine running 2 tanks, unless one of them is a Chanter and providing both tanking and DPS.


First of all: as you can see, this build is not a 100% defensive one. I don't like them because they are boring - and it's pointless when you as a tank are the only one alive but all others are dead and you can't damage anything.

Secondly this build has nearly maximum amount of alpha strike (or burst) damage via FoD (FoD + Intense Flames + Burning Lash + Scion of Flame = +120% burn damage of overall damage, not base damage). With two shots of his arquebuses he can potentially take out two dangerous squishies like casters - or at least deliver the killing shot. I need this for triggering the on-kill effect of Inspiring Triumph for example. But I also value the tactical advantage to be able to take out casters very quickly at the beginning of the fight and then switch to tank(ish) mode. Paladins are perfect for this. Another class that does this very well is ranger (even better alpha strike, doesn't tank es well but has a pet that helps a lot).


 

 

Wait, a gunpowder weapon can do enough damage to kill or seriously hurt an enemy with just one shot?! I have not tried one yet, because people keep saying re-loading weapons suck. But if this is indeed the case then I should try them out! Yet, then why so much criticism of those weapons?



#30
JerekKruger

JerekKruger

    Arch-Mage

  • Members
  • 3365 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Wait, a gunpowder weapon can do enough damage to kill or seriously hurt an enemy with just one shot?! I have not tried one yet, because people keep saying re-loading weapons suck. But if this is indeed the case then I should try them out! Yet, then why so much criticism of those weapons?

 

Gunpowder weapons take a long time to reload, but this doesn't matter if you don't intend to reload them. This build has two arquebuses: shoot someone with a Flames of Devotion shot, switch to the second arquebus and repeat and you're going to do a lot of damage. Sure, after that you're not shooting but that's precisely when you go and tank.


  • Boeroer, MaxQuest and Lampros like this

#31
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
Because they are not good for sustained use - like doing auto-attacks all day for example. Damage per second (dps) is indeed bad if you want to shoot with reloading and your fights are long (like on PotD). Guns are awfully slow and hence the value "damage per second" is not very high. But they hit like trucks. Damage per hit is the highest and their base damage is the highest.

Because of that they work very well with any damage bonus. So they are always number one choice if you have abilites wich give you a high damage boost but are limited to 1 or 2 per encounter - like Flames of Devotion, Wounding Shot/Runner's Wounding Shot and so on. With those abilites you can't do sustained damage but only spike damage - because their uses per encounter are so limited. Not 5 FoD per encounter but only 2. So they work very well with guns.

One or two shots with an arquebus, done with maxed Flames of Devotion (and maybe with a crit, too), will deal a ton of damage while two strikes with a dagger with FoD for example is just slapping with a wet (albeit hot) noodle in comparison.

Guns are the best choice with those abilities. That's why this build uses maxed FoD damage with 2 switching arquebuses. My switching is fast enough because of the special belt I used - so I don't need Qucik Switch as a talent.

Edit: @JerekKruger: exactly. :)

Edited by Boeroer, 08 September 2017 - 06:25 AM.

  • Lampros likes this

#32
Lampros

Lampros

    (9) Sorcerer

  • Members
  • 1245 posts

 

Wait, a gunpowder weapon can do enough damage to kill or seriously hurt an enemy with just one shot?! I have not tried one yet, because people keep saying re-loading weapons suck. But if this is indeed the case then I should try them out! Yet, then why so much criticism of those weapons?

 

Gunpowder weapons take a long time to reload, but this doesn't matter if you don't intend to reload them. This build has two arquebuses: shoot someone with a Flames of Devotion shot, switch to the second arquebus and repeat and you're going to do a lot of damage. Sure, after that you're not shooting but that's precisely when you go and tank.

 

 

Because they are not good for sustained use - like doing auto-attacks all day for example. Damage per second (dps) is indeed bad if you want to shoot with reloading and your fights are long (like on PotD). Guns are awfully slow and hence the value "damage per second" is not very high. But they hit like trucks. Damage per hit is the highest and their base damage is the highest.

Because of that they work very well with any damage bonus. So they are always number one choice if you have abilites wich give you a high damage boost but are limited to 1 or 2 per encounter - like Flames of Devotion, Wounding Shot/Runner's Wounding Shot and so on. With those abilites you can't do sustained damage but only spike damage - because their uses per encounter are so limited. Not 5 FoD per encounter but only 2. So they work very well with guns.

One or two shots with an arquebus, done with maxed Flames of Devotion (and maybe with a crit, too), will deal a ton of damage while two strikes with a dagger with FoD for example is just slapping with a wet (albeit hot) noodle in comparison.

Guns are the best choice with those abilities. That's why this build uses maxed FoD damage with 2 switching arquebuses. My switching is fast enough because of the special belt I used - so I don't need Qucik Switch as a talent.

Edit: @JerekKruger: exactly. :)

 

I see. But guys, that kind of constant switching also seem like too much micro-management and not worth it for me. I know I am lazy, but there is a reason I never played caster classes in various MMORPG or RPGs as mains! ;) So no gunpowder for guys who will just stay stationary and auto-attack?



#33
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
But it's just two shots at the start of the fight. Happens in seconds. After that it's pure tanking. Not that much micromanagement. THe start of the fight is loaded with micro anyway (casting buffs, doing positioning and so on).
  • Torm51 and Lampros like this

#34
Lampros

Lampros

    (9) Sorcerer

  • Members
  • 1245 posts

But it's just two shots at the start of the fight. Happens in seconds. After that it's pure tanking. Not that much micromanagement. THe start of the fight is loaded with micro anyway (casting buffs, doing positioning and so on).

 

Good point. Even I micro like hell at the start for tough fights...



#35
JerekKruger

JerekKruger

    Arch-Mage

  • Members
  • 3365 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

One feature that would be great for Deadfire would be a default starting weapon setting. As soon as combat ends, all your characters would switch back to whatever weapon(s) you'd selected for this so that you'd be ready before the next fight.



#36
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
Since they promised that we get some kind of AI scripting like in Dragon Age: Origins (and they also showed some UI for it) I'm pretty confident that we can make some awesome scripts for things like "if encounter starts switch to set 1 -> attack (fire gun) -> switch to set 3 -> fire gun -> switch to set 2 -> defensive mode" or something like that.

Edited by Boeroer, 08 September 2017 - 07:58 AM.


#37
JerekKruger

JerekKruger

    Arch-Mage

  • Members
  • 3365 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Since they promised that we get some kind of AI scripting like in Dragon Age: Origins (and they also showed some UI for it) I'm pretty confident that we can make some awesome scripts for things like "if encounter starts switch to set 1 -> attack (fire gun) -> switch to set 3 -> fire gun -> switch to set 2 -> defensive mode" or something like that.

 

I hope so, however if Deadfire works and the same way as Pillars and it goes like that then you'll have a delay before you shoot unless you already had set 1 out, and delays are unacceptable ;)



#38
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 13316 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
Maybe there will be a trigger like there is now for auto-pause: right before the combat starts but it's not yet encounter-time. In this case switching would be done without any recovery.

#39
JerekKruger

JerekKruger

    Arch-Mage

  • Members
  • 3365 posts
  • Pillars of Eternity Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

That would be great!



#40
r2d23

r2d23

    (2) Evoker

  • Members
  • 62 posts
  • Deadfire Backer
  • Fig Backer

What is the rationale for having low CON and high RES in this build and not vice versa?







Also tagged with one or more of these keywords: class build, tank, support, mind control

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users