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Fordítási probléma jelentése
I know, i am just as disapointed as you are.
And from what I have seen of this game, and admitadly, I do not know much about it, it does seem to follow a similar ruleset to some D&D, or d20.
And I think a kind of brawny, pretty, cleric type with limited healing and more of a fighting kind of cleric would be somewhat close to a paladin.
I will be looking at the The Shieldbearers of St. Elcga. This at face value looks like the D&D Paladin ethics and that's how I'll play him. :)
Role: Tank, Support, Combat Initiator
Advantages: High survivability, able to guard party members, weak but sustainable DPS, strong in role playing aspects, all-around.
Disadvantages: Micro intensive, shines over endgame, makes all the dirty work to let others shine
Paladin Order: Shiedbearers of St. Elcga (order choice may appear questionable, but is priceless in actuality. Read below)
Race: Pale Elf (elemental resistance DRs, yes, please!), Hearth Orlan (slightly more DPS focused works well too), Moon Godlike (more heals, but no helms).
Attributes:
Might: 10 (matching might and dexterity yields the best DPS with this build. I won't elaborate here, since it's too detailed. Let me know, if you need further explanation on this.)
Dex: 10 (we will absolutely need this to sustain some DPS, in the end attack speed will be horrendous. Read below.)
Con: 10 (the build is tanky even with 10CON, but wouldn't suggest to go below for better synergy with high athletics skill)
Per: 17 (Deflection is needed for tanks, awesome in RP)
Int: 14 (Only for RP, offers minor buffs in support abilities. Truth is you can easily dump this to 10 and go 12 might, 12 dexterity, if you don't care for role-playing your character. We said we will be diplomats, so 14 INT feels good)
Res: 17 (More deflection, yes please! Complements the RP side of our character nicely)
Background: Scholar (+2 lore), Philosopher (+2 lore), Aristocrat (+2 lore), Artist (+2 lore), or Mercenary (+1 lore, +1 athletics, read comments)
Skills: Lore 10 (for RP reasons), Athletics 9 (for RP reasons and nice for a tank), Survival 4 (RP and potions)
Weapon set of Choice: Noble (Mace) and shield
Abilities:
Level 1: Lay on Hands (A minor heal, far more useful than FoD in combination with shielding touch, read below)
Level 3: Zealous Endurance (more DR, yes please, we will need as much as we can)
Level 5: Sworn Enermy (this ability offers an absolutely important accuracy bonuses, and a x1.2 damage bonus. Together with your modal, it will allow you to bring a small but sustainable DPS in fights, where you have to contribute. Given your paladin cannot be brought down in fights, small but sustainable DPS is more than it sounds.)
Level 7: Reviving Exhortation (A well-placed revive can turn battles around)
Level 9 Reinforcing Exhortation (It allows you to shield any ally in a radius of 10m, it's a priceless support ability. Being able to shield your damage dealer from afar means a lot in PoE).
Level 11 Hastening exhortion opens hardcore support abilities (this can turn your dual wielding DPS into a killing machine, and by doing things like this is how you win in Path of the Damned), Righteous Soul (makes our Paladin uber tanky). Choice is up to you.
Talents:
Level 2: Cautious Attack +10 deflection , -20% attack speed. (more deflection, yes please. Essentially, It stacks with zealous endurance and vulnerable attack. Should be triggered off, if character is not in the centre of focus to gain action speed).
Level 4: Weapon and Shield Style (Absolutely vital. More deflection and more reflex, yes please! We are the shieldbearers after all.)
Level 6: Hold the Line (an extra engaged foe on you means one less engaged foe on your rogue)
Level 8: Shielding Touch (Modifies lay on hands and yields a +8 deflection bonus for 10sec. Sounds, nah... but it's absolutely fantastic. If you heal someone he absolutely needs this deflection bonus. Moreover it buys your ally time to get out from a difficult situation. Imagine this in combination with Reinforcing Exhortation, it basically turns any character into a tank. The best part? In contrast to other Paladin skills, it can also be used as a self-buff.)
Level 10: Vulnerable Attack, -20% attack speed, +5DR bypass (more stacking DR bypass? Yes, please. As mentioned, it stacks as a modal ability with zealous endurance and cautious attack. Should be almost always on. If vulnerable attack is on together with cautious attack and the paladin is in full-plate things get very slow. Hence, 10 dexterity makes things viable.)
Level 12: Weapon Focus Noble (Paladin's accuracy is not that great, but this together with sworn enemy, will allow to bring in some damage when needed. Why the heck noble? Well, we will go with mace for the 5 DR bypass bonus).
Comments:
1. An alternative build would be to take Flames of Devotion and Shielding Flames for a nice buff aura, which can be used twice. The dilemma here is as follows:
- Shielding Flames affects all nearby allies within 4.0m (does not work with an aura they have to be already in range to benefit), but not the paladin, provides +10 deflection for 10sec does some minor damage (+50% burn) and can be used twice. It is a considerable buff for your front Line, excluding the Paladin.
- Shielding Touch can be used on any team member including the Paladin within 3.0m, provides +8 deflection for 10sec and provides a beefy heal of 33.3 endurance. Can be used only once. This is your emergency button.
I prefer the second, because it provides more aimed benefits. It is a life saver for the character in need.
2: You can have one paladin, one offensive and one defensive modal on at the same time.
3: Depending on talent choice, you can get your deflection sustainable up to 98-103 and spiked up to 106-111 with self-buffs and without bonus items.
4: The suggested skillpoint distribution yields 0 unused points in the end.
5: I value +3 perception, +10DR fire, +10DR freeze, over the heals of a Moon Godlike, but all suggested racial choices are viable.
6: Any +2 lore background would yield 10 lore, 9 athletics, 4 survival. The other alternative is Mercenary, which can achieve 10 athletics, 9 lore, 4 survival.
7. Stay out of greater lay on hands (+10 heal once per encounter, really?). If you want heals, get a cleric and druid in your party.
I would also like to thank Ichthyic and Lasci for helpful comments on the build.
Feel free to dip in and comment. Thanks for reading.
Story: It is the story of an aristocrat elven girl, who left the unfriendly lands of White that Wends to help her order. Truth is she could not stand the pressure of her father, a baron in title. When she reached the age of 20, she joined the order of Kind Wayfarers and left her town to explore the word and make new friends...
Role: Tank, Support, DPS
Advantages: High survivability, sustainable DPS, strong role playing aspects, minor support, easy to play
Disadvantages: Lesser support options
Paladin Order: Any you wish, Kind Wayfarer fits our story...
Race: Pale Elf (elemental resistances; Why? Ask Mr. Dragon)
Attributes:
MIG: 13 (matching might and dexterity yields the best DPS with this build. I won't elaborate here, since it's too detailed. Let me know, if you need further explanation on this. The choice is based on calculations analysing for DR&deflection, weapons, weapon mods, skills, talents and atribute combinations)
DEX: 13 (as above, but also helpful for casting support abilities timely)
CON: 8 (the build is tanky even with 8 CON, but wouldn't suggest to go below)
PER: 17 (Deflection is needed for tanks. Awesome in RP)
INT: 10 (This is all you need to cover the frontline with your endurance aura)
RES: 17 (More Deflection. Essential in RP)
Background: White that Wends (the Pale Elf land), Aristocrat (+2 lore) (Consistent with RP)
Skills: Lore 10 (for RP reasons), Athletics 9 (nice for a tank), Survival 4 (potions)
Weapon sets: Mace and Rapier (Noble) and Shield
Abilities:
Level 1: Lay on Hands (Guaranteed moderate heal; the way to go on PotD)
Level 3: Zealous Endurance (DR; fits nicely a medium sized aura. Our goal is to extend the aura enough to reach a second frontline fighter. Not hard to do with items and 10 base INT).
Level 5: Sworn Enermy (together with your modals, will pull out damage in tougher fights. Switch to rapier before casting)
Level 7: Reviving Exhortation
Level 9 Righteous Soul (Last thing you wish is to have your front line turning against you).
Level 11 Hastening exhortion opens a useful support ability (this can turn your dual wielding DPS into a killing machine.)
Talents:
Level 2: Weapon and Shield Style (Absolutely vital for a tank)
Level 4: Vulnerable Attack (It stacks as a modal ability with zealous endurance and savage attack. Should be always on)
Level 6: Savage Attack (Increases damage output. Should be always on)
Level 8: Weapon Focus Noble (Maces and Rapiers are the best one handed weapons, read below. It is also fitting our Aristocrat background.)
Level 10: Envenomed Strike (Boss killer)
Level 12: Deep Faith (Higher saving throws, Minor Deflection)
Comments:
1. The combination of Strength, Dexterity, Mace, Vulnerable Attack, Savage Attack and Weapon Focus brings sustainable damage. Envenomed Strike adds versatility against bosses.
2. The weapons you should aim for are the Ravewing (mace) and the Sword of Daenysis (rapier). The first is more useful against tough opponents. The second yields higher DPS against easier opponents and offers an amazing casting speed.
3. Paladins don't have the best accuracy, therefore stick to outworn buckler (and later little saviour) to avoid any penalties. They are awesome anyway (and look girly too). ^.^,
4. High dexterity becomes important in the endgame. When you can stack 4 or more sources of damage (eg. superb weapon, coordinating (Ravewing), Savage Attack, Sworn Enemy, Vulnerable Attack, Slaying) dexterity takes over strength in importance. I am able to support this with in-depth calculations. I believe it is way too detailed to post here, but will do if asked.
5. Before casting support spells switch to rapier. Exchange weapons to mace after. This is especially true for Envenomed Strike. You want to ensure a hit and the +5 accuracy rapier bonus helps.
6. The build works best together with a second front line character, such as Eder and moderate support (eg Cleric, Druid, Chanter etc).
7. Faith of Conviction, Weapon and Shield, Zealous endurance, heavy armor, high resolve and perception, righteous soul and deep faith are enough to tank even in PotD. 8 CON is sufficient,t my experience is that adding more would be uncessecary. The art of building is not behind min/maxing, but knowing where to stop.
8. Any +2 lore background would yield 10 lore, 9 athletics, 4 survival. The other alternative is Mercenary, which can achieve 10 athletics, 9 lore, 4 survival.
9. Things you should avoid like plague are flames of devotion and any order related talents. FoD is just not reliable in PotD; chances are it won't land.
10. Hold the Line is awesome on paper, but never worked in relaity. It seems far more stable to employ a second frontline fighter to hold the line...
11. Deep Faith can be traded for cautious attack. If you do so, you will have to switch between cautious attack and savage attack when necessary. In my opinion, it kills your DPS for no real reason. With moderate support you can tank anything.
Feel free to dip in and comment. Thanks for reading.
PS I will also post a Solo Paladin build for PotD in the near future.
That's one more attribute point than you have to play with.