Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There is no "best" build. You'll want to go close range though simply so you are in the thick of things and can cover as many allies with your aura. Personally I go 2 handed weapons on my paladins as many other classes benefit more from dual wielding, but you can do that too. Paladins can do fine as an off tank, although I always have a chanter in my party who throws out disposable minions as meatshields so I don't rely entirely on my party to soak up damage. But that's just how I play.
you should focus on constitution for being able to tank(since the second stage of sworn enemy will simbly burn one or many enemies to death(literally) you just have to outlive them) and intellect for a greater zealous aura(one of the auras give armor and endless life regen) and longer effect of buffs
PS: As a chanter i just summon 4 ogres they basically just rapes anything on the way and one chant is a AOE life steal while other simply causes AOE damage
I've heard that Paladin/Cipher (Soulblade) is really good for a bit of extra damage. Paladin/Fighter also seems like it'd work really well. Honestly, I'm inclined to go with that.
As for stats, I know there's no 'best', but I want to know what abilities I should prioritize. I'm thinking Might at 19 (7 points, plus Human/Living Lands), Perception at 17 (7 points), Constitution at 14, and then Dex, Resolve, and Intellect all unchanged.
For DPS, I'm thinking I'd do Might, Perception, and then Intellect instead of Constitution.
Cipher is more of a debuff class(more like tank work with anything)
Might and Dexterity is not for a tank if you are a making a ranged char or mage enchance might like no tomorrow
Perception is more for dialogue options and if your character relies on crits since it is 0-100 + acuraccy - deflection or reflex or fortitude or will if it the result is 0 its a miss lower than 30 it is a graze higher than 30 it is a hit and >100 it is a crit.
Constitution is a must for not dying
if it is a meelee i sugest dex and per(since you a paladin gets so defensive buffs with lvl and if you wear armor it will take forever to attack again without dex) if it is ranged might and dex(i dont suggest paladin since it almost dont have a buff for accuracy or anything to attack faster or harder)
I'm definitely planning on doing a melee Paladin. Either Fighter or Chanter sound good as a multiclass option.
well that is how paladins works they are more a tanky then a dps if you want a meelee dps get a barbarian or a monk or multiclass as i said use sworn enemy and tank let the enemies die burning while you defend and i dont know use a crush weapon since most enemies dont have defense aganist this so you can focus on action speed and acuraccy
At level 12 he has:
255 hp
110 - 117 - 117 - 111 defenses
69 accuracy
29.3 hp regen per 6 seconds (total of 3 sources)
35% chance melee attacks do no damage to me
4 engagements
He just does not die.
Do you think you could share your build with me? What stats did you start with? Also, is this for PotD, and how's his damage in return? Being a tank is all well and good, but I wanna be able to spank the enemies in return.
Yes playing on Path of the Damned, Expert mode, No scaling.
Fighter / Paladin (Kind Wayfafarers)
Mountain Dwarf
STR 17 (+ 2 Dwarf + 1 The Living Lands)
CON 16 (+ 1 Dwarf)
DEX 10 (-1 Dwarf)
PER 12
INT 12
RES 12
Athletics 14 Intimidate 14
Body Control: Resistance to all Might Aflictions
Confident Aim: 30% of Grazes converted to Hits
Determination: +20% to all Defenses against Intellect / Perception / Constitution
Exalted Endurance: +1 Armour, +4.4 Health per 3.0 sec
Faith and Conviction: +9.9 All Defenses
Fast Runner: +25% Stride, +5 Defense when disengaging
Hale and Hardy: Resistance to Constitution Afflictions
Unstoppable: Resistance to Dexterity Afflictions
Warrior Stance: +5 Accuracy, +5 Deflection
Weapon and Shield Style: +6 Sheild Deflection, Sheild Deflection Applies to Reflex
Profficiences: Sword, Med Shield, Mace, Small Shield, Sabre, Unarmed
Using Sword and Med Shield
Core Fighter Abilities:
Hale and Hardy
Mien of Death's Herald
Haymaker
Fast Runner
Second Wind
Sympathy for the Lost
Weapon & Shield Style
1st Level
Knockdown
2nd Level
Cleaving Stance
Confident Aim
Defender Stance
Determination
Warrior Stance
3rd Level
Disciplined Strikes
Rapid Recovery
4th Level
Body Control
Unstoppable
Vigorous Defense
Core Paladin Abilites:
Faith and Conviction
Kind Wayfarers
1st Level
Flames of Devotion
Lay on Hands
2nd Level
Zealous Charge
Zealous Focus
3rd Level
Glorious Beacon
4th Level
Exalted Endurance
Gear:
Horns of the Bleak Mother (Helm): +1 Resolve, Resistance to Resolve Afflictions, +10 Acc vs Beasts
Strand of Favour (Neck): +1 Int, -15% Hostile Effect Duration, +15% Beneficial Effect Duration
Miscreant's Leathers (Armour): Exceptional, -15% Recovery, +8 Reflex, 5% chance to ignore attacks, -20% Crit Damage Taken
Ring of Greater Regen: +3 Health per 3.0 sec
Boots of the Stone: +1 Dex, +2 Resolve, Resistance to Might Afflictions
Cloak of Greater Protection: +10 Fort / Reflex / Will
Guantlets of Discipline: +2 Max Discipline
Entonia Signet Ring: +3 all Defenses when Engaged (stacks 5 times), +2 Diplomacy
Upright Captains Belt: Immune to Push and Pull Effects, +2 Con, Bonus Concentration at start of battle
Abraham (Pet): Reduced Penalty to Recovery for Armour
Gladiator Sword: Superb, Grants Skrym (+15% Melee Damage, +5 Deflection when holding a shield), +1 Pen
Lethandria's Devotion (Med Shield): Superb, +1 Engagement, -25% Crit Damage Taken, Receiving a Crit from melee attack causes Confused on attacker, if Confused Crits, Charms instead), Grants Sheltering Light (+3.6 Health regen per 6.0 sec, +5 All defenses except Deflection)
Main Hand Damage: 22-32 (Displayed including only Might and Superb)
Penetration: 10
Recovery 3.5 sec
With med shield ability on: Block, Recovery is 4.5 sec, 30% of melee attacks do no damage
With sword ability on: Close Quarters, -15 Deflection, +2 Penetration
You can go all out on offense with Aura, Stances and sword/shield abilities, or all defence as the situation calls for.
Very Happy with how this has gone.
A big part of how I built this char is based on close quarters melee fighting. My party is all custom (hate the whiny companions):
Barbarian
Monk
Rogue
Priest
4 Melees swarm in tight focusing down 1 target at a time, very quickly, while the priest hangs back and keeps everyone healed.
I killed level 13 and level 14 stuff when my party was level 5 :)
At some point I want to make a whole party of rod wielding multiclass paladins with pets and summons to tank while I sit back and blast everything. It should pretty much god mode everything.