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The overall best in my opinion is the Paladin/Stalwart Defender. You remove the penalties of the Defensive Stance with Fatigue Mercy and you can easily cause a big no fun zone for enemies with Enlarge Person. You have access to Shield of Faith as well as excellent self healing sustain. Not to mention the best saving throws in the game, I believe. You can benefit from each stat, which makes the triple belts a highly recommended item. Charisma followed by Strength, followed by Dexterity and Constitution.
The best in terms of party utility as well as avoiding taking damage would be probably the Magus/Duelist. While having higher AC with tools such as Blur and Mirror Image, their saving throws are somewhat lagging behind a Paladin. They do have more versatility in terms of damage.
8. Magus Eldritch Scion 7/Scaled Fist Monk 1/Paladin 3/Dragon Disciple 10 - can be an interesting build, depending on preferences 2 levels of Eldritch Scion can be out into Paladin, to gain Channel Energy for little to no cost, or perhaps monk, if the weapon of choice would be the claws and bite, Paladin 2 offers bonus to saving throws, Monk opens up the robe, Charisma to AC as well as Crane Style fighting, Dragon Disciple gives some amazing stats boosts as well as insane amount of attacks per round with the claws and bite
And that is if we all agree to forget that paladin is largely useless in the endgame.
Act 1:
Full Plate +1 (1 Dex max): 10 + 1 AC = 11 AC total
vs
Mage Armor (4 AC, long lasting pot or buff) + Unlimited Dex and Wis/Cha. With 16 in each, that's 4 + 3 + 3 = 10 AC already. 14 AC with "animal" buffs (Cat & Owl). Additional Int bonus also if SS or Duelist (another +3-5).
Things only get worse for armor as you progress trough the game (although heavy armor gains +2 at the very beginning of Act 2.... but that's almost it - unless Fighter with Armor Training - while armorless just keeps getting better and better).
You can do act 1 and act 2 on unfair with the default companions as well. But it is messy, very suboptimal, time consuming and in general bad for your mental health.
The solution is very easy. Play the frontline with optimal dex builds till lvl 12-13. You can very easily stack them to 32+ dex and get all the damage and ac you need at max attack bonus. After that dust off the extra mercs you bought at lvl 1 and finish the game with your OP frontline build of choice.
You can switch to SS at lvl 8, he's safe to play by then. Still doing worse than vivi/monk but much better than vivi/TSS. Before that he's just not worth the extra time for reloading, babysitting and carrying.
Mage Armor with Shielf of Faith gives you at least 16 AC with unlimited +Dex. Consider a Magus/Duelist with three Potions in the bag. Shielf of Faith, Mage Armor and Barkskin. That is 10 base AC + 4AC from Mage Armor, +2(max +5)AC deflection bonus, +3 AC from natural armor bonus, +Dex Modifier and finally twice +Int Modifier.
Considering a max Dex/Int build on a level 5 character, that would easily be 28AC with 20 Dex and 18 Int when buffed. You can easily push it much higher as you go on. With a +6 Dex and +6 Int items as well as end game spells, you get a 14 Mage Armor, 5 Shielf of Faith, 3 Barkskin (I totally forgot if it scales or not, tabletob version scales up to +5), +9 from 28 Dex, +14 from double 24 Int. Which gives you a nice 45 AC on level 20. Add to that Mirror Image, Blurr and you are one tanky Magus. Good thing is, that the Int to AC is considered Dodge bonus, so it applies against Touch Attacks as well.
The important thing to remember in Pathfinder is, that there is no real tank role in the game. There are characters better suited to dodge incoming attacks. But... Consider the fact that a Dazzling Display on a Paladin equals more or less +2 AC to your entire party, as it applies the Shaken debuff to everyone within 30ft. Power Attack+Cornugon Smash does the same for free as you attack, but only against one enemy, more if you have the Cleave and Greater Cleave. Bane is also a very good debuff to raise your party survivability.
So while BAB raises faster than your AC does, you have means of lowering the BAB of enemies, while there are none to lower their AC. That is why crowd control plays such a big role in the game. Grease, Color Spray and Company are just too good in making your group that more tanky. Drop your prepared "tank" into a choke point and drop a grease right in front of them. Any enemy who fails their saving throw and falls down is not attacking. When they get up, they provoke attack of opportunity. If you blind them, dazzle them, fear them... It all provokes additional attacks or makes the enemies vulnerable to your attacks. I cannot stretch how important it is to gang up on enemies. That is why I usually use two or three front liners, each with the teamwork feat to buff the flanking bonus.
End of the day, it is known for years in the D&D community, that damage is more important, than tankiness. As the faster you take someone out of the fight, the faster they will stop trying to attack you. It all falls down to action economy and focusing the right enemies down.
Just concede. You need a lot more to learn about optimization in PK.
In Pk tanks are possible cause AI is dumb as a clam, and it's perfectly possible to do 100-ish average damage per hit while having untouchable AC and spells on top of that. Paladin is just a waste of space and is easily replaced by a simple cleric buff if you really want those saves.
And I am talking about your paladin just because your other builds are even worse.
What about...
Shatter Defenses
Hold Person/Monster
Vinetrap/Chains of Light
Glitterdust
Boneshatter
Prone
Entangle
Ray of Fatigue/Waves of Exhaustion
Bestow curse
Stun
Tiring/Exhausting Critical
Brilliant Energy
Magnetic Infusion
Right. Sundering Blow.
Works only on armored enemies though... none of the late game enemies use armor, sadly (and I was really looking forward to Brilliant Energy :( ).
It's not like you can get something better. And you meet a lot of ghost type enemies in Act IV tomb. Plus might actually use Brilliant when it's of some use - in Acts IV and V (not that you really need it against these enemies).
Level 15 its Bane time.