Pallegina's base Might isn't great, but Tall Grass lets her smack enemies for prone effects while still wearing light armor/clothes.Ībilities: Flames of Devotion, Zealous Focus/Charge, Sworn Enemy, Inspiring Triumph* Hand Pallegina Tall Grass for midline support. Hope that helps make your hireling paladins decent at something, even with the above though, your paladin is a 2 trick pony at best and the first can be beat out by a monk easily with Long Stride (and has additional benefits of wounds/rooting pain), and the second is basically, a rogue that has 2 "bullets" but those bullets are pretty hard hitting so can be fun to see. Race choice would either be Orlan for the +hit to crit, or Wood elf for the +acc at ranged, or Island Aumua for the 3 slots. Hireling: Darcozzi is better with the Inspiring Exhortation for +accuracy. Flames of Devotion will use a "full attack" so sabres deal more damage, while Tall Grass is generally safer. Optionally, using 1 gun and then quickswitching to Tall Grass or Dual sabres for this build is also a good choice. Either way with Intense flames + Burning Lash on all of them = chunky numbers. Your big shots with the big guns of the group are best by using Flames of Devotion. I didn't add Critical Focus because I thought the hit to crit conversion rate is tiny next to the above talents, but YMMV.Ībilities: Flames of Devotion, Zealous Focus (saves on bless cast and has 1 more accuracy) Lot of talents to take, I wrote them roughly in the order of importance from left to right. Talents: Weapon Focus: Soldier or Ruffian, Marksman, Quickswitch, Intense Flames, Gunner, Penetrating Shot Pallegina has such low MIG that she needs to use the heavy hitting guns for best effect, but it has synergy with flames of devotion. This build is better with more ranged people as the aura radius is tiny but its easier to lump ranged people together. Can be used with any effects that target allies, but cipher does it best with their beam spells and shock. Notes: A more mobile tank with some self healing via lay on hands, the INT is not totally wasted as it helps the duration of the healing from it, and 'running' during the recovery animation time is a good strategy. Notable Gear: Disengagement cloak, Outworn buckler + Hatchet or +engagement weapon, optional Shod in Faith Talents: Fast Runner, Weapon/shield style, optional Hold the line. Synergy is formed with a cipher in your group using the Ectopsychic power to create the beam line. A form of CC, you basically lure some of the monsters away by eating some possible disengagement attacks by running by them really fast. Unfortunately she lacks the main character benefits of deflection/saves from Faith/Conviction, but can use the paladin exclusive outworn buckler. Stats: She has scores all over the place, in particular she seems to have some tanking, and some dps stats which makes her a weird amalgam. Undocumented she sometimes gets another +8 deflection not listed or maybe its a bug of the above. Race: Avian Godlike, has +deflection vs ranged attacks, and +perception (deflection) and deflection when disengaging below 50%. I'll be using Pallegina as the base race, but any can be fine with work. Unlike a typical "class build" the NPC paladin has some specifics that need to be addressed due to their loss of faith and conviction.
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