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Post by adzling on Mar 10, 2009 10:08:44 GMT -5
not if the devs implement kaedrin's paladdin fixes ;-)
he even has a substitute for mounts....
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Post by eviliguana966 on Mar 10, 2009 11:09:33 GMT -5
not if the devs implement kaedrin's paladdin fixes ;-) he even has a substitute for mounts.... Link please.
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Post by adzling on Mar 10, 2009 11:21:43 GMT -5
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Post by eviliguana966 on Mar 10, 2009 16:13:15 GMT -5
If it was me I would edit Divine Might and Shield to last a minute X your charisma modifier to bring it in line with all the other buffs other classes make use of that are actualy usefull. You have to waste 2 out of 7 (or eight if you're a human) feat selections as a paladin to gain these feats and they last 1 round X your charisma modifier? Compared to things like combat expertise, imp combat expertise, elephant hide and tortoise skin, this is a joke. And chances are you wont be stacking it with combat expertise due to the paladins spartan stat allocation, unless you want to be running around with 13 strength, being barely able to carry fullplate in your inventory. So then after taking Extra Smiting you're left with only 4-5 general feat selections to try and salvage some usefullness out of your character. And here's the real kicker - Mages and Sorcerers get FREE feat selections for things like metamagic every five levels, even Rogues get free selections for Rogue only feats, all the while the paladin is left to try and find some kind of useful balance between divine and general feats. After all what's the point of the class even existing if you're not going to try and use their alloted abilites, you may aswell just be a Fighter. Better yet, merge the two feats and call it something like 'Holy Juggernaught', then you wont have to lose a round casting one after the other. My paladin has what? 28 charisma with aura of glory, so that's 8 rounds for Divine Might or 48 seconds and 9 rounds for Divine Shield or 54 seconds after being cast one after another. Then after barely killing one or two mobs at least 6 levels or more beneath him he has to stand around for another 2 rounds getting wailed upon. It's all chalked up to game mechanics that work in a turned based system like pnp DnD but not a video game like Neverwinternights 2. But that's Paladins, the Harper Scouts of the base class list. I'm reasonably happy with my Pal/DC build. DC gives a few extra feats if you plan properly (I say that because the DC bonus feat list is small and annoyingly arbitrary) without losing many of your Paladin abilities (smite evil and LoH for example level up unimpeded). The thing you do lose is a potentially a few spell slots, but NWN2s paladin spell selection is awful and even the decent spells have such short durations that they barely make an impact. The major problems with the paladin in NWN2 are A) abilities taking 1-2 rounds to use when they should be free actions and B) The uselessness of most of our spells. Personally I'd be very happy with just this one feat being fixed. Free action casting if possible, improved duration otherwise (minimum +1 round to match description, maybe even more to make up for lost attacks).
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nebulonb
Active Member
Monkeys can be Scientists Too!
Posts: 107
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Post by nebulonb on Mar 10, 2009 16:28:54 GMT -5
Due to the mechanics of the game many, many, MANY class abilities that should be free actions aren't. Barbarians rage being the most annoying and can even be interrupted by a few methods.
However Luna if you want an easy fix look at the scripting for Elephants Hide, it uses a free action click and is a feat. It might just be a copy and paste if you wanted to update other feats to use the same mechanics and be free actions like Elephants Hide.
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atlas
Active Member
Posts: 177
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Post by atlas on Mar 11, 2009 8:07:53 GMT -5
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Post by luna on Mar 11, 2009 12:08:31 GMT -5
Due to the mechanics of the game many, many, MANY class abilities that should be free actions aren't. Barbarians rage being the most annoying and can even be interrupted by a few methods. However Luna if you want an easy fix look at the scripting for Elephants Hide, it uses a free action click and is a feat. It might just be a copy and paste if you wanted to update other feats to use the same mechanics and be free actions like Elephants Hide. I'm not sure it can be changed. Elephants Hide is used as a natural ability based on what I'm reading in the Feats 2DA file so I guess thats why it doesn't take a round to activate it. But Divine Might is used as a spell so your stuck with that one round usage thing because it's treated as casting a spell.
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Post by hnefi on Mar 11, 2009 15:22:44 GMT -5
Actualy Eviliguana, Smite Evil doesnt progress with Divine Champion levels, you must be confusing the class with the Champion Of Torm from Nwn1. You instead recieve up to three Smite Infidel charges (or one without Extra Smiting which you have to waste a feat selection to get) which are more or less useless to Paladins unless you're high into the epics with Great Smiting taken several times. Paladin's Smite Evil stacks with Divine Champion's Smite Infidel.
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