Malik Gyan Daumantas
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So um....invigorator paladin vs sacred shield paladin? I might have asked this before but i wanted to revisit it just because im not entirely sure on which would be more useful damage reduction that you can for the most part put on everyone including yourself or a 10 foot field that halves damage for everyone BUT yourself
Malik Gyan Daumantas
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Either of those loses smite evil which doesn't sound like it makes for a strong character. The sacred shield gets a solid defensive ability though while the invigorator gets minimal DR to give out. If forced to choose one, I'd take the sacred shield.
Well the main point is to make a more defensive/protective character so the loss of smite evil isn't as big a deal as one may think for me.
Malik Gyan Daumantas
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Depends on your party. If they fly to the four winds the dr you can put on yourself and everyone, if you can get them to shield wall up the 10 foot field of half damage.
Yeah that's basically my thoughts i kinda assume that the fight will usually be scattered in some way shape or form
| Ryan Freire |
Ryan Freire wrote:Depends on your party. If they fly to the four winds the dr you can put on yourself and everyone, if you can get them to shield wall up the 10 foot field of half damage.Yeah that's basically my thoughts i kinda assume that the fight will usually be scattered in some way shape or form
I'm of the growing opinion that teamwork phalanx is one of if not the strongest party strategy.
Malik Gyan Daumantas
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Malik Gyan Daumantas wrote:I'm of the growing opinion that teamwork phalanx is one of if not the strongest party strategy.Ryan Freire wrote:Depends on your party. If they fly to the four winds the dr you can put on yourself and everyone, if you can get them to shield wall up the 10 foot field of half damage.Yeah that's basically my thoughts i kinda assume that the fight will usually be scattered in some way shape or form
That's only assuming everyone is on the same page though....can't assume that. Usually when i play pathfinder i less expect my team to function like a well oiled military unit and more like....konosuba
| Ryan Freire |
Ryan Freire wrote:That's only assuming everyone is on the same page though....can't assume that. Usually when i play pathfinder i less expect my team to function like a well oiled military unit and more like....konosubaMalik Gyan Daumantas wrote:I'm of the growing opinion that teamwork phalanx is one of if not the strongest party strategy.Ryan Freire wrote:Depends on your party. If they fly to the four winds the dr you can put on yourself and everyone, if you can get them to shield wall up the 10 foot field of half damage.Yeah that's basically my thoughts i kinda assume that the fight will usually be scattered in some way shape or form
IME you really only have to get them to do it once or twice to recognize the benefits. The shared training spell and dwarven bard archetype are great for that.
| MrCharisma |
I feel like the Invigorator isn't bad from level 11 or so - DR:4 and Fast healing 10 2-3 times per day seems pretty good.
Besides that the Sacred Shield seems better.
Remember you don't have to buff EVERY member of the party for it to be useful. If the wizard is flying and you're fighting ground-bound melee enemies then the wizard is invincible and doesn't need the buff. Meanwhile the Barbarian and the archer Ranger will appreciate taking half damage and getting a shield bonus to their AC.
| Ryan Freire |
I feel like the Invigorator isn't bad from level 11 or so - DR:4 and Fast healing 10 2-3 times per day seems pretty good.
Besides that the Sacred Shield seems better.
Remember you don't have to buff EVERY member of the party for it to be useful. If the wizard is flying and you're fighting ground-bound melee enemies then the wizard is invincible and doesn't need the buff. Meanwhile the Barbarian and the archer Ranger will appreciate taking half damage and getting a shield bonus to their AC.
I'd definitely say sacred shield has more bang for its buck. You throw shield other on any party member who needs distance, cluster the remaining ones around your 10' aura and go to town.