I stopped playing when the major changes to powers started I think mod 16? Not sure but am now trying to play again. What are the major changes since then that I should know about? What changes to the pally class should I know? I was fully endgame before I left. The powers having to rely on a bar instead of timer is what got me the most. Any tips tricks and advice is appreciated
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As for tips, I can't offer much. I've gone around 1 direction and am now circling back to figuring out how to kill faster in solo play, while bringing my stats up to the 85k for the new mod(one month from now on xbox). I've bought more comps, and other things that I think were the wrong path. I don't have the healadin loadout anywhere near an ideal state.
My biggest piece of advice is to read up here on some of the various builds, and build to your playstyle as best as you can. You will have to do some fumbling around with yer build when you go to do certain group things. For groups my advice is:
Aura of wrath(IIRC I know the icon, no the description LOL) places you at the top of the threat list when you use smite at less than full charge, and whatever it is that reduces party members threat generation. Though if everyone around you has 30% more power than, and they probably will 99% of the time, you'll have a hell of a time keeping agro. This caused alot of others to accuse me of not knowing my role in LoMM runs after I had already mastered it, and ran it a dozen or so times. I run the burnished weapon set as I feel the watcher set isn't worth the effort "thats my opinion, I could be wrong". For group content when I was trying to get into ToMM, I was running an iron golem, rimefire golem, moonshae druid, skeletal dog, and deepcrow hatchling comp bonus powers all at legendary. I run the deepcrow hatchling as my summoned as it is currently the augment I have at legendary. Anymore I just run whatever comps gives me the most power, and keeps all my other stats at or pretty near 80k(the cap for ToMM). I also sub owlbear cub for one of the comp bonuses for solo/hellpit. At wills are radiant slam, and oath strike for groups. Radiant slam and shielding strike for solo play. I run blessed wanderer, and aura of venegence for solo play.
Next biggest piece of advice, do not rely on smite as your main damaging power, especially in groups. I have not played with any of the other powers as I feel they just aren't great. You'll be waiting on divinity regen most of the time. I use burning light and vow of enmity. I have a war triceratops, and t rex both at legendary, and prefer(personal preference) the triceratops especially in hellpit.
As for enchants, at the time mod 16 dropped I had feytouched and bark at r13( at the least, one may have been r14 can't remember which one). Now I run a briartwine for armor at r8, and I think I'm still running the feytouched for weapon. I have mostly radiants for defense slots, and a few rads in offense slots. I use the Heart of Fire r14 that you get from AI campaign somewhere, but dunno when anymore. I have one tenebrous enchant at r11. In utility slots I run tactical enchants r9 -r13 in groups. For solo I run wither azure or radiants in utility slots.
For mounts I run 2x gladiators guile, 1 travelers treasure, and I can't remember the other 2. I use mostly insignias of prosperity cuz they're(or were) cheaper than fortitudes. When I was trying to get into ToMM I ran legendary triceratops for mount bonus, now its mostly the one from the legendary swarm, 5k power and arpen.
I run trob ring artifact, halasters blaster sceptre, drift globe, and one juornal from TOO. Journal is my main one currently. I have the scarf from TOO also, and greater belt of constitution. I have no toyed with running the other 3 journals recently to see how that rolls(or roles?) as I have been trying to get my build to more closely resemble what I had in mod 15, but as a tank.
I can't remember feats atm, and I may yet respec those as I'm not sure they're ideal, though ultimately it may not matter. There weren't(may still not be) many good guides for pally builds for mod 16. Anytime I have looked I find more stuff for mod 15, same goes for my other classes.
Yer gonna wanna run MEs, WEs, and FEs, until you can't stand it anymore to get comp gear, shirt pants, and then the higher level armor, though you may be able to get away with lower tier armor for the new mod if you can get yer stats up without it(which you probably can, I get a ton of stats from my summoned comp, and his gear, + 1 r15 bonding, and 2 r14 bondings. All my other runestones are r11 max, and mostly r10. I change them as I need to for what I plan on playing that day, or hour.
I'm in the Odin Born guild, shout out the username I use here if you wanna take a good look, I'm on most mornings at from 5:30am-7:30am MST, and for a large chunk of time on sundays(my day of rest LOL).
If I think of anything else I'll add it laterer. Bottom line is if you were endgame geared at when you stopped, you can pretty much get thru everything else with relative ease solo. Scaling is going to kill you at first in the randos, but it's been reduced some since it was first introduced. Scaling is really the worst part of mod 16 IMHO. But at least you only see it in randos, so if you don't farm rad, or farm the dungeons for specific items like enchanting stones, you'll be fine.