|
Post by johndramey on Oct 17, 2016 22:32:05 GMT -5
While I realize that I'm late to the party, I just wanted to pop in and thank Andrew and Cory for making the hammer paladin. Especially since I requested that my portrait paladin, I feel like my squads should always have a beefy paladin that goes on most of the missions.
I recently got some time to sit down and try a new Ironman squad, and while I've already lost 3 templars (poor soldiers and my engineer got cut off in Kaldun), Malachi is making mince meat of any xeno in her way. Just something amazingly cool about being able to dish out 100+p damage on pretty much every swing while stacking buffs. Shalun's Wrath + Righteous Embrace coupled with a base 90% deflection make for a pretty scary paladin. Toss in her healing and, well, she held off an entire swarm of hunters and goliaths all by her lonesome.
So, Andrew and Cory, I salute you!
|
|
|
Post by fallen on Oct 17, 2016 22:51:26 GMT -5
johndramey - and we salute you! I knew you'd personally love Paladins, and I am so glad that you're running one! Crunch-crunch xeno!
|
|
|
Post by johndramey on Oct 17, 2016 23:51:39 GMT -5
I've always made a point of using Paladins in every one of my squads, but they were generally buffers with some light combat ability. Your hammer talents and the hammers themselves make the paladin into an extremely strong melee force.
Like I said above, I was able to go toe-to-toe with a goliath and three hunters. They were swinging at my buffed paladin, and actually managed to land two hits (hah!), but she just pasted the poor buggers with her hammer (god is staggering blows satisfying) and then healed herself for 80+ hp. Not only did she do that in a single turn, she still had some MP left over to reposition herself in a doorway, effectively blocking any xeno from advancing on my badly hurt captain, replacement engineer, replacement soldier, and two scouts.
Totally beastly, those are the only two words that work for hammer paladins.
|
|
|
Post by Cory Trese on Oct 18, 2016 11:42:04 GMT -5
That's awesome, similar experiences here while during testing. They're expensive to deploy and offer very little in the way of assault or ranged abilities, but they can really do damage and sustain like crazy.
I feel they do particularly well on maps that feature 6+ Templars and have TP for resupply. They can really change the pace of the game if you have enough SP to keep them running full out.
|
|
|
Post by johndramey on Oct 31, 2016 23:57:52 GMT -5
Definitely! Sorry, just got back from a long vacation to Saipan, so I was on Internet blackout for a while.
The paladin, and especially the hammer paladin, are very much force multipliers. When I do bring on out on a small engagement, I always have to be sure that it's the proper map for them. However, in any kind of tight map that doesn't really require all the Templars to be bunched up, or a map where you want to be able to plug a choke-point with one Templar and allow everyone else to do whatever is necessary, Paladins shine.
I like to use my hammer pally as a rear-guard or a no-trespassing sign, basically sitting her out somewhere where I know she will attract a huge amount of attention and just letting her soak up xenos. I try to maximize her armor and deflection with equipment, and then focus on talents and attributes that will help her to whoop ass. If I'm worried about spitters whittling her down, I'll usually have my defensive scout running around behind the lines and plugging away at any xeno that dares.
|
|
|
Post by redartrats on Nov 3, 2016 13:51:05 GMT -5
Wow, this makes paladins sound like such fun. One of these days I really must sit down and think about how to properly spec a paladin. So far, I feel like I haven't been using them effectively, and so I rarely deploy them. In fact, I just played Mok Prime: Drop Zone, and swapped out the paladin for my trusty old hydra. I sent him back in later, but mainly only as a medic backup / generic melee-ist. Maybe my playing style just isn't suitable for paladins? I mainly like at-a-distance warfare, where my ranged templars take out or at least weaken enemies before the melee warriors move in. Quite often, especially now that I'm speccing my two scouts as high crit-rate snipers, by the time the ranged templars are done there aren't very many enemies left, so my melee warriors (including old cappy!) don't have very much left to do.
I did spec my paladin with a hammer, though, and he's pretty effective at squishing what few xeno are left to him after the ranged templars have had their fun. Still, I feel like I haven't been using him to full potential.
|
|