Strakeln wrote on Oct 6
th, 2010 at 7:29pm:
You may be right. Remember that this character was last played months before the whole TWF overhaul. There's a thread around here somewhere where I solicit ideas on how to rebuild him.
That said, for the style that my build is, I'm not sure if pally would do it. I suspect fighter or even dropping rgr in favor of monk levels might be better (for what I'm aiming at). That said, it's easy to discard ranger due to the Tempest nerf (that reportedly still hasn't actually occurred, mind you) until you remember that it gives you a lot more than just 10% alacrity. In addition to the free TWF feats, there's the (awww shit what's it called? That spell that gives them more strength), manyshot (which scales with level, mind you), bow str, diehard, and enough of a jump spell to save skill points. And a runspeed boost. And a few other things that I can't remember right now.
How often do/did you actually pull out the bow? Manyshot doesn't help unless you actually use it. Bow Strength, same thing.
Diehard? Meh.
Speed Boost? Striders work for me.
Jump Spell? Drink a pot or use a clicky, it's the same thing.
Ram's Might adds +2 Str and +2 size bonus to damage which makes for +3 damage. 6 Pally gives a +2 for divine Favor. Admittedly it's duration is shorter, but still.
Favored Enemy adds bonus damage to certain mobs. KotC1 makes upo that difference against EOs, and even when it doesn't apply Divine Might adds +2 damage to everything. So the difference there is specialization vs. versatility.
Now when you add in all the other goodies, such as Smites, Divine Grace, 2 Toughness enhancements, etc, is when Pally starts to pull ahead IMO.
Now add in Divine Sacrifice, which even with a practically non-existent SP pool is basically unlimited as long as you have a few tiny itty bitty SP pots from the fucking Harbor, and Pally pulls firmly into the lead.