Undead in DOS2 behaved in the same way. And like DOS2, undead in Pathfinder are healed by a different way, negative energy spells and effects. Seemingly why the game provides a lot of inflict wounds scrolls, or at least I'd think that's why. But it really sucks if you have party members like Seelah using Channel Positive Energy healing effects without the Selective Channel feat.
Life-Dominant Soul worked for that, I just expected it would solve the issue in general and being unable to use healing potions was really annoying.
You can use inflict wounds scrolls as potions ( I have like 50 of them in my Aion Playthrough), or make inflict wounds potions (You do not even have to learn to do that, your benched party members could do that for you in the camp). In Wotr you can even use potions in your party members (check the arrow over the potion) so other characters could also heal you.
I played a Dhampir in the beta, and I found it very useful. The enemy clerics/cultists and the Vermlek type of demons are adept at using channel negative energy against the party, and dhampirs are not only immune, are healed by it, so they do well tanking against that type of enemies. That also doubles against all types of negative energy attacks, like the vampire touch of the nabassus, etc
I didn´t find any enemy that attacks with positive energy, so the only problem is being damaged by your own party. You do not even have to make your clerics/oracles/pallys/etc learn selective channel, there is the feat you said: Life dominant soul. If you do not want to pick a feat, can also pick classes with the death domain ( inquisitors, clerics, divine hunters, druids, etc), at level 8 you are not damaged by positive magic.
That also works with the vampirism or lich curse of oracles and stigmatized witches
And high-level liches
, which also turns you into a semi-undead.
They are not only healed by negative energy, but they are also resistant to death magic , which are a very common type of attack in Wotr: enemy cultists, templars, necromancers, succubus, etc use them; and they have the blood bite, which is basically a vampire touch spell for free, that you can use in living enemies or corpses, after the combat finishes. You can even pick an undead horse that also gets healed by negative energy. Thematically it's a great class to play, I had a blast in the beta.
Originally Posted by ash elemental
I've found the actual fight immersion breaking as well. The paladin and her fighters are coded to remain in place, while your party is supposed to run around killing the alchemists. Imagine a battle scene in a movie where the side characters are standing still, not even daring to take two steps to stop an enemy from destroying their defenses, because they all wait for the main character to arrive and do the job. And the leader is supposed to be a paladin?
If I remember correctly the tavern defence, the Pallys of Irabade are protecting the door of the tavern with the civilians inside, making a shieldwall there. There are also allied men-at-arms fighting with you in the yard and archers shooting at the enemy hordes from the roofs while you are fighting the demon and cultist waves. They do not have the manpower to do it all by themselves, at least that is what I understood.
IMHO it makes sense. I mean, it´s an RPG game; would it be more immersive if the fight is over when you arrive and you do not get to fight? Or if you arrive tired and without spells, because you cannot rest, like the fight against the defaced sisters in Kingmaker?
Ed: About the start of the battle, if you
have the encounter with Greybor in the tower of Esrod before
You know about the attack so you can warn Irabade about it and wait in the tavern until the time to repel the enemies. You do not even receive the messenger´s warning. Also if you
Defeat the forces of the Tower of Estrod pre-defense-event, ignoring Greybor´s counsel
the number of named enemies is significantly reduced. So you have several roleplaying ways to make the fighting different.
The tavern defence had some more improvements since the beta. Now the UI let you know the state of the defences and structures of the tavern that you have to defend, so you now know if the arsonists are destroying them on the other side. Honestly, I found the tavern defense one of the best parts of the chapter 1, roleplay and mechanically-wise.
Last edited by _Vic_; 08/09/2106:49 PM. Reason: tt