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Khurse
09-16-2007, 06:13 PM
Hi all- don't mean that like it sounds-
I'm thinking of makiing a solo class warrior for when I can't find groups, also will wnt him to group of course but mainly for solo work.
Now I understand grabbing the first 3 (or 4 if I want to try turning undead)
But are the spells really useful? Or would I generally be better to go 3(or 4) Paladin and the rest fighter?

I'm kinda planning on throwing a fighter level or two in there (figure if I start at 17 str ,2 levels of fighter will get me to 18, and I want to use a Bastard sword so I need the extra proficiences) Just wondering if it would be generally better to go 2-4 fighter and 10Palm or the other way around.

Thanks!

Borror0
09-16-2007, 07:43 PM
Might want to read this (http://forums.ddo.com/showthread.php?t=118081).

Dworkin_of_Amber
09-17-2007, 11:16 AM
Might want to read this (http://forums.ddo.com/showthread.php?t=118081).

Thanks for the reference!

The short version is: Yes.

Important "Break Points" for Paladin Levels:
Paladin Break Points:
Pal 1 - Paladin Aura (+1 AC, +1 Saves)
Pal 2 - Divine Grace (Cha Bonus to Saves), CHA +1
Pal 3 - Divine Health (Disease Immunity) & Fear Immunity
Pal 6 - CHA +2
Pal 7 - Resistance & Bulwark of Good 2
Pal 8 - Level 2 Spells
Pal 9 - Divine Favor Capped @ +3/+3
Pal 10 - CHA +3
Pal 11 - Resistance & Bulwark of Good 3, 30-point Resist Energy


Fighter Break Points (ignoring Fighter Bonus Feats)
Fgt 1 - Weapon/TS Proficiencies
Fgt 2 - STR +1
Fgt 3 - Fighter Armor Mastery & Tower Shield Mastery 1
Fgt 4 - Avail Feat: Weapon Specialization
Fgt 6 - STR +2
Fgt 7 - Fighter Armor Mastery & Tower Shield Mastery 2
Fgt 8 - Avail Feat: Greater Weapon Focus
Fgt 10 - STR +3
Fgt 11 - Fighter Armor Mastery & Tower Shield Mastery 3
Fgt 12 - Avail Feat: Greater Weapon Specialization

Khurse
09-17-2007, 01:20 PM
Thanks!!

Yes I'm working through the Paladin guide.
Of course both those 30 pt energy resists and greater weapon spec look good, might be too many levels though... :D

Zenako
09-17-2007, 01:47 PM
Don't forget to factor in the various enhancements which become available along the way. I have 14 Paly, and he can solo quite a bit. Staying pure (also just seems right from a Paladin perspection....) lets you reach the highest level of Paladin boosts and enhancements.

I have well over 400 SP now, and with some nice Devotion Items my healing is pretty good. Drop down 30 point Resists, Angel Skin, etc and work it out.

At the moment have 3 LoH per day (kinda like having 3 HEAL spells) with better range and reach than the spell. I also took the Special Silver Flame line as well and can once per 1200 seconds really clean/heal someone up. When solo, you need to be able to both kill and withstand being killed at the same time. A paladin with some skill and decent gear can do that quite well. When was the last time you saw a Paladin getting Held or Commanded. (It can happen, but rarely...)

Dworkin_of_Amber
09-17-2007, 02:09 PM
I would say that if you want a solo-able melee character, your two best choices are either a BattleCleric or a Paladin-based Build. For the Battle Cleric, look at the Cleric forums, but for the Paladin base, you have lots of options.... even a 2-level splash of Paladin will help with Saves and give you wand healing. The higher Paladin Levels help with higher saves, AC, and self-buffed resists.

Lifespawn
09-21-2007, 01:45 PM
Thanks for the reference!

The short version is: Yes.

Important "Break Points" for Paladin Levels:
Paladin Break Points:
Pal 1 - Paladin Aura (+1 AC, +1 Saves)
Pal 2 - Divine Grace (Cha Bonus to Saves), CHA +1
Pal 3 - Divine Health (Disease Immunity) & Fear Immunity extra lay on hands for 2 ap aura of good saves and aura of good armor 2 ap each
Pal 6 - CHA +2
Pal 7 - Resistance & Bulwark of Good 2
Pal 8 - Level 2 Spells
Pal 9 - Divine Favor Capped @ +3/+3
Pal 10 - CHA +3
Pal 11 - Resistance & Bulwark of Good 3, 30-point Resist Energy


Fighter Break Points (ignoring Fighter Bonus Feats)
Fgt 1 - Weapon/TS Proficiencies
Fgt 2 - STR +1
Fgt 3 - Fighter Armor Mastery & Tower Shield Mastery 1
Fgt 4 - Avail Feat: Weapon Specialization
Fgt 6 - STR +2
Fgt 7 - Fighter Armor Mastery & Tower Shield Mastery 2
Fgt 8 - Avail Feat: Greater Weapon Focus
Fgt 10 - STR +3
Fgt 11 - Fighter Armor Mastery & Tower Shield Mastery 3
Fgt 12 - Avail Feat: Greater Weapon Specialization



I think the underlined is important when build making aswell