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DoctorWhofan
10-20-2008, 04:19 PM
This is my expiramental Pally build on Khyber. Please notice he has no equiptment, due to the fact I don't PLAN on stuff I don't have. He is currently level 3. Outside items, does he look good?

Yeah, I have no Idea why I put stuff into search.


I will add items when I get them.




Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Oncoming Storm
Level 16 Lawful Good Human Male
(16 Paladin)
Hit Points: 282
Spell Points: 430
BAB: 16\16\21\26\26
Fortitude: 17
Reflex: 10
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 17 22
Dexterity 8 8
Constitution 13 13
Intelligence 10 10
Wisdom 12 12
Charisma 15 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance -1 -1
Bluff 2 4
Concentration 1 1
Diplomacy 2 8
Disable Device n/a n/a
Haggle 2 4
Heal 5 11
Hide -1 -1
Intimidate 2 13.5
Jump 5 8
Listen 1 1
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 1
Spot 1 1
Swim 3 6
Tumble n/a n/a
Use Magic Device 4 13.5

Level 1 (Paladin)
Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
Feat: (Human Bonus) Toughness


Level 2 (Paladin)


Level 3 (Paladin)
Feat: (Selected) Toughness


Level 4 (Paladin)


Level 5 (Paladin)


Level 6 (Paladin)
Feat: (Selected) Mental Toughness


Level 7 (Paladin)


Level 8 (Paladin)


Level 9 (Paladin)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Paladin)


Level 11 (Paladin)


Level 12 (Paladin)
Feat: (Selected) Improved Mental Toughness


Level 13 (Paladin)


Level 14 (Paladin)


Level 15 (Paladin)
Feat: (Selected) Force of Personality


Level 16 (Paladin)
Enhancement: Paladin Attack Boost I
Enhancement: Human Adaptability Charisma II
Enhancement: Human Adaptability Strength I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Item Defense I
Enhancement: Paladin Heal I
Enhancement: Paladin Devotion I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Energy of the Templar III
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II

Enhancement: Paladin Charisma III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Toughness IV
Enhancement: Paladin Divine Light I

Noctus
10-20-2008, 04:57 PM
I´d include at least 1 level of Fighter or Rogue to get a full Intimidate skill.


And i´d personally rather take WF:Slashing, than a 2nd Thoughness. It makes wielding all those low plusses weapons full of nice special effects much easier.

Junts
10-20-2008, 05:32 PM
The extra toughness and the IMT are excessive - you won't have any use for that many SP on a paladin. You may not plan on specific items, but there are too many 100+ SP items in the game to not expect to eventually get one.

You'd be a lot better off taking some other utility feats (as well as the above suggested levle if you want to intimidate). Try Extend (paladins cast buffs almost exclusively; extend makes your SP go a lot farther), and if you're gonna hit things (you have a good str), power attack. Without Power attack, your DPS will be so bad it doesn't really matter what you wield.

If you aren't gonna go for AC (no dexterity, no CE, so I presume you aren't), consider two-handed fighting instead of bastard sword use, you're not gonna be able to avoid being hit anyway, so grab a big sword or axe and go to town.

Impaqt
10-20-2008, 05:41 PM
I´d include at least 1 level of Fighter or Rogue to get a full Intimidate skill.


And i´d personally rather take WF:Slashing, than a 2nd Thoughness. It makes wielding all those low plusses weapons full of nice special effects much easier.

I wouldnt.. I actually wouldnt put Intimidate at all intothat build. and WF? Nah, Full Paly and o PA= Full BAB... WF is just a wasted feat becaus eyou should be hitting everythign pretty easy already. Its highly Unfocused on AC and DPS.... kind of a strange combo for a Paladin IMO...

Bastard Sword: Theres no real good reason totake Bastard Sword as a feat.. Maybe if ya have a bunch of them already.. ut since this is on a new server, it would make way more sense to go Kopesh.

2 TOughness Feats..... Ick. One is all you need. Humans get up to a 3 Tier TOughness Enhancement with Mod 8. Plus Paly Enh, theres not real good reason for the second.

10 INT 12 WIS and FOrce Of Personality.... Strange COmbo.....
With a 10INT, its going to be very difficult to get CE. Maybe not a big deal to you, but the Extra 5 AC can be quite handy in many situations. a 12 Wisdom is interesting as well.... Normally, I would assume your bumping wisdom for Casting spells and Will save.. However, with a 12, you stil need to wear an item to cast l3 and higher spells plus your taking Force of Personality which moves your Will save to CHR. So the 4 Build points here really has absolutely no benefit to the build.

MT and IMT. What do you plan on doing with al those spell Points? Maybe they are good investment.. Maybe not.....

THe build just isnt really optomized for anything in particular. Your going S&B, but Not focusing on AC, You take an Exotic Weapon Proficieny, but dont seem interested in DPS. You Bump your Wisdom, but then dont really use it....

Mithran
10-20-2008, 09:15 PM
1. You might think about Khopesh in lieu of Bastard Sword, for dps, unless you have a bunch of Bastard Swords, already.

2. In lieu of Force of Personality/Toughness/Mental Toughness, I'd suggest Power Attack/Cleave/Great Cleave. Your saves should be high enough without an additional buff to them, and the single instance of Toughness should be sufficient.

DoctorWhofan
10-20-2008, 10:39 PM
First of all, thanks for the imputs. I am trying to make a Pally that can hit stuff and cast and have excellent saves. Trying for pure.

yeah, I have a bunch of bastard swords, hence the bastard sword feat. thetenth took a bunch over to Khyber when I had him transferred. SO drop the the othe toughness? ok. I can agree with that.

Since I play clerics, and I have two on the server already, I should have CHA and WIS stuff for him by level 5. I have no tomes, they stayed on Thelanis is Trissa's library.

I am hoping on a DEX 4 item to pop. Though I can get a +3 in Tangleroot. Forthat matter, I could assume a +3 CON and +3 STR item too.

SO what feats should I take? I do have the free feat exchange I can do, so I can drop a toughness. I do like the lowest level ofthe Dragonmark of Passage, but that's just me. If there is a feat I can take that is better, then good. I am keeping Bastard swords, and going sword and board.

So, Bastard Sword Profiency and Toughness. Then what?

How about skill points, then? UMD for me is a must, but I have two more to spend on anything else. Right now he has 6 in heal, 1 in search, 2 in jump, and 3 in UMD.

Also, there is one of the Pally Enhancements that would not be selected, even though I qualified. I think it was the Raise dead one. I would take at least the first tier of it. I did leave AP for it.

Mithran
10-21-2008, 02:00 AM
I don't know how high one can get a pure Paladin's UMD (before the Charisma modifier). It's a cross-Class Skill, so it will cost you two points. If you can get it up high enough, forego the Raise Dead LoH's Enhancement and just carry scrolls; that's what I do on my main. With a 10 Intel, you won't get many Skill points, but I play elves almost exclusively.

As for suggestions as to which Feats to take, see my above suggestions. Just thinking in terms of building a Paladin as an MT.

Balance and Jump are nice to have invested in (also cross-class, but needed).

DoctorWhofan
10-21-2008, 02:16 AM
I don't know how high one can get a pure Paladin's UMD (before the Charisma modifier). It's a cross-Class Skill, so it will cost you two points. If you can get it up high enough, forego the Raise Dead LoH's Enhancement and just carry scrolls; that's what I do on my main. With a 10 Intel, you won't get many Skill points, but I play elves almost exclusively.

As for suggestions as to which Feats to take, see my above suggestions. Just thinking in terms of building a Paladin as an MT.

Balance and Jump are nice to have invested in (also cross-class, but needed).

I've already started with the Jump and UMD. ANd I can save my 4 enhancment points forthe new human Toughness

Mithran
10-21-2008, 02:34 AM
One of the things that really makes multiclassing attractive for Paladins is how limited their Skills are (not to mention the utility of Evasion). As an Elf with 14 Base Intelligence, I get a grand total of four/level, and the only Class Skills are Concentration, Heal and Diplomacy. I do typically put some points in Diplomacy, as there are some limited instances where it's useful, but Balance is very important, and I'd recommend an investment there, too.

Just going off the top of my head, as someone who doesn't play Humans and always multiclasses my melee (these days) characters, I can give you some guidelines, like the above Balance suggestion, and can suggest enough Tumble to enable your character to actually roll (for purposes of getting out of tight scrapes and giving the Cleric time to cast a Heal), but I'm no authority in pure class Paladins, having only had a couple, and those abandoned with the introduction of Gianthold.

In addition to Balance and Tumble, I can also suggest Spot. Many are the Fighters/Barbarians who wonder what I'm swinging at in Cabal for One. If you don't like the idea of Power Attack/Cleave/Great Cleave, then I can also suggest Shield Mastery for SnB.

My new Paladin/Rogue is about your level. Maybe I'll see you around, but I'm really lacking initiative; I've just rerolled too many times, at this point.

Junts
10-21-2008, 03:33 AM
I suggest you drop the jumps for balances, you'll get a lot more out of balance (and in plate/shield you dont balance well naturally, its really helpful).

Replace the toughness and MT/IMT (which promise me won't be useful for you) with Power Attack, Skill Focus: UMD (if you're heart-set on it, that will go a long way to helping you use another teir of scrolls and wands), and Extend Spell.

eonfreon
10-21-2008, 03:51 AM
You say you want to stay pure- but 1 level fighter will open up Intimidate and give you Tower Shield Proficiency.
1 level Rogue will open up UMD and Balance and Jump.
just something to think about.
Currently 15 levels of Paladin will get you all the enhancements and abilities you need for a paladin.
The only thing might be if some incredible ability is granted at level 20 - but I wouldn't count on it.
One Feat you definitely want is Power Attack.
If you're going S&B then Cleave is very nice too. Actually it's very nice with a Great Axe too, which is what I recommend for serious DPS, because without CE you're not going to be able to achieve a meaningful AC at higher levels.
S&B will be fine at the lower levels but THF will be more relevant at higher levels.
You are definitely not going to need MT and IMT. At least not both; I can see some extra SP for Zeal, but really I doubt it.

DoctorWhofan
10-21-2008, 11:38 AM
Here's the improvement. However, I could not get the items to work. Some would, some would not. I tried to used named stuff for stat increases but there wasn't any +6 CON items or DEX.


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Oncoming Storm
Level 16 Lawful Good Human Male
(16 Paladin)
Hit Points: 264
Spell Points: 345
BAB: 16\16\21\26\26
Fortitude: 17
Reflex: 10
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 17 22
Dexterity 8 8
Constitution 13 13
Intelligence 10 10
Wisdom 12 12
Charisma 15 19

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance -1 8.5 8.5
Bluff 2 4 4
Concentration 1 1 1
Diplomacy 2 4 4
Disable Device n/a n/a n/a
Haggle 2 4 4
Heal 5 14 15
Hide -1 -1 -1
Intimidate 2 4 4
Jump 5 8 8
Listen 1 1 1
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 1 1
Spot 1 1 1
Swim 3 6 6
Tumble n/a n/a n/a
Use Magic Device 4 13.5 13.5

Notable Equipment
Armor: Kundarak Delving Suit
Ring: Ring of the Stormreaver Prophecy
Ring: Dextrous Ring
Goggles: Trapblast Goggles
Trinket: Crystallized Widow’s Eye
Cloak: Mantle of the Dragonfriend
Belt: Belt of Brute Strength
Boots: Hobnail Boots
Bracers: Inferno Bracers

Level 1 (Paladin)
Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
Feat: (Human Bonus) Toughness


Level 2 (Paladin)


Level 3 (Paladin)
Feat: (Selected) Power Attack


Level 4 (Paladin)


Level 5 (Paladin)


Level 6 (Paladin)
Feat: (Selected) Mental Toughness


Level 7 (Paladin)


Level 8 (Paladin)


Level 9 (Paladin)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Paladin)


Level 11 (Paladin)


Level 12 (Paladin)
Feat: (Selected) Cleave


Level 13 (Paladin)


Level 14 (Paladin)


Level 15 (Paladin)
Feat: (Selected) Great Cleave


Level 16 (Paladin)
Enhancement: Paladin Attack Boost I
Enhancement: Human Adaptability Charisma II
Enhancement: Human Adaptability Strength I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Item Defense I
Enhancement: Paladin Heal I
Enhancement: Paladin Devotion I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Energy of the Templar III
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Paladin Charisma III
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Toughness IV
Enhancement: Paladin Divine Light I

Impaqt
10-21-2008, 11:44 AM
FOrget the HEAL skill and go with Jump there.... You can wand yourself up if shrinng doesnt top you off...

I'm not crazy about a S&B CLeave/Great Cleave character, but some apparantly are.... I think you'd be better off with SF: UMD

rezo
10-21-2008, 11:47 AM
Looks good. Is this a 32pt. or 28pt.? I would go with this build.

DoctorWhofan
10-21-2008, 12:26 PM
FOrget the HEAL skill and go with Jump there.... You can wand yourself up if shrinng doesnt top you off...

I'm not crazy about a S&B CLeave/Great Cleave character, but some apparantly are.... I think you'd be better off with SF: UMD

May I ask why? You know I really don't play melees, so I have never used any of those feats. What would you use? I choose S&B due to the fact I heal TWFighters and THFighters wwwwaaaaayyyyy too much than the ones who carry shields. Not ever gonna get over being a cleric!:p

As for the skills, no problem. After rejusting my skill points on the planner, I had a point left over. I have no problem with jump, already have invested into it.

DoctorWhofan
10-21-2008, 12:30 PM
Looks good. Is this a 32pt. or 28pt.? I would go with this build.

32 pt. I have 32 points on both Khyber and Thelanis. The expriament is on Khyber, and when Mulder (my pally reserve name) on THelanis goes into the recycling mode, I hope this will be the new build. I have already havethe much gimped but heavy casting heave saves Pally. I'm trying a new tactic.

Call it old school, or too much PnP, I have issues with mixing Pallys with other stuff. So my Pallys are pure, if they are pallys.

Impaqt
10-21-2008, 01:12 PM
May I ask why? You know I really don't play melees, so I have never used any of those feats. What would you use? I choose S&B due to the fact I heal TWFighters and THFighters wwwwaaaaayyyyy too much than the ones who carry shields. Not ever gonna get over being a cleric!:p

As for the skills, no problem. After rejusting my skill points on the planner, I had a point left over. I have no problem with jump, already have invested into it.

Its just my mindset on the game.. I'm just not a big fan of "Alternative" Attack buttons to do what I want to do. PA is nice because you dont have to think about it... TUrn it on and Go.. Cleave and Great Cleave, you have to go away from your normal attack button to activate it and the way mobs move in this game it just doesnt land as often as I think it should. Seems much more effective with the Wide arc of Two Handed Weapons.

juniorpfactors
10-21-2008, 01:13 PM
wis is too high, no need, put into str or con------- and human of course
i would take 2 levels or rogue and 2 levels of fighter...max umd,jump/ intimidate feats... toughness, and Kopesh feat

jrp

Junts
10-21-2008, 01:21 PM
I know you're used to a cleric, but with superior devotion the most a paladin heals something for is 40 a cast. Dump your MT and your points in energy of the Templar, grab Extend (your sp = buff yourself and save casters the mana, thats their job), and pick up some better auras that really help the group - try and max out both your Bulwark and Resistance of good, that way you will always provide something significant - 5 ac and 5 saves - to the whole party.

Wear full plate if you're not taking 2 levels of another class for evasion (and why so much Velah loot??).

Do something like this:

Head: Minos Legens
Bracers: Any +6 str (these sell on AH for cheap, like 10k tops, 8 is more reasonable)
Belt: Greater false Life
Cloak: Charisma
Head: Wisdom
Neck: Constitution (this is the toughest stat to get, but GFL on any slot but belt costs more than a con necklace)
Boots: 25 or 30% striders
Gloves: Dexterity (reflex saves, basically)
Ring: If you can get charisma, get a resistance cloak, otherwise use something with +balance
Ring: If you can get constitution (really hard), use a golden cartouche for your UMD! Otherwise you have a lot of flex here.
Trinket: Use a POPX, a voice, etc etc

Armor: Use a random +5 of Axeblock, an Adamantine +5, etc
Shield: a +5 heavy steel with any useful modifier (again I suggest axe/spear/hammerblock, cheaper alternative is Superior Devotion 3, your level 4 spells will be Holy Sword and Death Ward 95% of the time, if you load a healing spell, it will be Cure Moderate Wounds as a level 3 spell, though TBH you are better off loading Prayer and Magic Circle vs evil, extending and again removing some buff burden from the clerics)

Weapon: Keep in mind that Holy Sword (a +5 holy bursting weapon that beats the DR of everything thats not Adamantine) will be better than 95% of the bastard swords you own. Unlses your bastard swords are filling the voids of, like, Disruption, Greater Undeadbane, Smiting, VORPAL, etc, consider just taking Khopesh since all holy sword components have equal value in the endgame. Either way, Holy Sword DPS is like 95% of that of a Mineral2 weapon - you'll use a holy sword almost all the time, trust me on that.

If you want to plan in some raid loot, expect to get/use Lorrik's necklace. I can't speak for Khyber or Thelanis, but I can say on Ghallanda there is no less-needed piece of raid loot and in many runs they get left in chests entirely.

6 wisdom and 150 sp will cover your SP needs for eternity.


I'd also dump down your int and your wisdom each 2 points, and use those 4 saved points to pick up your constitution. You aren't gonna have good defenses, having a lot of hp will be a really good thing for you. If you don't expect to take combat expertise, then putting any points in intelligence is not productive.

More than 10 wis is unnecessary, in fact I'd take 9, spend 20k plat on a +1 wis tome, and call it good. Those 5 points would buy you +3 to constitution, getting you 2 con brackets = 32 hp in end game (thats a lot).

juniorpfactors
10-21-2008, 01:35 PM
please tell me your NOT waisting a feat on extend PLEASE

jrp

Junts
10-21-2008, 01:41 PM
Would probably drop great cleave (too long a cooldown) for skill focus: UMD, too

DoctorWhofan
10-21-2008, 01:41 PM
wis is too high, no need, put into str or con------- and human of course
i would take 2 levels or rogue and 2 levels of fighter...max umd,jump/ intimidate feats... toughness, and Kopesh feat

jrp

Thanks forthe imput, and he is human.

I had a bunch of low to mid level bastard swords brought over to khyber, so the bastard sword feat explained. Figured the holy sword spell will be my high level weapon of choice in most cases.

If I didn't take WIS, then why bother to be a pure Pally? Going Pure here.


Its just my mindset on the game.. I'm just not a big fan of "Alternative" Attack buttons to do what I want to do. PA is nice because you dont have to think about it... TUrn it on and Go.. Cleave and Great Cleave, you have to go away from your normal attack button to activate it and the way mobs move in this game it just doesnt land as often as I think it should. Seems much more effective with the Wide arc of Two Handed Weapons.

I would agree, but what feats would you exchange for cleave and great cleave?


I know you're used to a cleric, but with superior devotion the most a paladin heals something for is 40 a cast. Dump your MT and your points in energy of the Templar, grab Extend (your sp = buff yourself and save casters the mana, thats their job), and pick up some better auras that really help the group - try and max out both your Bulwark and Resistance of good, that way you will always provide something significant - 5 ac and 5 saves - to the whole party.

Wear full plate if you're not taking 2 levels of another class for evasion (and why so much Velah loot??).

Do something like this:

Head: Minos Legens
Bracers: Any +6 str (these sell on AH for cheap, like 10k tops, 8 is more reasonable)
Belt: Greater false Life
Cloak: Charisma
Head: Wisdom
Neck: Constitution (this is the toughest stat to get, but GFL on any slot but belt costs more than a con necklace)
Boots: 25 or 30% striders
Gloves: Dexterity (reflex saves, basically)
Ring: If you can get charisma, get a resistance cloak, otherwise use something with +balance
Ring: If you can get constitution (really hard), use a golden cartouche for your UMD! Otherwise you have a lot of flex here.
Trinket: Use a POPX, a voice, etc etc

Armor: Use a random +5 of Axeblock, an Adamantine +5, etc
Shield: a +5 heavy steel with any useful modifier (again I suggest axe/spear/hammerblock, cheaper alternative is Superior Devotion 3, your level 4 spells will be Holy Sword and Death Ward 95% of the time, if you load a healing spell, it will be Cure Moderate Wounds as a level 3 spell, though TBH you are better off loading Prayer and Magic Circle vs evil, extending and again removing some buff burden from the clerics)

Weapon: Keep in mind that Holy Sword (a +5 holy bursting weapon that beats the DR of everything thats not Adamantine) will be better than 95% of the bastard swords you own. Unlses your bastard swords are filling the voids of, like, Disruption, Greater Undeadbane, Smiting, VORPAL, etc, consider just taking Khopesh since all holy sword components have equal value in the endgame. Either way, Holy Sword DPS is like 95% of that of a Mineral2 weapon - you'll use a holy sword almost all the time, trust me on that.

If you want to plan in some raid loot, expect to get/use Lorrik's necklace. I can't speak for Khyber or Thelanis, but I can say on Ghallanda there is no less-needed piece of raid loot and in many runs they get left in chests entirely.

6 wisdom and 150 sp will cover your SP needs for eternity.


I'd also dump down your int and your wisdom each 2 points, and use those 4 saved points to pick up your constitution. You aren't gonna have good defenses, having a lot of hp will be a really good thing for you. If you don't expect to take combat expertise, then putting any points in intelligence is not productive.

More than 10 wis is unnecessary, in fact I'd take 9, spend 20k plat on a +1 wis tome, and call it good. Those 5 points would buy you +3 to constitution, getting you 2 con brackets = 32 hp in end game (thats a lot).


Thank you, but the planner would not put in STAT items nor did it have some ofthe items I did. Gloves slot would shut the program down completely. I know I will get at least +5 items rather cheap. Not worried about that. If I am going sword and board, believe me, I will be wearing FP! Again, problems with the planner working with items.

As for tomes, I am trying to get the bones of this build. Besides, I don't have the money for it on Khyber!

juniorpfactors
10-21-2008, 01:42 PM
Would probably drop great cleave (too long a cooldown) for skill focus: UMD, too

cleave and or greatcleave are JUNK feats... I thought she was joking...sf umd good call;)

DoctorWhofan
10-21-2008, 01:45 PM
please tell me your NOT waisting a feat on extend PLEASE

jrp

no I am not at this time. I just don't see how that would be cost effective on a Pally, I cast what? eight spells total. On a cleric or caster, yes, but not on a Pally, or a ranger for that matter.

No, I am looking for feats, to replace cleave and greater cleave. SF: UMD is looking good for one.

juniorpfactors
10-21-2008, 01:54 PM
no I am not at this time. I just don't see how that would be cost effective on a Pally, I cast what? eight spells total. On a cleric or caster, yes, but not on a Pally, or a ranger for that matter.

No, I am looking for feats, to replace cleave and greater cleave. SF: UMD is looking good for one.


I would go toughness... my paly has 448 hp, hp FTW... I have like toughness x4.... wisdom Do not go more than 10, I would go 8 as human, +2 tome is easy to obtain, +6 exist stalemate is cake to

jrp

DoctorWhofan
10-21-2008, 01:58 PM
I would go toughness... my paly has 448 hp, hp FTW... I have like toughness x4.... wisdom Do not go more than 10, I would go 8 as human, +2 tome is easy to obtain, +6 exist stalemate is cake to

jrp

For you, maybe. You forget who you are talking to!:p

Junts
10-21-2008, 03:49 PM
You dont need more than 8 wis: a +1 tome is cheap (20k, you know? you can get that form selling loot from 2 TS runs ;)), +5 item, 14, is all you require.

I think extra toughness is unnecessary; my paladin (human, even) has 437 hp with 1 toughness + minos legens bonus.

The only advantage a paladin has over other hitting classes is the ability to do other things and assist the party - your DPS isn't full hitter worthy, but you can provide huge increases to ac/saves, you save well yourself, you require less healing/can help heal others with lay on hands, you can do your own resists and even some others depending how much mana you have, etc.

If you don't make sure you do those things well, you're just a subpar fighter with good saves.

Bulwark 4 and Resistance 4 should be bigtime enhancements for your build, Dr. It will make you a huge party asset even if your equipment etc are averageish.

Mithran
10-21-2008, 11:04 PM
The utility of Extend may have new life breathed into it by the presence of Zeal. An Extended Zeal might be useful. Just a thought posted on my thread that's worth considering.

DoctorWhofan
10-21-2008, 11:39 PM
The utility of Extend may have new life breathed into it by the presence of Zeal. An Extended Zeal might be useful. Just a thought posted on my thread that's worth considering.

??? I might of missed something. Zeal?

QuantumFX
10-22-2008, 12:22 AM
Based off of your last build:

Ditch the heal skill boost and devotion 1 enhancements for Human Improved Recovery 1. 99% of the build advisors on these forums grossly underestimate it's power. It affects any cure/heal that hits you. Including hitting the rest shrines.

Ditch Paladin action boosts for Human Versatility. They cost the same and there are no paladin boosts that HV doesn't already cover.

Mithran
10-22-2008, 01:20 AM
??? I might of missed something. Zeal?

Zeal is a spell that will be given to Paladins in the next Mod. It was initially set as a level 1 spell, then bumped to a level 4, so you'll need 14 levels of Paladin to cast it.

http://compendium.ddo.com/wiki/Spell:Zeal

It's only good for short-term 'burst damage,' as most every buff for Paladins is, but an Extended Zeal might be worthwhile. Since it hasn't been implemented yet, it's unclear what its effect will be for Paladins.

quickgrif
10-22-2008, 01:23 AM
Current Risa notes on Zeal...
Zeal

* Paladin 4
* Duration: 24 seconds plus 6 per caster level.
* "Grants the caster a 10 percent sacred bonus to attack speed for a short duration."

DoctorWhofan
10-22-2008, 02:46 AM
Based off of your last build:

Ditch the heal skill boost and devotion 1 enhancements for Human Improved Recovery 1. 99% of the build advisors on these forums grossly underestimate it's power. It affects any cure/heal that hits you. Including hitting the rest shrines.

Ditch Paladin action boosts for Human Versatility. They cost the same and there are no paladin boosts that HV doesn't already cover.

Good point on the Human Versitaity! I will do that next time I visit a trainer!

DoctorWhofan
10-22-2008, 02:50 AM
Zeal is a spell that will be given to Paladins in the next Mod. It was initially set as a level 1 spell, then bumped to a level 4, so you'll need 14 levels of Paladin to cast it.

http://compendium.ddo.com/wiki/Spell:Zeal

It's only good for short-term 'burst damage,' as most every buff for Paladins is, but an Extended Zeal might be worthwhile. Since it hasn't been implemented yet, it's unclear what its effect will be for Paladins.


Current Risa notes on Zeal...
Zeal

* Paladin 4
* Duration: 24 seconds plus 6 per caster level.
* "Grants the caster a 10 percent sacred bonus to attack speed for a short duration."

oh! Very NICE! My Gimped level 15 pure pally might come out to play with the big boys. That's what I get for not reading all the info. Thanks! However, Extend on a few spells seems silly. Now the choices for level 4 spells seems tougher to choose. Oh well! Still happy.:D