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View Full Version : Seeking Drow Paladin/? Pure DPS build



JustBenHere
06-07-2009, 04:40 AM
I am semi new to the game and looking for a nice dps build and I have drow unlocked. My main is currently a cleric so I want to go the dps route!

JustBenHere
06-07-2009, 04:41 AM
Oh and I hoping it can be viable at lvl 20 as well! Since both my girlfriend and I play with another 2 couples so we pretty much have a full group just needing that super awesome dps melee.

Dexxaan
06-07-2009, 10:57 AM
Oh and I hoping it can be viable at lvl 20 as well! Since both my girlfriend and I play with another 2 couples so we pretty much have a full group just needing that super awesome dps melee.

Scenario A) Drow: Fighter 12 Paladin 6 Rogue 2; STR based, ITWF; Rapier as main handed weapon and Shortsword in off hand. (Don't take OTWF feat...it's a waste); IC Piercing; and so forth...(Khopesh can easily be squeezed in on this build...)

Start Rogue 1 for Skill Points in crucial areas; eat a +2 INT tome to put you at 14 and enjoy the build.... Intimidate; UMD; Balance; some OL skills and you are set.

Scenario B) Drow: Paladin 18 Fighter 1 Rogue 1 (Non Evasion but start Rogue again, +2 INT Tome; etc... GTWF Rapier/Shortsword User.

You'll be able to UMD Heal Scrolls by L16; Self Buff and hit decent AC numbers as well.

Hope this helps.

JustBenHere
06-07-2009, 03:43 PM
Was thinkin something like 14 paladin/6 ranger for tempest. I am not sure how that translates into a 16 cap right now.

Monkey_Archer
06-07-2009, 03:48 PM
Just made one :)

pure pali
stats: 15/16/12/10/8/17
TWF with rapiers

JustBenHere
06-07-2009, 03:53 PM
Do you have a post describing it? Would love to see the break down

Monkey_Archer
06-07-2009, 04:00 PM
All level up points into strength

skill points into UMD and intimidate (can change these if you want)
add jump if you eat a +2 intel tome

feats: TWF, Toughness, ITWF, IC: piercing, GTWF, Powerattack
lvl 18 feat: oversized TWF (or CE.. not sure yet)

high charisma allows for Divine might 4 with a +3 charisma tome
drow rapier enhancements make up for the slightly lower strength then similar human builds (who usually cant qualify for DM 4 :D)

maddmatt70
06-07-2009, 04:07 PM
Was thinkin something like 14 paladin/6 ranger for tempest. I am not sure how that translates into a 16 cap right now.

Yeah your thinking is right on for topflight dps although nothing wrong with a pure pally of course. Go 6 ranger 10 pally at the 16 cap then of course 14 pally 6 ranger at 20.
Stats
17 str (all level ups into strength)
15 dex (or 16 dex if you do not have access to a +2 dex tome)
12 con
8 wis
8 int
14 cha
Level 1-6 ranger 7-20 paladin
Feats:
1st Dodge
2nd Ranger bonus: twf
3rd Mobility
6th Spring Attack
6th Ranger bonus: Itwf
9th: improved critical pierce
12th: Gtwf
15th: Power Attack or Extend
18th: Extend or Power Attack or Toughness

Monkey_Archer
06-07-2009, 04:17 PM
Yeah your thinking is right on for topflight dps although nothing wrong with a pure pally of course. Go 6 ranger 10 pally at the 16 cap then of course 14 pally 6 ranger at 20.
Stats
17 str (all level ups into strength)
15 dex (or 16 dex if you do not have access to a +2 dex tome)
12 con
8 wis
8 int
14 cha
Level 1-6 ranger 7-20 paladin
Feats:
1st Dodge
2nd Ranger bonus: twf
3rd Mobility
6th Spring Attack
6th Ranger bonus: Itwf
9th: improved critical pierce
12th: Gtwf
15th: Power Attack or Extend
18th: Extend or Power Attack or Toughness

Yeah i think the tempest pali is slightly higher dps, but you loose all those valuable spells and spell points ;)

Relenthe
06-07-2009, 04:25 PM
paldins get their highest lvl spell at 14, so he doesnt miss out there.

All he misses out on is better aurus, and 3rd tier pally prestige class, and capstone, and divine might 4

JustBenHere
06-07-2009, 04:34 PM
Should be a bit more dps if my pen and paper math is right about 1/4-1/3 more dps then a pure paladin not counting the attack bonus you do not lose while moving.

Monkey_Archer
06-07-2009, 05:27 PM
paldins get their highest lvl spell at 14, so he doesnt miss out there.

All he misses out on is better aurus, and 3rd tier pally prestige class, and capstone, and divine might 4

Only one 4th level spell at 14th.... which means zeal only.... constantly swaping out for holy sword if you need it, and no break enchantment, deathward or stalwart pact :(

not to mention shorter spell durations...

oh and DM 3 is lvl 15....

maddmatt70
06-07-2009, 05:28 PM
Should be a bit more dps if my pen and paper math is right about 1/4-1/3 more dps then a pure paladin not counting the attack bonus you do not lose while moving.

It is a bit more. A tough thing to estimate is smites and divine sacrifice in regards to dps. The higher you grade that dpswise the closer a pure paladin is to a 14 pally 6 ranger of course. I would make the 14 pally 6 ranger build myself. It will be alot of fun to play in mod 9.

maddmatt70
06-07-2009, 05:29 PM
Only one 4th level spell at 14th.... which means zeal only.... constantly swaping out for holy sword if you need it, and no break enchantment, deathward or stalwart pact :(

Shrug. if you mean when he loads in his character he has to pick up and cast a couple of holy sword spells it really is not that big of a deal. The other two spells are defensive spells which a cleric can easily cast on the player.

maddmatt70
06-07-2009, 05:37 PM
Yeah i think the tempest pali is slightly higher dps, but you loose all those valuable spells and spell points ;)

I should explain this a little better. My 14 pally 2 monk has 550 sp with a starting wisdom of 8. A key item for this player is a shroud wiz6/50 sp/100 sp item (I went neg/pos/pos). There are also numerous items that the OP can get in raids or just around in quests that can tied the OP over spell point wise until then. Other things that the OP should do include getting house p buffs and a couple of tangleroot items as soon as possible for the low to mid levels. Make sure to get the Minos helm as well OP.

Monkey_Archer
06-07-2009, 05:44 PM
Shrug. if you mean when he loads in his character he has to pick up and cast a couple of holy sword spells it really is not that big of a deal. The other two spells are defensive spells which a cleric can easily cast on the player.

Meh... personal preference...

I play lots of caster types myself, so i like every last spell point i can get.
self deathward and stalwart are handy... but Break enchantment is the real differnce for me.... this is one of the most under used spells from most clerics and casters... not to mention me having it saves cleric/caster spell points when you need to get rid of cc

NiteSlayer98
06-10-2009, 11:51 PM
I am doing the same type of build and this is what I have so far, had a hard time spending the ranger enhancements not much I noticed worth having. I am not sure if you actually need a +1 tome or if enhancement stats count towards what you need for greater two weapon fighting, maybe someone can spell that out. I used a +1 tome for dex at level and figured Id have enough saved for the +2 tomes by the time I am 16


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Drow Male
(10 Paladin \ 6 Ranger)
Hit Points: 200
Spell Points: 130
BAB: 16\16\21\26\26
Fortitude: 20
Reflex: 18
Will: 11

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 16 22
Dexterity 16 19
Constitution 13 15
Intelligence 10 10
Wisdom 8 10
Charisma 14 17

Tomes Used
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+2 Tome of Strength used at level 16
+2 Tome of Constitution used at level 16
+2 Tome of Wisdom used at level 16
+2 Tome of Charisma used at level 16

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 5 9
Bluff 2 3
Concentration 6 23
Diplomacy 2 3
Disable Device n/a n/a
Haggle 2 3
Heal -1 0
Hide 3 4
Intimidate 4 8
Jump 7 17
Listen -1 2
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot -1 2
Swim 3 6
Tumble 5 9
Use Magic Device 4 11

Level 1 (Ranger)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead
Enhancement: Drow Melee Damage I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Defense I


Level 2 (Ranger)
Enhancement: Improved Drow Spell Resistence I
Enhancement: Ranger Favored Resistance I


Level 3 (Ranger)
Feat: (Selected) Mobility


Level 4 (Ranger)
Enhancement: Elven Dexterity I
Enhancement: Ranger Desert Lore I
Enhancement: Ranger Jump I
Enhancement: Ranger Jump II
Enhancement: Ranger Energy of the Wild I
Enhancement: Ranger Dexterity I


Level 5 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Drow Melee Attack I
Enhancement: Ranger Favored Damage II


Level 6 (Ranger)
Feat: (Selected) Spring Attack
Enhancement: Ranger Tempest I


Level 7 (Paladin)
Enhancement: Follower of Vulkoor
Enhancement: Paladin Extra Smite Evil I
Enhancement: Ranger Favored Attack I


Level 8 (Paladin)
Enhancement: Drow Melee Damage II


Level 9 (Paladin)
Feat: (Selected) Improved Critical: Piercing Weapons
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I


Level 10 (Paladin)
Enhancement: Drow Melee Attack II


Level 11 (Paladin)
Enhancement: Divine Might I
Enhancement: Paladin Extra Smite Evil II


Level 12 (Paladin)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Exalted Smite I


Level 13 (Paladin)
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Resistance of Good II


Level 14 (Paladin)
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Smite Evil III


Level 15 (Paladin)
Feat: (Selected) Extend Spell
Enhancement: Paladin Focus of Good II
Enhancement: Paladin Charisma I


Level 16 (Paladin)
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Exalted Smite II
Enhancement: Ranger Item Defense I