View Full Version : The Killer Frog: solo-friendly TWF Paladin
Thanimal
07-16-2009, 11:42 AM
Background: I often publish builds before I start them, but this particular one was a little weird, so I wanted to make sure it did what I thought it did before publishing it. But all of the basic elements came together when I hit 9, and I am truly enjoying playing Vrogg. Then I got a request for the build, so it seems the time is right to publish it.
This build is really not a power-gamer build, because it's a build that does a ton of things well, but none of them optimally. But I've certainly tried to optimize it within its goals. What this build is really great for is for a player at any skill/wealth level who wants to have a melee who can solo into relatively high levels (without breaking the bank) and still be a useful contributor in a group. I also consider it very forgiving to play, because it has so many immunities, great saves, and Evasion. In part because of that, I believe it is a good choice for a new player if you have a few guildmates who can help you equip it.
I just made up the name "Killer Frog" today since I needed a title for this post. It's kinda lame, but oh well. It's because Vrogg is a bright green Warforged with a suspicious resemblance to a frog.
GOALS:
- Be able to solo a lot of content as a mostly meleer.
- High (but not uber) DPS.
- Decent melee defense (AC and DR)
- Extremely good non-melee defense (saves, Evasion, defensive buffs, and tons of immunities)
- Solid (and inexpensive) self-healing
- Enhance other party members' defense
- Versatile
The Killer Frog
Warforged Paladin 17/Monk 2/Wizard 1
This is a bizarre class mix, so some things deserve explanation right away:
No third tier PrE!? Well, it turns out I don't take ANY PrEs here, so that's no loss. With all the versatility that I wanted, I just couldn't justify any of the lines.
Wizard level!? This brings (in order of importance) Extend, full arcane wand usage, a pile of extra spell points, and Will save help. This build ran tight on feats, especially at low/mid levels, so I wasn't happy with a Sorc splash even though that would mean considerably more spell points. And Extend is integral to the build design. Some of the most imporant arcane wands are Repair, Shield, and Stoneskin.
EDIT (and reEDIT): It turns out the Wizard splash actually means just barely more spell points in the end (I think), once I realized that Dodge at 18 was dumb and I might as well take Mental Toughness. But that doesn't fit without getting Extend free from the Wiz level, so at least until the next piece of evidence comes in, I'm completely convinced Wiz splash is better than Sorc splash -- both in the short term for the feat management and in the end-game for the spell points.
Starting stats and targets AT 16 [point costs in brackets]
28-point not-extremely uber
STR 15 [8] + 2 Tome + 3 bumps + 6 item = 26
DEX 16 [10] + 1 Tome + 1 bump + 6 item = 24
WIS 12 [6] + 1 Tome + 1 Monk + 6 item = 20
CHA 10 [4] + 1 Tome + 3 Pal + 6 item = 20
INT 8 [0]
CON 10 [0] + 1 Tome + 1 WF + 6 item = 18
The above is a 28-point build with relatively limited Tomes access, which is how I planned Vrogg. A 32-point player with access to tons of Tomes might do something more like:
32-point somewhat uber
STR 17 [13] + 3 Tome + 4 bumps + 6 item = 30
DEX 15 [8] + 3 Tome + 6 item = 24
WIS 11 [5] + 2 Tome + 1 Monk + 6 item = 20
CHA 12 [6] + 3 Tome + 3 Pal + 6 item = 24
INT 8 [0]
CON 10 [0] + 3 Tome + 1 WF + 6 item = 20
Note that the numbers I'll quote below here are all for the non-uber version, since I think this build is generally of more interest to the less wealthy player anyhow.
Level sequence and Feats
1: Monk. TWF, MBF: Toughness
2: Paladin.
3: Wizard. Khopesh Proficiency, WBF: Extend
4: Paladin.
5: Monk. MBF: PA (slightly unfortunate because won't really use this until much higher levels)
6: Paladin. oversized TWF (actually needed I think b/c to-hit is not that great)
7: Paladin.
8: Paladin.
9: Paladin. Improved TWF (must eat DEX tome before this point)
10: Paladin.
11: Paladin.
12: Paladin. Improved Critical
13: Paladin.
14: Paladin.
15: Paladin. Greater TWF
16: Paladin.
17: Paladin.
18: Paladin. Mental Toughness
19: Paladin.
20: Paladin.
Enhancements through 20 (not in any particular order)
IMPORTANT NOTE: I don't quite have time to update this right now, but it's been pointed out that there are at least two errors below: Paldin CHA III costs 12 points (not 10), and a prereq is missing. I will try to fix these when I can. But enhancements are largely personal preference anyhow -- just stay somewhere near to the below and you'll be fine! :)
2 WF Healer's Friend I
6 WF PA III (don't take this early -- to-hit won't support it)
2 Monk WIS
1 Wizard Energy of the Scholar I
3 Paladin Attack Boost II
3 Paladin Toughness II
10 Paladin CHA III
10 Paladin AC IV
10 Paladin Saves IV
6 Paladin Extra LoH III
3 Paladin Energy of the Templar II
3 Paladin Divine Sacrifice II
3 WF Toughness II
2 WF Con I
6 Extra Smite III
6 Paladin Exalted Smite III
4 Paladin Redemption I
Spell selection (in order)
1: Divine Favor, Bless, Virtue
2: Resist Energy, Angelskin, Remove Paralysis
3: Prayer, Dispel Magic
4: Zeal, Restoration
DPS
The DPS is surprisingly good here, especially when Zeal finally kicks in at 17. Using a spreadsheet I stole from gfunk (thanks!) it looks to me like about 75% of the non-Haste-boosted DPS of The Monster. But that doesn't include Smites and Divine Sacrifices, which can be very significant. So anyhow this is certainly not an uber DPS build, but in my opinion the DPS contribution is meaningful when you consider all the other good stuff that a Paladin with full auras, lots of spell points, and handy things like Raise Dead brings to the table.
Some contributing factors to decent DPS include:
- +3 nearly always on from Extended Divine Favor
- +8 always on from enhanced Power Attack
- dual-Khopesh / gTWF / iCrit
- 10% boost nearly always on from Extended Zeal
- Phat Smites and Divine Sacrifices (each doubled up with gTWF)
Key Immunities
Fear, Disease, Poison, Level Drain, Hold
AC at 16
Without farming
10 base
9 DT docent
1 alchemical
7 dex
5 wis
5 Deflection
2 Chaosgarde
4 aura (5th point hits at level 18)
---
43
Standard self-buff
4 Shield wand
3 Barkskin potion
---
50
"Likely" party buffs
1 Haste
+2 Ranger real Barkskin
+4 Bard song
+2 Recitation
---
59
With farming
3 Dodge
4 Insight
---
66
Certainly not knocking anybody's socks off with great AC, but I've found the AC is quite good for mid-level soloing (can sustain 42 soloing as a level 9), and this build doesn't expect to get heavy aggro in a group.
Saves at 16
Paladin 13: 8/4/4
Monk 2: 3/3/3
Wizard 1: 0/0/2
Resist: 5/5/5
GH: 4/4/4
luck: 1/1/1
attributes: 4/7/5
aura: 4/4/4
CHA: 5/5/5
---
35/33/33
Saves are very solid, and we do have Evasion. This is important for soloing where running traps will often be part of the plan.
Spell points at 16
Pearl of Power X: 100
Magical Training feat: 80
Wizard 1: 50
Paladin 13: 127
Wisdom bonus: 110
Enhancements: 60
---
527
(Of note, Mental Toughness is not in the numbers above because it comes after 16. So there's a jump of about +100 at 18.)
Hit points at 16
Without effort
20 base
18 Toughness
40 Toughness enhancements
64 CON
130 Paladin
16 Monk
4 Wizard
20 IFL
20 Minos Hat (added 8/12/09)
---
332
With effort
+10 GFL
+10 favor aware
+45 Shroud item
---
397
That's not too bad, but I expected a little more. Hit points certainly feel very good at level 9.
Skills
As if. Get some Jump and Balance, and might as well have a touch of Repair since soloing is a big part of the plan.
Parting thoughts
It's funny. Now that I've actually posted this build it still looks just as weird as it did when I first considered it. But I've greatly enjoyed playing it and found it to be "pretty good" in a lot of categories. And it's really relaxing to play because it's so hard to disable it. It's definitely the best melee-based soloer that I've managed to create. In a group, it functions as a slightly-gimped DPS, but makes up for that gimpiness with auras, Resists [and enough spell points to actually pass them out], backup healing, backup Raise, and self-sufficiency.
Thrudh
07-16-2009, 11:49 AM
Looks interesting, but the wizard level is a waste... Or go sorc if you really want to splash a spell-caster...
Get rid of Dodge, and take Extend...
Maybe instead of a caster splash, you could take 1 level of rogue and get your UMD up there (plus a little extra DPS from sneak attack)
Thrudh
07-16-2009, 11:51 AM
You also need Divine Might III in your enhancements... +6 damage to every swing is too good to give up...
Geonis
07-16-2009, 11:56 AM
You also need Divine Might III in your enhancements... +6 damage to every swing is too good to give up...
Very doubtful a WF Pally will ever have the base Cha for that.
Thanimal
07-16-2009, 12:01 PM
Looks interesting, but the wizard level is a waste... Or go sorc if you really want to splash a spell-caster...
Get rid of Dodge, and take Extend...
The main purpose of the Wizard level *is* Extend (as stated in OP). And remember this build isn't aimed at the uberest folks, so a feat you get at 18 is almost the same as not taking it.
I'm not saying that Paladin 18/Monk 2 isn't a better build. It pretty clearly is for raiding. But believe me that Wizard level has made my life as a soloer MUCH easier and MUCH cheaper. I think you'll find there's a pretty huge population of casual players who solo a lot but want to have a build that is not completely horrible when they join a group. For those folks, this may be what they are looking for.
Maybe instead of a caster splash, you could take 1 level of rogue and get your UMD up there (plus a little extra DPS from sneak attack)
Again, that philosophy is toward making the build work well at very high level. At low and mid-levels, there's no way to get enough UMD on this build to conveniently use all the wands that are critical to soloing success. Also, I desperately want Extend very early in life and I want the spell points throughout my life.
I seriously wondered about the Wizard splash, too, but haven't regretted it for a second. So many little conveniences that really add up.
Thanimal
07-16-2009, 12:04 PM
Very doubtful a WF Pally will ever have the base Cha for that.
Correct. As a 28-pointer, I would have had to absolutely ravage the other stats to make that happen. Even for a 32, I think it's a huge stretch with significant negative effects on other aspects of the build.
Worlath
07-16-2009, 12:20 PM
Thanks for posting this build; it's uncanny how closely it matches what I was looking for. I wanted to play a WF, but wasn't thrilled with playing the common 2 rogue/ 14 wizard (or its derivations) build. I needed a 28 point build that didn't need a ton of tomes or high level gear to maintain since this is my first character. I also wanted to play a melee character with the ability to provide self-healing since I figure I will be soloing quite a bit since I tend to play at odd hours. At the very least, I think this build will give me the experience to figure out what works and what doesn't until I can unlock the 32 point build and create my next WF character.
Thrudh
07-16-2009, 12:24 PM
Very doubtful a WF Pally will ever have the base Cha for that.
Oh yeah, forgot about the base CHA required... A paladin with low CHA is semi-gimped nowadays...
Thrudh
07-16-2009, 12:29 PM
The main purpose of the Wizard level *is* Extend (as stated in OP). And remember this build isn't aimed at the uberest folks, so a feat you get at 18 is almost the same as not taking it.
I'm not saying that Paladin 18/Monk 2 isn't a better build. It pretty clearly is for raiding. But believe me that Wizard level has made my life as a soloer MUCH easier and MUCH cheaper. I think you'll find there's a pretty huge population of casual players who solo a lot but want to have a build that is not completely horrible when they join a group. For those folks, this may be what they are looking for.
So take Extend instead of OTWF and save THAT for 18th level... Deal with the negative to hit, or use a light off-hand weapon (good kukris are cheap!).
You don't even have enough INT to cast spells without an item. I think it's silly to splash a level of wizard JUST for Extend... Take a fighter level if you're dying for an extra feat... Then you get Haste Boost and Tower Shields as a bonus
Again, that philosophy is toward making the build work well at very high level. At low and mid-levels, there's no way to get enough UMD on this build to conveniently use all the wands that are critical to soloing success. Also, I desperately want Extend very early in life and I want the spell points throughout my life.
I seriously wondered about the Wizard splash, too, but haven't regretted it for a second. So many little conveniences that really add up.
Okay, I see what you're saying here, but repair pots are just as good as repair wands, just a little more expensive...
Don't get me wrong... I love a melee/caster build... My favorite character right now is a 11/5 ranger/wizard... I just don't see this 1 level of wizard being worth it... 1 level of sorc will get more SP, the wands, and you can actually cast spells... Take Extend as a feat early... take OTWF later...
Thanimal
07-16-2009, 01:11 PM
<snip>
Okay, I see what you're saying here, but repair pots are just as good as repair wands, just a little more expensive...
No, they're a LOT more expensive. Try to remember back to when you were poor.
Don't get me wrong... I love a melee/caster build... My favorite character right now is a 11/5 ranger/wizard... I just don't see this 1 level of wizard being worth it... 1 level of sorc will get more SP, the wands, and you can actually cast spells... Take Extend as a feat early... take OTWF later...
With only one level of arcane, casting arcane spells is pretty silly. Wands will generally be at least as powerful and usually more so, and don't waste your spell points. So I give no value to the ability to cast the arcane spells. In fact, I don't even carry around a +3 INT item to swap in. So I consider the only comparison is getting Extend for free vs. getting extra spell points.
HOWEVER, you are STILL correct that if you are aiming for level 18, then it makes more sense to take Sorc, drop Dodge, and move one of the other feats to 18. But for those for whom level 18 is eons away, I feel the extra feat at level 3 is better.
I had many of the same thoughts you are having, because this build has slightly different goals than most builds. But I'm so happy with this character right now that I decided it was time to share this build in case anybody out there had goals matching this.
I enjoy doing uber end-game-focused builds, too. But this isn't one of them.
Stuttrboy
07-16-2009, 01:33 PM
Will WF get the monk wisdom bonus? I thought even composite plate was considered light armor.
Thanimal
07-16-2009, 01:40 PM
Will WF get the monk wisdom bonus?
Yes. I have multiple characters taking advantage of this (including Vrogg himself), so I'm quite sure of it.
I thought even composite plate was considered light armor.
Nope. Composite == unarmored; Mithral Body == light; Adamantine == heavy.
Kinda random fact: It's actually impossible for a WF to be in medium armor (at least in DDO -- I'm clueless about the PnP origins of WF).
Thanimal
07-16-2009, 01:50 PM
HOWEVER, you are STILL correct that if you are aiming for level 18, then it makes more sense to take Sorc, drop Dodge, and move one of the other feats to 18. But for those for whom level 18 is eons away, I feel the extra feat at level 3 is better.
Hm, I may be changing my mind. I am claiming that the sole benefit of Sorc relative to Wizard is extra spell points, and that part I still agree with.
But if we drop Dodge (which really is looking kinda silly considering end-game AC is not very good anyhow), then the Wizard splash option can take Mental Toughness at level 18. I believe the Sorc splash gets 100 extra spell points from 50 CHA bonus* and Sorc 1 itself getting 50 more than Wiz 1.
*Technically I could swap in a +6 INT item just at shrines, for 30 more spell points, then immediately blow those on buffs, and then swap the +6 INT item out. In that case the difference is "only" 70. I might be too lazy and/or forgetful for that, though!
But anyhow, Mental Toughness afford us 105 spell points by level 20, which is MORE either way! If I'm lazy it's 5 more, and if I'm not then it's 35 more.
Well, I didn't see THAT coming. But I think I just completely convinced myself that Sorc splash isn't the plan here. Anybody else buyin' that?
(Also updating original post to take Mental Toughness at 18.)
Dark-Star
07-16-2009, 02:14 PM
Have you considered dropping wizard for rogue? You get a lot more from one rogue level than from one wizard level, just drop MT.
Sneak attack damage, UMD (can use all wands and scrolls and weapons), haste boost. You could play with the skills and perhaps work in open locks for more soloability, or hide/move silently which are great for soloing as well. Leveling is finite, end game is where you will (likely) spend your time, and being able to use a reconstruct scroll will be far superior to wand whipping repair critical.
Thanimal
07-16-2009, 03:00 PM
Have you considered dropping wizard for rogue? You get a lot more from one rogue level than from one wizard level, just drop MT.
Sneak attack damage, UMD (can use all wands and scrolls and weapons), haste boost. You could play with the skills and perhaps work in open locks for more soloability, or hide/move silently which are great for soloing as well. Leveling is finite, end game is where you will (likely) spend your time, and being able to use a reconstruct scroll will be far superior to wand whipping repair critical.
Quite true, and honestly I haven't given this a lot of thought because for this particular build I was really focused on low-mid levels. I wasn't willing to give up 4 points of AC because I couldn't yet UMD my Shield wands.
But here's the thought I'm giving it now:
Getting UMD is a bigger sacrifice than it looks like, because this build is stat-hungry and INT is the only legitimate dump-stat. To max UMD, I must start INT at no less than 10 (or eat a +2 Tome at level 1 -- yeah right), and that assumes I'm OK with having almost no ranks of Jump or Balance. Not really any chance of even a single Rogue skill fitting unless I start INT all the way at 14.
In addition, the switch you're talking about entails losing a LOT of spell points, and is therefore a fundamentally different build. I was looking to be something of a DPS/buffing Paladin. Drop about 250 spell points off and things are very different.
So it's quite possible the Rogue splash is a great build, but it also gives up some of what I like about this build in order to get there.
Thrudh
07-16-2009, 03:08 PM
You know why I love this game?
There's no one best build here... All those possibilities work... splash wiz, splash sorc, splash fighter, splash rogue... all good for different reasons...
Thanimal
07-16-2009, 03:41 PM
You know why I love this game?
There's no one best build here... All those possibilities work... splash wiz, splash sorc, splash fighter, splash rogue... all good for different reasons...
AMEN BROTHER!!
And you forgot: Don't splash a 3rd class at all, which may just be the best "pure power end-game raid" option of them all.
Rikimaru
07-21-2009, 12:59 AM
I just rolled this character. Even at level three, I can strongly approve of it.
Very very nice build.
Thanimal
07-21-2009, 09:52 AM
I just rolled this character. Even at level three, I can strongly approve of it.
Very very nice build.
Sweeet! So glad you're enjoying it. I think it's a really enjoyable build and suits just about anybody except the Raid-focused power gamer. (It's even passable in that role, but it's not really optimal, and most power gamers are looking for optimal.)
Shameless plug: Don't forget to rate the thread and/or give me rep points! :)
Rikimaru
07-23-2009, 10:22 PM
One thing you haven't mentioned is the access to wizard spells. Sure, sure, having access to only level 1 spells doesn't seem the best, but expeditious retreat, Shield, and Repair Light Construct have been amazing for me. They do a ton for helping me quickly push through a lot of content with the least downtime.
Additionally, the wizard splash is letting me use wands of detect secret door. YES. >=]
EDIT: By the way, as promised in my request on the "Request a Build, Get a Build" thread, you are the recipient of one (1) golden chain, one (1) purple robe, and the second highest place in the kingdom! Yes, that really is the reward for making a great solo build. Continue rocking out.
Thanimal
07-27-2009, 09:08 AM
One thing you haven't mentioned is the access to wizard spells. Sure, sure, having access to only level 1 spells doesn't seem the best, but expeditious retreat, Shield, and Repair Light Construct have been amazing for me. They do a ton for helping me quickly push through a lot of content with the least downtime.
If by spells you mean wands, then I most definitely did mention that. But if you're actually casting the spells, then consider me surprised. You need a minimum of a +3 INT item for that, and it doesn't seem worth a slot to me, considering that all three of the spells you mention are equally good (for a guy with only 1 Wizard level) on a wand. In fact, Shield eventually becomes MUCH better on a wand (10th level wand is available for 10 minutes of Shield -- basically making it permanent), and Repair is also MUCH better on a wand, as you can use Repair Critical wands at higher levels.
Furthermore, I'd hate to waste my spell points on that stuff, when they should be spent on Divine Favor and (eventually) Resist Energy, Angelskin, Prayer, and Zeal.
Additionally, the wizard splash is letting me use wands of detect secret door. YES. >=]
Yep, I use that one all the time, too.
EDIT: By the way, as promised in my request on the "Request a Build, Get a Build" thread, you are the recipient of one (1) golden chain, one (1) purple robe, and the second highest place in the kingdom! Yes, that really is the reward for making a great solo build. Continue rocking out.
While I must admit I have no idea what you are talking about -- THANKS! (I think.)
Gnorbert
07-27-2009, 11:51 AM
If by spells you mean wands, then I most definitely did mention that. But if you're actually casting the spells, then consider me surprised. You need a minimum of a +3 INT item for that, and it doesn't seem worth a slot to me, considering that all three of the spells you mention are equally good (for a guy with only 1 Wizard level) on a wand. In fact, Shield eventually becomes MUCH better on a wand (10th level wand is available for 10 minutes of Shield -- basically making it permanent), and Repair is also MUCH better on a wand, as you can use Repair Critical wands at higher levels.
Furthermore, I'd hate to waste my spell points on that stuff, when they should be spent on Divine Favor and (eventually) Resist Energy, Angelskin, Prayer, and Zeal.
ahh, but at lower levels you don't have those spells to cast yet so might as well go for the wizzy spells. Since you can extend them they are marginally better than level 1 wands.
Also, someone with 32 point builds might have opted to boost Int to 11 with the extra points just to round off the overall versatility of the build. Or to 10 at least and munch a +1 tome.
Looks like a fun build.
Thanimal
07-27-2009, 01:37 PM
ahh, but at lower levels you don't have those spells to cast yet so might as well go for the wizzy spells. Since you can extend them they are marginally better than level 1 wands.
Also, someone with 32 point builds might have opted to boost Int to 11 with the extra points just to round off the overall versatility of the build. Or to 10 at least and munch a +1 tome.
Looks like a fun build.
Great points. That's not what I would do with extra points (obvious since I showed my 32-point plan in the OP), but if somebody did choose to do that there are some benefits.
Cybergoblin
09-09-2009, 10:24 PM
Im brand new around here but this particular build intrigues me.
It seems to be good for a starting person like myself with only 28 points to build and i look at soloing and/or duo'ing to be a big part of the gameplay i experience.
So - why the kopeshes as a weapon over other ones avaiable? Is dual-wielding always a better option than sword and board for dungeon runs?
What did you spend your first few action points on? I do not see anything you listed on the choices for my character - is Warforged Toughness you mentioned the same thing as Warforged Damage Reduction perhaps?
I think I am understanding most of the build and what it is saying - do you have any other tips/tricks you could recommend for using this build in play? Like what you use to attack with as your main form of damage or just anything mundane that might be useful to me as a DDO newb.
Thanks
Thanimal
09-10-2009, 11:22 AM
Im brand new around here but this particular build intrigues me.
Glad to hear it! :) However, this is not a *true* beginner's build, as it does require a +1 DEX Tome eventually. (Though I suppose you can just buy those.) Also note that neither WF nor Monk are included with F2P.
So - why the kopeshes as a weapon over other ones avaiable? Is dual-wielding always a better option than sword and board for dungeon runs?
Long-term, dual-Khopeshes is quite a bit more DPS than any other configuration. One of the justifications for this build is that Khopesh + WF PA == good DPS, even though in many other ways this build isn't very DPS focused. Using a shield doesn't make sense in this build because it will typically make your AC worse, since the Monk bonuses are taken away.
But up until level 8ish, you probably want to use Monk weapons (preferably handwraps, but if you find a good enough pair of kamas you could go with them)
What did you spend your first few action points on? I do not see anything you listed on the choices for my character - is Warforged Toughness you mentioned the same thing as Warforged Damage Reduction perhaps?
Nope. WF Toughness will unlock at level 3. It turns out you can only take WF Healer's Friend I at level 1. You should also take Monk Disciple of Breezes and be in Wind Stance nearly all the time until you switch to Khopeshes. But that gets respecked out later, so isn't on the master list.
Anyhow, you can carry your action points with you and then spend them on things that unlock at Wizard 1 or Paladin 1. That will spend your required 4 "level 1 accessible" points and then you have tons of stuff that you can buy with a level 2 or greater minimum.
One awkward issue with this build is that it doesn't really "come together" right away. It's arguably level 9 before everything is "working." But it's a good soloer all along the way.
Gamesguy
09-12-2009, 09:37 AM
I have a question regarding the build.
How necessary is the one wizard level? I was thinking going with a level of fighter or something because this build is really feat starved.
Thanimal
09-14-2009, 08:43 AM
I have a question regarding the build.
How necessary is the one wizard level? I was thinking going with a level of fighter or something because this build is really feat starved.
The Wizard level grants a feat (Extend) so replacing it with a Fighter level won't help you on that front.
Read back through the thread -- there is considerable discussion about the value of the Wizard level. The bottom line is there are a lot of ways to make this general idea work, but I still prefer the 1 Wizard splash if soloing is a big part of the plan.
Gamesguy
09-14-2009, 09:11 AM
How useful is extend vs more SP and being able to cast lvl 1 arcane spells? Viewing this from the perspective of a noob.
Also, what does "9 DT docent" mean?
Thanimal
09-14-2009, 10:05 AM
How useful is extend vs more SP and being able to cast lvl 1 arcane spells? Viewing this from the perspective of a noob.
Also, what does "9 DT docent" mean?
9 points of AC from Dragontouched Docent. But that's a level 16 item -- just get the max + on your docent along the way and you'll be fine.
If you are a true newb AND you don't plan to join a guild AND you don't plan to use the DDO Store, then you may find low level wands a little expensive. In my opinion, that would be the ONLY value of being able to actually cast the Arcane spells. For even a moderately experienced player, a pile of Repair Light and Shield wands is a negligible expense.
I would definitely NOT give up Extend. If you go the Sorc splash route, you'll need to do a tough reordering of feats -- I feel postponing Extend to 18 (in place of Mental Toughness) would not be acceptable, especially as a new player. Being able to Extend the Paladin spells is key.
azumakazuma
09-14-2009, 12:34 PM
noob here also. where/what levels would you recommend putting action points in this build?
Thanimal
09-14-2009, 03:11 PM
noob here also. where/what levels would you recommend putting action points in this build?
That really has a lot to do with personal preference. As long as you're always taking stuff on the list (plus the Monk Way of Air enhancement so you can Wind Stance until you start using Khopeshes), you should be fine.
Importantly, enhancements can be respecked relatively cheaply, so you can experiment a little.
Gamesguy
09-14-2009, 03:36 PM
9 points of AC from Dragontouched Docent. But that's a level 16 item -- just get the max + on your docent along the way and you'll be fine.
If you are a true newb AND you don't plan to join a guild AND you don't plan to use the DDO Store, then you may find low level wands a little expensive. In my opinion, that would be the ONLY value of being able to actually cast the Arcane spells. For even a moderately experienced player, a pile of Repair Light and Shield wands is a negligible expense.
I would definitely NOT give up Extend. If you go the Sorc splash route, you'll need to do a tough reordering of feats -- I feel postponing Extend to 18 (in place of Mental Toughness) would not be acceptable, especially as a new player. Being able to Extend the Paladin spells is key.
Ok if I go wizard with 8 int, would it be possible to pick up a +2 int item to swap in so I can prepare/cast spells? Or would I need 12 int minimum?
EDIT: Now that I actually understand the build, I think its freaking amazing, great work!
Anthios888
09-14-2009, 03:43 PM
I'm confused about something... if wand usage is such a deal-breaker, why not go human 28-pt or drow and skip the splash level? Paladins get wand usage for free, and with a higher charisma, the UMD would come into play much earlier. "Beginner" or not, that tier III PrE will help anyone. We don't stay broke newbies forever.
Lewcipher
09-14-2009, 03:51 PM
I'm confused about something... if wand usage is such a deal-breaker, why not go human 28-pt or drow and skip the splash level? Paladins get wand usage for free, and with a higher charisma, the UMD would come into play much earlier. "Beginner" or not, that tier III PrE will help anyone. We don't stay broke newbies forever.
Paladins can't use Arcane wands at all, unless they have a high UMD. Looks like this build is a little short on skill points to squeeze that in there. Hence the lvl of Wizard.
Anthios888
09-14-2009, 04:06 PM
Paladins can use curative wands for free, saving tons of plat, and as a human or drow you would have an extra skill point to help raise UMD.
Lewcipher
09-14-2009, 04:08 PM
Paladins can use curative wands for free, saving tons of plat, and as a human or drow you would have an extra skill point to help raise UMD.
at 2 skill points per level, not so much with balance needing a decent investment. It's also easier to use shield wands, etc..earlier.
Gamesguy
09-14-2009, 04:11 PM
Paladins can use curative wands for free, saving tons of plat, and as a human or drow you would have an extra skill point to help raise UMD.
Wouldn't you also miss out on all the WF immunities and 1-2 AC from armor?
Tellenlied
09-14-2009, 04:33 PM
I'm really interested in trying this build as a new player to DDO. My first attempt has made level 2 already and I'm thoroughly enjoying the two-weapon vegi-matic action. I do have a few beginner questions.
:confused: It seems that Energy of the Scholar and Energy of the Templar are exclusive to each other. I'm assuming you recommend the Wizard version until the character is high enough level to get the Paladin version?
:confused: I've been using the D&D Character Planner (v3.10) to figure out the enhancements and according to it, you need Extra Smite Evil IV as a requirement for Exalted Smite III. Would this change your recommendations?
:confused: I notice that you are big on the 20 second boosts for AC and Saves. I'm assuming these are one-shot deals for each day? If so, what would argue against buying levels in Bulwark of Good and Resistance of Good instead which have a permanent duration although 1-2 points less? Are the boosts lengthened by the Extend Spell feat or usable more than once?
:confused: How much more difficult is it to get a +3 tome over a +2 tome? I was thinking of putting in a +1 Dex ability increase at level 8 to get the requirement for Improved Two Weapon Fighting, but this would mean Str would be only 25 at level 16 using a +2 tome. Would it be safe to assume I could obtain a +1 tome before level 9?
Thanks for your input and please forgive my full descriptions. I don't think in acronyms yet.
Thrudh
09-14-2009, 04:46 PM
I hate to butt in here again, but I'm not seeing this as a good newbie build...
Melee/caster builds are fine, but looking at this again, I'm not seeing the point of a low CHA paladin who doesn't even use paladin PrEs...
Why not just go WF fighter/wizard? Plenty of feats... you can even take 2-5 levels of wizard instead of just one...
Those two minute shields, exp retreats, and jumps just seem so short... I found that getting them to 4 minutes with 2 levels of wizard (and extend) made a big difference.
Thrudh
09-14-2009, 04:47 PM
Make it a fighter/wizard/monk or fighter/wizard/rogue for evasion...
Gamesguy
09-14-2009, 07:48 PM
Make it a fighter/wizard/monk or fighter/wizard/rogue for evasion...
Well, you'd be missing the various pally spells/aura buffs and immunity to fear.
How prevalent is fear at higher levels? At lvl 3-4 those ******** shamans keep using it on me and its extremely annoying.
azumakazuma
09-25-2009, 12:43 PM
well i've been using this guide for a bit and I'm pretty happy with it so far. just wondering what level you have it at now thanimal. how's it holding up a later levels?
bonus to only apply when centered ?? My monk pally no longer has a wisdom bonus dual wielding khopeshes, are you still getting the AC bonus ??
Thanimal
09-26-2009, 02:42 PM
well i've been using this guide for a bit and I'm pretty happy with it so far. just wondering what level you have it at now thanimal. how's it holding up a later levels?
I'm essentially out of the game at the moment, and I never had a lot of play time in the first place. About all I can tell you is that at level 9 it was still getting relatively better. Indeed, there's a lot of goood stuff that comes late here -- I'll be shocked if it doesn't hold up into higher levels.
Anybody take this to higher levels yet and have experiences to share?
Thanimal
09-26-2009, 02:44 PM
bonus to only apply when centered ?? My monk pally no longer has a wisdom bonus dual wielding khopeshes, are you still getting the AC bonus ??
Both the Wisdom and the centered bonus continue to work regardless of whether centered or not. Of course, you DO have to be unarmored (Composite Body counts as such) and have Light load. Possibly one of those is your problem?
therik
10-01-2009, 08:29 PM
I'll share my experiences so far. I have taken this build up to level 10 and am generally pleased with it. For a bit of background, I have played DDO off and on since release but never really taken a character very far. I had a little money starting out but not much (10k plat). This is also the farthest I have taken a character. I have also received a lot of questions asking what the hell kind of build am I going for, and why did I not take a sorcerer level instead of wizard.
Pros:
-Paladin saves and evasion are really nice. In fact I think its going to be hard to play any other character.
-Damage wise, I would describe as above average. In some groups you might lead in damage, others you might be 2-3 place. It just depends on the group make up. I have not been on any raids so I don't know how I would fare in that department.
-Warforged immunities are pretty handy, also I like being warforged and thus a little different from all the humans, drow, and dwarves.
-Can solo lots of things on normal. I did all of Tangleroot at level 7, and STK at level 6. This was on normal of course. At 10, I can do up to some level 5 quests on hard. I don't know if that is particularly good or not.
Cons:
-Khopeshes are really expensive. I run around with a +4 and +5 khopesh (although I have found some decent skeleton smashing weapons for reasonable prices) and have not seen anything else remotely affordable. I wonder if it might be better to try one of the less popular exotic weapons. I think this might be solved once I get Holy Sword (not sure how that works exactly), but that is still a long ways off.
-Lay on hands is pretty weak. I think it will become a lot more useful as I get better gear, but for now only heal myself for 34 points per lay on hands.
-I'm kind of torn on the wizard level. Extend is pretty handy, and the SP is nice. The wizard spells are not useless exactly, but that are not anything amazing either. I mostly use my SP for divine favor and some repair light. I do use wands, but 90% of the time its for repair moderate. I have used some other damage wands on occasion, but it gets really expensive to do that and usually I can kill stuff faster if I just stab it. If it were possible to work extend into the build without picking up the wizard level, I would strongly consider just getting another level of paladin.
-AC is kind of a problem. I generally run with around 30AC (remember, I don't really have nice gear or the money to blow on tons of consumables) and basically same level monsters never miss me. In order for this build to work well in groups you really have to play it like a rogue and let the monsters go after someone else first. In the lower levels expect to heal yourself a lot with wands and such. Sometimes in the low levels you won't recieve any heals because you are warforged. Around level 8 or so healers seemed to start doing a lot better job (I assume they got better spell and abilities) with healing me.
I am using this character to get my account the favor to make 32 point builds and I think it should work out well for that. Once I get 32 points builds though, I would really like to rework the build. I am currently thinking of going 18pal/2 monk and using the same feats but dropping the khopesh feat and just using dwarven axes. Giving up the warforged immunities and the wizard level will have some drawbacks, but I think it might work out better overall.
So again, overall it's working out well, just a few things I wish were a little better. Thanks for making the build, I have been having a pretty good time!
Thanimal
10-01-2009, 08:58 PM
Glad you're enjoying it.
This isn't really a beginner's build, though, as I hinted at in the OP and Thrudh has stated clearly. It needs equipment.
In particular, 30 AC seems WAY too low at 10. I think my version (stuck at 9 as I'm not really playing right now) is normally over 40. Do you have Wands of Shield? Those are cheeeap at level 1 -- a KEY benefit of the arcane level. (Wand of Shield(10th) is MUCH better, but also not so cheap.) Do you have Barkskin potions? Those are less cheap, but not insane. DEX item? WIS item? Protection item? Chaosgardes? (Ok that last one is expensive, but goood.)
For a player who doesn't expect access to any of this stuff, the AC may be unacceptable.
Akkar
10-09-2009, 11:59 AM
On your Paladin 17/Monk 2/Wiz 1, when you use a wand of fireballs, is it treated as a Wiz1 fireball, giving you minimal damage or is it using your total levels, thus giving you max damage?
Hecore
10-09-2009, 12:22 PM
Wands and scrolls use the caster level of the item to determine it's effects. I think almost all wands of fireball are caster level 5 in their description - but if you see Wand of Fireball (9th) that would mean it's treated as if a 9th level Wizard cast that spell.
PhattyMcbutterpants
11-24-2009, 03:28 PM
I found this build and fell in love.
I have not had a chance to play it very far I go back through it and changed the enhancements.
I too do not have access to much in the way of funds I have found ways around this . . .At low levels I have found some minor DR Items A helmet that give one from a harbor quest a docent that give 3 for slashing and bracers that give 3 for pierce . . . my ac is not great but the DR takes the edge off. I also switched to Bastard Swords as they are easy and cheep. I scored a pair of +2 thundering of pure good for 200 plat each. I spent a little more getting con2 for hps and saves skipped on the extra mana as power and wizardry items are available and reasonable.
I have also toyed with the idea of dropping MT for WF slashing to help out Attack
the problem I am having is hitting the monsters on hard and elite diff. .
take a look and tell me what you think?
Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
derkaderka
Level 20 Lawful Good Warforged Male
(17 Paladin \ 2 Monk \ 1 Wizard)
Hit Points: 292
Spell Points: 461
BAB: 18\18\23\28\28
Fortitude: 20
Reflex: 17
Will: 18
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 20
Dexterity 16 17
Constitution 10 12
Intelligence 8 8
Wisdom 12 13
Charisma 12 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 11
Bluff 1 2
Concentration 0 1
Diplomacy 1 2
Disable Device n/a n/a
Haggle 1 2
Heal 1 1
Hide 3 3
Intimidate 1 2
Jump 7 13
Listen 1 1
Move Silently 3 3
Open Lock n/a n/a
Perform n/a n/a
Repair 0 3
Search -1 -1
Spot 1 1
Swim 4 6
Tumble 4 5
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Enhancement: Warforged Healer's Friend I
Level 2 (Paladin)
Enhancement: Paladin Attack Boost I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Devotion I
Enhancement: Paladin Toughness I
Level 3 (Wizard)
Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
Feat: (Wizard Bonus) Extend Spell
Enhancement: Racial Toughness I
Enhancement: Warforged Constitution I
Level 4 (Paladin)
Enhancement: Paladin Charisma I
Level 5 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: Monk Wisdom I
Level 6 (Paladin)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Extra Lay on Hands I
Level 7 (Paladin)
Enhancement: Paladin Attack Boost II
Enhancement: Paladin Extra Smite Evil II
Enhancement: Racial Toughness II
Enhancement: Paladin Devotion II
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Toughness II
Level 8 (Paladin)
Enhancement: Paladin Divine Sacrifice I
Level 9 (Paladin)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Charisma II
Level 10 (Paladin)
Enhancement: Paladin Bulwark of Good II
Enhancement: Warforged Constitution II
Level 11 (Paladin)
Enhancement: Paladin Resistance of Good II
Level 12 (Paladin)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Paladin Redemption I
Level 13 (Paladin)
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Warforged Power Attack I
Level 14 (Paladin)
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Extra Smite Evil III
Level 15 (Paladin)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Paladin)
Enhancement: Paladin Bulwark of Good III
Level 17 (Paladin)
Level 18 (Paladin)
Feat: (Selected) Mental Toughness
Enhancement: Paladin Bulwark of Good IV
Level 19 (Paladin)
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Charisma III
Level 20 (Paladin)
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Warforged Power Attack II
Sturlin
12-07-2009, 10:12 AM
I've been looking through the build, and like many who have already posted I am enjoying it, but it would appear that you are missing one bump in your stat builds? Many of your builds include all five stat bumps, but this one appears to be missing it in both 28 and 32 point buy. I could be going crazy, it might just be me.
jhenders
03-05-2010, 01:09 PM
The Loyal Forger:
Name: XXXX XXXXXXXX
Class: Paladin 18/ Monk 2
Race: Human
Alignment: Lawful Good
Note! Thise build usually wears armor, making the monk classes only benefit feat, HP+, and aditional enhancements. Though if you find a good robe or outfit go right ahead and use it.
Note! Monk is Starting Class.
28 Point-Build Starting Stats: ( [<Cost>] )
STR: 15 [8]
DEX: 16 [10]
CON: 12 [4]
INT: 8 [0]
WIS: 12 [4]
CHA: 10 [2]
32 Point-Build Starting Stats: ( [<Cost>] )
STR: 15 [8]
DEX: 16 [10]
CON: 14 [6]
INT: 8 [0]
WIS: 12 [4]
CHA: 10 [2]
Note! I have not actually reached level 20 with this build so I don't know stuff past level 4, but I'll update every level I get in-game.
Starting Skills: ( [<Points>] )
Balance: [3]
Jump: [4]
Tumble: [3]
Haggle: [1] (Actual Points into it: 2)
U.M.D: [2] (Actual Points into it: 4)
Starting Feats:
Feat: Toughness
Human Bonus Feat: O.T.W.F
Class Feat: T.W.F
Note! You must do Class Feat first to be able to get O.T.W.F as the Human Bonus Feat.
Leveling: .... Feats/Ability Raise: ............... Skills: (points)
1 Monk
2 Monk ....... Dieahard ............................. Balance: +2 Jump: +1 Tumble: +1
3 Paladin ..... T.W.D (Two Weapon Defense) Jump: +2
4 Paladin ..... STR: +1 .............................. Tumble: +2
5 Paladin ...
6 Paladin ...
7 Paladin ...
8 Paladin ...
9 Paladin ...
10 Paladin ...
11 Paladin ...
12 Paladin ...
13 Paladin ...
14 Paladin ...
15 Paladin ...
16 Paladin ...
17 Paladin ...
18 Paladin ...
19 Paladin ...
20 Paladin ...
Enhancements: (So far)
Monk Jump I
Paladin Toughness I
Paladin Concentration I
Human Improved Recovery I
Way of the Clever Monkey I
Follower of the Sovereign Host I
Racial Toughness I
Paladin Heal I
Paladin Charisma I
Spells:
Level 1 Spells: Divine Favor, Bless, Virtue
Level 2 Spells: Resist Energy, Angelskin, Remove Paralysis
Level 3 Spells: Prayer, Dispel Magic
Level 4 Spells: Zeal, Restoration
Note! I don't do AC or HP, so if someone would like me to show such a thing they could mail it to me and I would add it.
Gnorbert
03-05-2010, 02:00 PM
I've been looking through the build, and like many who have already posted I am enjoying it, but it would appear that you are missing one bump in your stat builds? Many of your builds include all five stat bumps, but this one appears to be missing it in both 28 and 32 point buy. I could be going crazy, it might just be me.
Heh... that's because it was originally built out before the level cap increase to 20 and that detail was never updated.
This concept is intriguing to me. *bookmarked for later exploration*
Paroon
05-19-2010, 02:29 PM
Rolled this as my second character (first is a wizard, currently lvl 6) as I wanted to solo and not have to worry about being a relative of jell-o, and I've found it amazing so far!
I do have a few small questions/point outs I'd like to ask/make though.
First...I'm finding dual wielding khopesh so early on is almost useless (currently only level 4 on this build)...I lose the speed of unarmed and lose the abilities of a monk with the unbalanced shenannigans that happen. I have found though that dual wielding the kama is most awesome, with the wraps used for things that are strong against blades and oozes. Is this correct or how it should be?
Also...picked up extend at the wizard level as supposed too...but...should I not have any spells to use at this time? Extend just seems a bit useless at that level as you have no paladin spells to extend at that time. As a thought...would rearranging the order be a better bet? Getting extend AFTER you get at least a paladin skill to extend? Or is this order for a reason?
As I mentioned I'm still a new guy at this, only have the 28 point build ability but working desperately to get after the 32 point. So can't do the uber uber build.
One last question as well...on the enhancements...you say "10 Paladin AC IV" and "10 Paladin Saves IV" ...is this the "boost" ability you are talking about? Just want to make sure I'm picking the correct ability.
That's about all I have ^-^, thank you so very much for sharing a 28-point, non-drow, newbie friendly build with all of us. They seem to be so ridiculously few and far between that it's really hard to know how to start (it took me two hours of googling and searching just to find a pure wizard build, and this was the ONLY 28 point solo build I could find o.O; )
Keep up the good work and I hope to see more awesome builds from you in the future!
Thanimal
05-19-2010, 07:01 PM
Rolled this as my second character (first is a wizard, currently lvl 6) as I wanted to solo and not have to worry about being a relative of jell-o, and I've found it amazing so far!
Glad to hear it! It's a niche build but it can be great if it fits your needs.
First...I'm finding dual wielding khopesh so early on is almost useless (currently only level 4 on this build)...I lose the speed of unarmed and lose the abilities of a monk with the unbalanced shenannigans that happen.
While the uncentered thing doesn't matter all that much, you're absolutely correct that Khopeshes are not the way to go at low levels. That and Power Attack are taken early only because they don't have a lot of prereqs so they CAN be taken early. Switch to Khopeshes around level 9 or so.
I have found though that dual wielding the kama is most awesome, with the wraps used for things that are strong against blades and oozes. Is this correct or how it should be?
Not too far off, but Kamas are pretty awful for DPS. If you can find a good pair of Handwraps, you should prefer that against everything except Zombies.
Also...picked up extend at the wizard level as supposed too...but...should I not have any spells to use at this time? Extend just seems a bit useless at that level as you have no paladin spells to extend at that time. As a thought...would rearranging the order be a better bet? Getting extend AFTER you get at least a paladin skill to extend? Or is this order for a reason?
The Wizard level is taken pretty early because it's important to unlock Repair wands and Shield Wands. There's no other Wizard Bonus Feat that makes the build, so you have no choice but to take Extend there. It'll be awesome later... :) Meanwhile, enjoy Repairing and Shielding yourself!
One last question as well...on the enhancements...you say "10 Paladin AC IV" and "10 Paladin Saves IV" ...is this the "boost" ability you are talking about?
NO. Most of those boosts are fairly useless, although the offensively oriented ones can be decent. The enhancements you want to max out here are the ones that permanently increase your aura. I just looked 'em up and they are called Bulwark of Good and Resistance of Good.
Just want to make sure I'm picking the correct ability.
Glad you did! Night and day difference there. If you join a group without those enhancements at max for level, there will be some justifiably grumpy folks on your team. (Those give AC and Save help to everyone near you.)
Paroon
05-21-2010, 12:16 AM
The kama's are fairly ridiculous.... a +1 Byeshk Kama of Pure Good and a +1 Cold Touch Kama of Pure Good...they demolish dps so far as I haven't found a decent hand wrap drop (Those two were given to me as a gift my some higher level friends, so I made out well.)
Didn't think about the wands...shall have to try, though the wis and int at low level are ridiculously low, so shall look for those two wands...the % fail rate shouldn't effect them I assume?
Poo on the enhancements, now I need to redo them as I picked those...it did seem odd that they were there, because I'm finding it stupid hard to keep them activated.
Thanks for the input on the build! Just made it a whole lot better!
PS: Am I too assume I'll go through a level every now and then without spending a single action point at low levels due to lack of skills I can get then?
hethyba
05-21-2010, 10:53 AM
I love the idea of this build and the way the class bonuses and abilities work together so well... I'm just wondering, how can a melee build that leaves CON as a dump stat really be as survivable as it says? Even in the 32-point version, you recommend putting the extra points in STR and CHA over CON. A 10 CON build just makes me really nervous...
Paroon
05-21-2010, 01:28 PM
I love the idea of this build and the way the class bonuses and abilities work together so well... I'm just wondering, how can a melee build that leaves CON as a dump stat really be as survivable as it says? Even in the 32-point version, you recommend putting the extra points in STR and CHA over CON. A 10 CON build just makes me really nervous...
Why in the world be nervous? Just go for it! Not like it hurts anything. Play the class through korthos, try it out, get a feel for it, and if you don't like it after an hour or four, delete it, no harm, no foul. :D In all seriousness it does work though, it's as if this is what they intended as a multiclass (or maybe they didn't intend?).
After a very long discussion with a fellow player I've come to the conclusion this class is great for those that just want to give the game a try, however, it is highly recommended to do each class (in order of preference of course) up to 20 as a pure. This gives you a special feat you can take with the rest of your characters and makes multiclassing all the more awesome. But if you want to jump into the game and (like me) have very little knowledge of how to build your own character, this is the best template to use that I've found as of yet! ...Now...if we could talk/con/bribe Thanimal to update it for lvl 20... >->
Blank_Zero
05-21-2010, 08:23 PM
Killer Frog... Chrono Trigger Ref? (Green Pally)
=)
PhattyMcbutterpants
09-11-2010, 02:02 PM
Right so I rolled up one of these as my second toon. he's 19 all most 20 and this toon has been and excelent character. solo capable and a good gap filler in groups and at higher end can be very usefull in raids. I even gimped this build a little as I chose to use bastad swords insted of kopesh. Bastard swords are cheap! ! and a WF TWP with bastard swords looks cool as hell IMHO. I have done all but TOD. . I have not finnished my GS equipment.
The only change I have made from the build I posted earlyer in the thread . .bout lv 14 I took Knight of the chalace enhancements. ya you can only get to lev II but It has helped alot in high end dps. This build can pick up slack for arcanes, healers, and mix it up with dps. . .it IS short on hp's . . no way around it you have to fight like a rogue at times to keep from beaing a mana sponge.
I think this is a grate build for a newer player . . .it can work well with a low output of recources and can be tweaked for high end use. I am thinking about TRin this build here in a couple of months . . need to finish my shoping list :)
Thank you for posting this
if you want you can look me up
Toons name is derkaderka on kyber
chodelord
09-13-2010, 04:15 PM
I'm not sure how this build is more desirable in any way so straight ranger other than the "enhance party member's defense" goal. Really how much does 4 or 5 AC help most squishies?
Every other goal, soloability, dps, self healing, evasion is better handled by a straight ranger.
Not to knock it, I have a whole library of whacky builds but this one doesn't seem to have anything special to it.'
Even going with your build I think it would benefit a bit from at least rank 1 of kotc or hunter of the dead.
ironmagin
04-11-2012, 10:53 AM
I am pretty new, though my guildies are a great help!
This is my favorite character to date, at level 8, with more favor rewards than my 17 monk. Have not found anything he cannot handle with one ability or another though I did go with Dwarven Axes cause their just cool IMHO and cheaper.
Level 8 fireball (from wand) to get mob attention then smack the **** out of them, it's a beautiful thing. Stoneskin and Shield FTW.
Thanks for the build.
/resume lurk
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