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zarious
01-20-2010, 04:45 PM
Edit: "Revised to reflect new/different equipment"

I'm using a disposable Dwarven Pally to farm turbine points. I have vet status unlocked and I'm going to create a new dwarf pally at lvl 4, run him up to 100 favor as quickly as possible, then delete them and start over. I only have a 28 point build. Let me have some feed back on this if you could. Bear in mind that this character will never pass lvl 4 and will only be ran to 100 favor then deleted and re-created, so I'm only worried about him being as powerful as possible now and could care less if he would be gimped in the later levels.

Here's the list of quests I will be running this build thru and there favor amounts

The Cannith Crystal - 6
The Store House’s Secret - 6
Heyton’s Rest - 6
The Collaborator -12
Defend Haverdasher - 6
Durk’s Got a Secret - 12
Garrison’s Missing Pack - 12
Information is Key - 12
The Kobold’s New Ringleader - 12
Bring the Light - 6
Walk the Butcher’s Path - 12

Total Favor 102

Here's the build


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Farmer Durin
Level 4 Lawful Good Dwarf Male
(4 Paladin)
Hit Points: 108
Spell Points: 46
BAB: 4\4
Fortitude: 8
Reflex: 4
Will: 4

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 4)
Strength 16 17
Dexterity 14 14
Constitution 16 17
Intelligence 8 8
Wisdom 14 14
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 4)
Balance 2 6
Bluff -2 -2
Concentration 7 10
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 2 2
Hide 2 2
Intimidate -2 -2
Jump 3 3
Listen 2 2
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 1
Spot 2 2
Swim 3 3
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Paladin)
Feat: (Selected) Toughness


Level 2 (Paladin)


Level 3 (Paladin)
Feat: (Selected) Two Handed Fighting


Level 4 (Paladin)
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Faith I
Enhancement: Paladin Item Defense I
Enhancement: Racial Toughness I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II




The DDO Character planner doesn't seem to like adding the equipment, so I'll put it here.

Equipment:

+3 Adamantine Full Plate - (Armor) Dr 3/- Adamantine
+1 Frost Burst Flaming Greataxe of Pure Good - (Weapon) +1 Greataxe, Frost, Flaming, Pure Good (added receipts 3,4&5 to this for the frostburst)
Muckbane - (Weapon) +1 Club, Lesser Ooze Bane, (made from glass)
+4 Heavy Steel Shield - (Shield) +4 Heavy Shield [Dwarven Race Required]
+1 Acid Returning Throwing Axe of Pure Good - (Weapon) +1 Returning Throwing Axe, Acid, Pure Good
@Moss Weave Cloak - (Cloak) Fortitude Save +2, Consitition +1
@Goggles of Insight - (Goggles) Attack Bonus +1
@Protector's Brooch - (Necklace) Protector's Heart (Light Fortification, AC +1), Strength +1, Resistance +1
@Protector's Gloves - (Gloves) Protector's Heart (Light Fortification, AC +1), Intimidate +3, DR 1/-
@Engraved Ring - (Ring) Protection +1
*Gravnok's Band - (Ring) Lesser Fire Resistance, Resistance +2, Lesser Cold Resistance
*Ring of Aid - (Ring) Aid (CL 3, 1/rest)
*Ring of False Life - (Ring) False Life (Cl 3, 1/rest)
*Ring of Resist Energy "Electricity" - (Ring) Resist Energy "Electricity" (Cl 3, 1/rest)
*@Bracers of Aid - (Bracers) Aid (CL 3, 1/rest) (I'll pick these up as a quest reward for the first quest I run, The Cannith Crystal)
*Bracers of Expeditious Retreat - (Bacers) Expeditious Retreat (Cl 1, 3/rest)
Boots of Striding - 5% to striding
Helm of Power III - (Helmet) +30 Spell points (RR Dwarf)
Runic Trinket - (Trinket) Greater Efficacy II (CL:1, 3/rest), Power II
@Girdle of Lesser Fortitude - (Belt) Lesser False Life (+5 HP)

* Denotes swap out items
@ Denotes items that are given to you on the airship, Bound to Character or both.

Misc Equipment:
Wand of Resist Energy (Wand) Resist energy (Cl:3 50 Charges)

A few notes:

I will actually end up with 18 Str and 18 Con when you take items into account.

I took 14 Dex, because the Dwarven Armor Mastery Enhancement increases the max dex bonus on my armor to 2.

I took Pally Item Defense to help cut down on damage to my equipment (especially fighting the ooze) since I'm going to be recycling the same equipment over and over.

I use the shield only with the Muck Bane, it raises my AC significantly (by 6) and makes it less likely that the ooze will hit me, and damage my equipment.

The only place I'll likely need to use the wand of protection from energy is in Walk the Butcher's Path. I have a ring that cast lighting protect tho, so I should only have to use it maybe once or twice per character incarnation. I know from hard experience with an earlier build that those lightning bolts will cut you down without something to take the edge off.

I went pally, instead of Barbarian, because I get healing and Immunity to fear. Fear is the only spell that really causes trouble at this level (other than the **** lightning bolts).

I picked up a returning throwing axe for this build to help me kill those Kobold casters that can stand on a 1 inch ledge.

Obviously this build could benefit from lvl 5 & 6 RR Dwarf items (making them lvl 3 & 4 items) and I will be adding those as I find them. +4 Adamantine Full Plate RR Dwarf and a +2 (elemental) Great Axe of Pure Good RR Dwarf would be the icing on the cake.

Conclusion

This build could probably solo all of the quests on elite with out too much trouble, but I'm going to be running with 2 other player. A battle cleric, and bard. Add cleric buffs + Blur + Heroism and I'm **** near unhittable. If anyone has any suggestions to improve this build, thru gear or thru moving around stats/enhancements, please lemme know. Thanks!

NoMercier
04-26-2010, 04:24 PM
I was looking at this and it seems like having the equip you specified would definitely make it pretty easy to solo all those quests easily.

But everytime you go to recreate you have to hit the bank and offload everything into shared bank then upon creation go get it all? Currently I have no room for a character to hold everything I use my shared space for. Maybe I'll have to just ditch one in order to make space to temporarily store all the **** i have in shared now.

Ralmeth
04-26-2010, 11:46 PM
Farming for TPs? Why do I have a feeling that this will somehow ruin it for other people?

azrael4h
04-26-2010, 11:47 PM
Of those, I think Durk's is the only one with a trap to speak of. It is kinda unavoidable, too. There are a few in some of the others, but they can be avoided IIRC. Durk's fire trap cannot.

I was able to solo all of those quests on elite with my Paladin, a human 28pt THF build that was ran from level 1 and had only whatever I could find, not twinked out nice stuff like that. So with a Cleric and a Bard, giving you a lot of healing (especially if the Bard takes a level of Rogue and deals with traps, which might be worth losing the level 2 spells for), you have no excuse for not punching though fairly easily.

zarious
05-08-2010, 11:18 PM
Just realized this got some replies. The way I deal with the equipment, and also the problem of unlocking every quest on elite on the first go, was to create an entirely new account that is separate from my first account (I don't have the shared bank account). I ran that guy thru all the quests up to elite, then parked him in the bar in korthos. I can't dual box (the best way to do this) and would find that boring anyway, but a friend can. He loads up the alternate account for me, and we add him to the party. Since he has them all unlocked on elite, we can unlock them all on elite without him having to enter (except the collaborator quest for some reason....). He also stores our stuff. We just hand it all to him then delete and reform the characters, and report to him in korthos to pick up our stuff.

The trap in dirks is not really a problem. Cast fire resist on yourself, aid and false life and run thru. It only goes off once and I usually only lose 20-30 points 24 of which are the temp hitpoints from the aid and false life.

As far as ruining it for everyone else, I don't think so (I hope). There are literally entire guilds dedicated to doing this (and they take it to the next level X2) and no one at turbine seems to have objected.

BTW I updated some of the equipment that I use.

nibelung
05-09-2010, 03:48 AM
how is it ruining it for everyone else? getting store points efficiently (200 a day?) would probably be a full time job..seems tedious/redundant which is probably only a few actually do it

RuneStriker
05-09-2010, 01:58 PM
Of those, I think Durk's is the only one with a trap to speak of. It is kinda unavoidable, too. There are a few in some of the others, but they can be avoided IIRC. Durk's fire trap cannot.

Actually the fire trap on Durk's is rather easy to avoid. I've done it on all character types with little problem even on elite difficulty with no pots required. It would be easier to show than describe, but I'll do my best...

As you're facing the two pillars and the door for the 2nd brother, jump just past and in front of the right one and turn to the right slightly so you end up in the "corner" where the pillar meets the wall (facing away from the 2nd brother's doorway). The trap is on your right when facing the pillar, the wall on your left and the doorway for the 2nd brother directly behind you. If the jump through didn't set the trap off (it only fires once) just back up slightly (about 2 steps) until you see the head appear on the pillar and then move forward into the "corner" again while it fires off. Then you're free to turn around and get the second brother.

It might take a few runs to get the back up/move forward timing down, but once you do, any character can navigate the Durk's trap damage free.

azrael4h
05-10-2010, 11:25 PM
Actually the fire trap on Durk's is rather easy to avoid. I've done it on all character types with little problem even on elite difficulty with no pots required. It would be easier to show than describe, but I'll do my best...

As you're facing the two pillars and the door for the 2nd brother, jump just past and in front of the right one and turn to the right slightly so you end up in the "corner" where the pillar meets the wall (facing away from the 2nd brother's doorway). The trap is on your right when facing the pillar, the wall on your left and the doorway for the 2nd brother directly behind you. If the jump through didn't set the trap off (it only fires once) just back up slightly (about 2 steps) until you see the head appear on the pillar and then move forward into the "corner" again while it fires off. Then you're free to turn around and get the second brother.

It might take a few runs to get the back up/move forward timing down, but once you do, any character can navigate the Durk's trap damage free.

That's interesting. I'll have to try that next time I'm farming Muckbanes. Most of my characters I chuck a Resist Fire pot or cast Resist Fire if I can, and rush it. The only one I don't is my exploiter, and she just disarms it.