View Full Version : Self sufficient halfling tank, please help
reyyvin
03-13-2010, 07:10 PM
Basic idea is for a self sufficient melee halfling. Will have at least 2 levels of paladin (lay on hands and Divine Grace), Least/Lesser/Greater dragonmark, and all 4 extra-dragonmark use enhancements. rest is open.
starting stats are probably something like this:
S: 13
D: 16 (AC and TWF)
C: 14
I: 14 (combat expertise and skill points)
W: 8
Ch: 14 (divine grace, Lay on hands, and UMD)
alternately, for monk inclusive build, maybe
S: 9
D: 16
C: 14
I: 13
W: 14
Ch: 14
any ideas?
i337trick
03-13-2010, 08:14 PM
I would never take the dragonmark feats, their really are much better ones. 13 STR on a melee is just terrible. I would go at least 16 STR. Otherwise, read up more. That build does not seem like it'd be useful.
I also noticed you said, Melee and Tank. You really have to choose one over the other. Level 11+ AC means nothing unless your AC Focused. I'd forget the tank if you want to do damage. But honestly, any class can simply be self sufficient. Cure Serious Pots/Heal Scrolls and bam, your self sufficient.
reyyvin
03-13-2010, 10:58 PM
"l33t" thanks for criticizing the title! Are you just trying to get your post count up? Its like I posted an entire build with no room for changes!
I included 2 class levels, 3 feats, and 10 enhancement points. all else was intentionally left open (did you bother to read?). If the low STR was kept, weapon finesse would be necessary (an easy fix). If you can't ADD anything constructive to the conversation, please don't post.
With this build, the character will have:
3 CLW, 3 CSW, and 3 Heal at level 9
4x each at level 10
5x each at level 14
Plus a lay on hands.
Don't most builds capitalize on UMD for Heal scrolls? This allows Heal at much lower level on a melee build (same level clerics get it). It also allows auto use of cure light/moderate/serious wands. with 5 Heals between shrines, will it remove the necessity for UMD?
Paladin 2 gives Divine Grace, which will allow me to add Cha to saves. Without uber enhancements, that will be (14 +2 Tome +6 item = 22) +6 to all saves, on top of a +6 enhancement item. Plus halfling enhancements.
Main idea is for a (generally) solo character. A few options:
Ranger 12/Fighter 6/Pally 2; Tempest + Kensai, Evasion, + feats
Rogue 12/Fighter 6/Pally 2; Kensai + Assassin, SA, evasion + 3 feats
Rogue 12/Ranger 6/Pally 2; Tempest + assasin, SA, evasion + 3 feats
Rogue 12/Monk 6/Pally 2; assassin + something monky, SA, evasion + 3 feats
something else entirely (need some classes with extra feats)
It can work - I just don't know DDO well enough. For example, I haven't built a monk yet, so I don't know what they can really do past level 2.
Roman
03-13-2010, 11:16 PM
To make the heal marks worthwhile you really need 3 feats for the healmarks and at the very least maximize and preferably also empowered healing.
If you dont take the meta's then the heals will be very weak at end game. And not worth the feats.
Babumbalaboo
03-13-2010, 11:17 PM
So you ask for criticism... then you offer unsolicited criticism on the criticism?
If that's the case, your build is awesome; I see absolutely nothing wrong with it because of how awesome it is. It will certainly be awesome at all levels, and despite your awesome self-sufficiency, everyone will want to invite you to raids because of how totally awesome you are, Mister Awesome McAwesomePants.
gavagai
03-13-2010, 11:40 PM
I included 2 class levels, 3 feats, and 10 enhancement points. all else was intentionally left open (did you bother to read?). If the low STR was kept, weapon finesse would be necessary (an easy fix). If you can't ADD anything constructive to the conversation, please don't post.
Actually, what he said about the STR is pretty important. Most builds (even non-rogue Finesse builds) can solo easily until around level 13, but at that point mobs get more hit points, hit harder, and hit much more often. So especially with a melee, you have to ask yourself "how do I plan to beat quests?"
So you have planned so far a build that can:
Wand-whip heals (Paladin and Ranger levels)
LoH
Halfling Dragonmark heals
Hoping to achieve high AC with combat expertise (negating Power Attack)
Low STR (and without Power Attack)
It's common to exaggerate the defense side of the equation and underestimate the offensive side. I've done it many times before. But a 60 AC and self-heals aren't going to make enemies dead. ;)
My suggestions:
-- Maybe you want to try a battle-cleric, or a Halfling dragonmarked or Warforged Rogue/Wizard. They are incredibly survivable and they don't need things like Strength or AC to get the job done. Not to mention over 35 self-heals built in with that SP bar, making the dragonmarks look quaint.
-- Don't try to fit the dragonmarks on a melee ranger or paladin; there are simply not enough feats. But you shouldn't need them, since these classes are highly survivable already. The best solo builds IMO are the "Exploiter" Ranger18/1Monk/1Rogue (human version available here (http://forums.ddo.com/showthread.php?t=168687)), and the pure KotC Paladin (details under the builds section here (http://forums.ddo.com/showthread.php?t=218542)).
-- If you really want to try to use the dragonmarks on a melee, I'd recommend 12Fighter/6Ranger/2Monk. 12 Fighter gets you Kensai II and 7 bonus feats; Monk gets you your AC boost, Evasion, and +3 to all saves; and Ranger gets you Tempest, Ram's Might, and wand-whipping skills. I can't remember a high-AC version of this build, but here is (http://forums.ddo.com/showthread.php?t=172630) Aaxeyu's Monster build, which will show you the basics of how it works.
-- If you want to keep the Paladin levels, you can probably find an 18Ranger/2Paladin build on the forums. Pretty survivable, but you won't have the AC of the Monk splash. But it is too feat starved for the dragonmarks; Dodge, Mobility, Spring Attack, OTWF/TWD for Tempest requirements, and Improved Crit, Toughness, and Power Attack/Combat Expertise for survival.
Hope that helps.
gavagai
03-14-2010, 03:04 AM
Found the halfling D-mark AC-specced 12/6/2 build (http://community.codemasters.com/forum/4884660-post280.html) here.
Looks fairly solid.
The 32 Point build looks like this
STR 14
DEX 18
CON 11
INT 11
WIS 14
CHA 8
It requires:
+2 INT tome for Combat Expertise
For 28 points its very tough to get AC (DEX + WIS + INT) and DPS (STR + CON). If you have to try it I would say take Dex to 17, WIS to 13, and INT to 10. You'll need a +3 INT tome for Combat Expertise (ouch) but this covers the bases without too many losses.
IMO you can move Power Attack and Exotic Weapon: Kopesh feats until later levels if you wanted the D-Marks before level 16. As a first character, you probably won't have the twink gear to justify those feats so early.
Keep in mind AC builds are more gear-intensive than more traditional DPS builds. Until you get your gear, just become familiar with partying or bring a cleric hireling with you to keep you up when you get knocked around a bit.
reyyvin
03-14-2010, 03:08 AM
Roman: The Marks basically give clicky powers (don't use SP). Would they work with Meta feats?
So you ask for criticism... then you offer unsolicited criticism on the criticism?
If that's the case, your build is awesome; I see absolutely nothing wrong with it because of how awesome it is. It will certainly be awesome at all levels, and despite your awesome self-sufficiency, everyone will want to invite you to raids because of how totally awesome you are, Mister Awesome McAwesomePants.
I posted an idea, not a full build. I asked for advice, and constructive criticism is appreciated.
Actually, what he said about the STR is pretty important. Most builds (even non-rogue Finesse builds) can solo easily until around level 13, but at that point mobs get more hit points, hit harder, and hit much more often. So especially with a melee, you have to ask yourself "how do I plan to survive quests?"
So you have planned so far a build that can:
Wand-whip heals (Paladin and Ranger levels)
LoH
Halfling Dragonmark heals
Hoping to achieve high AC with combat expertise (negating Power Attack)
Low STR (and without Power Attack)
It's common to exaggerate the defense side of the equation and underestimate the offensive side. I've done it many times before. But a 60 AC and self-heals aren't going to make enemies dead. ;)
The stats were just a starting baseline. As mentioned, they too can be changed. Any suggestions on a stat spread that would work?
For the build, I can go tank or DPS - either works. I know that to get the 3 feats for the Marks, I'll need at least 1 class that gives extra feats. Esp with 2WF.
My suggestions:
-- Maybe you want to try a battle-cleric, or a Halfling dragonmarked or Warforged Rogue/Wizard. They are incredibly survivable and they don't need things like Strength or AC to get the job done. Not to mention over 35 self-heals built in with that SP bar, making the dragonmarks look quaint.
-- Don't try to fit the dragonmarks on a melee ranger or paladin; there are simply not enough feats. But you shouldn't need them, since these classes are highly survivable already. The best solo builds IMO are the "Exploiter" Ranger18/1Monk/1Rogue (human version available here (http://forums.ddo.com/showthread.php?t=168687)), and the pure KotC Paladin (details under the builds section here (http://forums.ddo.com/showthread.php?t=218542)).
My other character is a 2HF paladin using that build. I've seen the 'exploiter' in action, but want something a bit different.
-- If you really want to try to use the dragonmarks on a melee, I'd recommend 12Fighter/6Ranger/2Monk. 12 Fighter gets you Kensai II and 7 bonus feats; Monk gets you your AC boost, Evasion, and +3 to all saves; and Ranger gets you Tempest, Ram's Might, and wand-whipping skills. I can't remember a high-AC version of this build, but here is (http://forums.ddo.com/showthread.php?t=172630) Aaxeyu's Monster build, which will show you the basics of how it works.
-- If you want to keep the Paladin levels, you can probably find an 18Ranger/2Paladin build on the forums. Pretty survivable, but you won't have the AC of the Monk splash. But it is too feat starved for the dragonmarks; Dodge, Mobility, Spring Attack, OTWF/TWD for Tempest requirements, and Improved Crit, Toughness, and Power Attack/Combat Expertise for survival.
Hope that helps.
After reading on here and chatting with some guildies, I came up with this:
Halfling Ranger 12/Paladin 6/Fighter 2
For skills... kinda put them up haphazard, so if there's a better order, please suggest. the 1 point in haggle was because there was nowhere else I could really put it (can go into Jump, Tumble, or any other untrained skill).
The last feat slot (Toughness) can instead be WP: Khopesh (if halflings can use them)
FE are also changeable. Are there better choices (or a better order)?
still 5 points of enhancements available. I wasn't sure on some of the choices (skill boost), but thought they might be useful. If u take Khopesh (instead of toughness), that will leave 7 enhancements open.
reyyvin
03-14-2010, 03:12 AM
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Halfling Male
(2 Fighter \ 6 Paladin \ 12 Ranger)
Hit Points: 298
Spell Points: 140
BAB: 20\20\25\30\30
Fortitude: 27
Reflex: 23
Will: 15
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 22
Dexterity 16 20
Constitution 14 16
Intelligence 12 14
Wisdom 8 10
Charisma 14 18
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 5 16
Bluff 2 7
Concentration 6 22
Diplomacy 2 4
Disable Device n/a n/a
Haggle 2.5 5
Heal -1 2
Hide 3 7
Intimidate 4 25
Jump 3 9
Listen -1 2
Move Silently 3 7
Open Lock n/a n/a
Perform n/a n/a
Repair 1 2
Search 5 22
Spot 3 20
Swim 2 6
Tumble 4 6
Use Magic Device 4 15
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Least Dragonmark of Healing
Enhancement: Halfling Luck (Fortitude) I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Will) I
Level 2 (Ranger)
Enhancement: Ranger Skill Boost I
Enhancement: Extra Dragonmark Use I
Enhancement: Halfling Cunning I
Enhancement: Ranger Dexterity I
Level 3 (Paladin)
Feat: (Selected) Dodge
Enhancement: Halfling Guile I
Enhancement: Paladin Extra Smite Evil I
Level 4 (Paladin)
Enhancement: Paladin Charisma I
Level 5 (Ranger)
Enhancement: Halfling Luck (Fortitude) II
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Will) II
Level 6 (Paladin)
Feat: (Selected) Lesser Dragonmark of Healing
Enhancement: Extra Dragonmark Use II
Enhancement: Paladin Extra Lay on Hands I
Level 7 (Paladin)
Enhancement: Halfling Cunning II
Enhancement: Paladin Extra Smite Evil II
Level 8 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Halfling Guile II
Level 9 (Fighter)
Feat: (Selected) Greater Dragonmark of Healing
Feat: (Fighter Bonus) Mobility
Enhancement: Halfling Luck (Will) III
Enhancement: Fighter Strength I
Level 10 (Ranger)
Enhancement: Ranger Skill Boost II
Enhancement: Extra Dragonmark Use III
Level 11 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement: Halfling Cunning III
Level 12 (Ranger)
Feat: (Selected) Spring Attack
Enhancement: Ranger Tempest I
Level 13 (Ranger)
Enhancement: Halfling Guile III
Level 14 (Ranger)
Enhancement: Ranger Skill Boost III
Enhancement: Extra Dragonmark Use IV
Level 15 (Ranger)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Ranger Dexterity II
Level 16 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Dragon
Enhancement: Paladin Extra Turning I
Level 17 (Ranger)
Level 18 (Paladin)
Feat: (Selected) Toughness
Enhancement: Paladin Divine Sacrifice I
Enhancement: Racial Toughness I
Enhancement: Paladin Toughness I
Enhancement: Paladin Improved Turning I
Level 19 (Paladin)
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Hunter of the Dead I
Enhancement: Paladin Charisma II
Level 20 (Ranger)
Enhancement: Ranger Tempest II
This doesn't include any equipment. +6 Cha, Con, and Str items are fairly easy to come by.
hmm.... 12 Ranger/Pally 2/monk 2 may be a better option...
Jasimine
03-14-2010, 02:19 PM
Some suggestions I'd like to make.
1. Try to get Tempest earlier. The earlier you get Tempest the quicker you will kill. If the enemies are dead you do not need to heal from their damage anymore.
2. I'd personally go with KotC 1 instead of HotD 1. Yes HotD gives some nifty little bonus's but I would personally prefer going for more damage on two enemy types (one once they fix the KotC but). This is a matter of flavor really tho.
I'd say to push the dragon marks back a little and re-arrange your level plan to have Tempest 1 by level 8 and tempest 2 by level 16. It looked like you were picking up Tempest 2 at level 20 from the quick glance over I saw and didn't catch were tempest 1 was.
so I'd say something like....
1. Ranger 1 - toughness
2. Fighter 1 - Dodge
3. Ranger 2 - Mobility
4. Ranger 3
5. Ranger 4
6. Fighter 2 - Spring attack, First DM
7. Ranger 5
8. Ranger 6- Tempest 1
9. Paladin 1- 2nd DM
10. Paladin 2
11. Ranger 7
12. ranger 8 - 3rd DM
13. ranger 9
14 ranger 10
15 ranger 11 - Imp Crit
16 ranger 12
17 Paladin 3
18 Paladin 4 - Maximize (for DM's)
19 Paladin 5
20 Paladin 6
As said before the DM heals are not all that unless you can boost them. This will let you do that with maximize.
It's not an optimal build but it has the things you are looking for, DM usage mainly, OK dps (tho not top tier by any means).
One point I would like to make to you however. If you are not dead set on being a dragon mark user and/or halfling you could try a pure ranger or pure paladin. Yes, you will not have the heal spell but they do get cure serious wounds. Coupled with a few devo enhancments from the classes and some healing amp items, and possibly enhancements if you are human, you should beable to get some meaty heals off these spells. Ranger I think would be more suited to this since they do not need to spend their SP's constantly on short term buffs. You would have about the same number of heals per day or more all of a higher quality for the most part and superior DPS.
If you assume a human ranger with full devo line (something that is not done that often) you would have
3d6+15 + 40% (devo line) + 50% (Sup Devo IV item, easy to get on ring or head) + 30% (Human Healing enhn) + 20% (levviks bracers) + 10% (that necklace whose name escapes me). Then if you can manage to fit emp heal or maximize you would then make that number 1.5 to 2 times as high. As it stands with no devo enhancements and just Levviks and a sup devo IV item my drow paladin can hit herself with 70 point heals from cure serious. I'm sure a human ranger or paladin could do even better by far.
reyyvin
03-14-2010, 03:16 PM
i definitely like your progression better. original build didn't have tempest I until 12 and tempest II until 20. main reason I saved ranger 12 for level 20 was max skill (or close to it) in Spot, Search, Balance, Intimidate, Concentration, and UMD (with 4 points, Pally can only max 2).
KotC is probably a better choice then PH. My pure pally has KotC and the extra damage is really nice (until fixed). I think PH was recommended so u can use burst weapons on higher level incorporeal undead. Not sure how often you find them at end game, though.
Should I get Unyielding Sovereignty? Its 6 AP (2 for basic, 4 for advanced), but is a super heal (1000 hp and all conditions).
Alternately, instead of getting Pally prestige enhancement, I can invest levels 4/5/6 in more fighter and/or ranger levels; Pally 3 was recommended for disease/fear immunity. 4-6 don't give much otherwise (turn undead and some clicky enhancements).
Fighter 5 also gives enhancement for +1 Dex bonus in armor. the extra feat will allow oversized 2WF (dual scimitar/longsword vs dual kukri).
Can you wear Mithral Full Plate (medium armor) and still benefit from Evasion/ranger 2WF? If so, this will allow +4 dex AC instead of +3.
Are any of the action boost enhancements worth taking?
i just checked the DDO compendium. It looks like Empower Heal will work on the greater mark, but maximize won't.... and with 4x enhancements, will give:
5x Heal
7x CSW
9x CLW
Is having maxed Spot and search less necessary at higher levels/endgame? I know max UMD, Concentration, and Intimidate will be necessary. Esp halflings who basically have a penalty to Intimidate.
For Mark of healing, I need halfling (race specific mark). I'm ok with not playing a tweaked out Uber build (it won't be since this is only my second character and don't have the uber end-game loot).
CSFurious
03-14-2010, 03:22 PM
your str should be a little higher
i could see a halfling starting with 15 + 5 level = 20 + 6 item = 26 + 3 enhancement = 29 + 3 tome = 32 + 2 rage = 34
you could start with 13 but you would have to get the +3 tome & keep rage up all of the time
also, self-sufficient is not as important as you think it is, i.e., just hire a hireling cheaply to heal you
all of your dm's will be pointless at end-game & in competent groups
also, multi-classing is tough, i.e., pallies get strong the higher they level, why bother with just 2?
reyyvin
03-14-2010, 03:59 PM
not to sound too newbish, but isn't a +6 item an enhancement bonus? how do you add an extra +3 enhancement on top of that?
I also only calculated in a +2 tome as u can buy them from DDO store.
The build I posted started with 14 +1 (fighter) +5 levels +2 tome = 22 +6 item +2 rage = 30.
It dips 2 pally levels like many others dip Monk/Rogue (for evasion). 2 levels of Pally gives divine grace. +Cha to all saves. in the build I posted, I used 6, but may drop to 3 (for fear/disease immunity).
This character is intended primarily to solo and/or with hireling (halfling cunning and guile are there for when I do play in groups). So far, I've been in few groups with 'competent' healers (not complaining, I'd make a bad one myself); my level 9 Pally has 3 LOH (100+ heals each) and US and normally uses all 4 (self and other members) while healer is trying to fight, is on ground, or is busy running away. And healer is usually hardest to find.
Jasimine
03-14-2010, 05:54 PM
Real quick before I go back into your replay about my initial post...
The +3 item is what is known as an exceptional bonus. They come in three places that I can think off off hand, exceptional bonus's that is.
1. Green Steel Weapons - Can have +1 and +2 exceptional bonus's
2. Green Steel Rings from ToD - Can have +1 and +2 exceptional bonus's
3. Dragon Touched Armor - Can have +1 or +2 but not both IIRC.
Exceptional bonus's stack with all other bonus's except exceptional bonus's of the same value. Thus..
+1 exceptional strength plus +2 exceptional strength = +3 exceptional strength bonus
+2 exceptional strength plus +2 exceptional strength = +2 exceptional strength bonus.
As for the progression, as I said I will admit that your desire is a very hard to fill one and you will be sacrificing ALOT. So please do not think that the build will be tremendous in the DPS depeartment. Keeping that in mind...
I would actually say that if you are not dead on the paladin levels going to 6 to drop it down to 2. This would still give you a boost to your saves through charisma thus shoring up one of the weak points of the majority of fighting classes, will saves.
This also opens up more feats that would allow you to bring more DPS feats into the equation and have more reliable DPS boosting.
In this case the extra two feats from fighter and the kensai boost would equate to an extra 3 damage per attack (+2 weapon specalization +1 kensai 1 chosen weapon) vs +1d6 per hit (avg 3) against only undead and evil outsiders. So the Kensai 1 Tempest 2 build works out better.
However in this case you might even be better suited to flip flop classes a bit more.
12 fighter/6 ranger/2 paladin.
This would give you access to Kensai 2 and only Tempest 1. The main benifit from tempest really is the 10% extra attack speed unless you hit Tempest III for the extra attacks it gives you on top of the attack speed boost. Doing this you loose 1 favored enemy and some boosts to favored enemy but would gain another chunk of damage when using your favored weapon against all enemies.
You would still gain spell casting from Ranger 6 and could still pick up maximize as well as have more feats to increase your over all DPS. You would loose out on evasion and some bow feats however so that is the primary trade off to consider IMHO. More sustainable DPS vs Evasion. Choice is yours.
EDIT::
In regards to the Fear/Disease immunity, while these are nice to have they are easily replicated via some very easy to get items. Reavers Ring from Xorain Cipher gives fear immunity and you just pop it on if you enter an area were you are getting feared often. And disease immunity items can be swapped on for when you need them which is not 24/7. Also a simple cure disease potion can suffice. Later levels you can craft a green steel item that grants death block, poison immunity, disease immunity, blindness immunity, and fear immunity. Suffice it to say that taking that 1 extra level of paladin is not worth sacrificing a higher rank in a prestige enhancement
BLITHELY
03-14-2010, 07:18 PM
Drop the paladin its pretty much useless. Ja u get nifty saves bonus but its not necessary. U want 2 solo u need evasion and maybe trap, open lock skills. Elite traps hurt.
Do not listen 2 the fools bout dragonmarks they r great u do not need maximize which by the way does not work with heal anyways. Greater devotion 6 item and a healing amplification item or enhancement work jus fine and will keep yr ass alive when swapping 2 a scroll, wand or pot won't.
AC is tricky reqs lots of grinding and unless u can get into 80s-90s not as useful at end game. That being said self sufficient solo toon u need ac. U should be able 2 hit 60s self buffed without overwhelming grind.
UMD is also tricky. Not terribly useful at low levels except 2 equip rr items. Reqs a rogue splash or a serious dedication 2 cha and grinding. The latter means yr umd will be relevant only at higher lvls.
I recommend the following:
12/6/2 ranger/fighter/rogue or 12/6/2 fighter/ranger/rogue
with at least 14 str 16 dex 14 con 11 int 8 wis 10 cha
U will not be tanking Horoth but should be a capable little warrior. As far as synergy the second 1 works better. The first has some definite advantages as well.
Anyways god luck on whatever u decide 2 build.
Lehrman
03-14-2010, 08:03 PM
Feat Maximizing Paladin as a finesse halfling.
15 Pali, 3 Monk, 2 fighter
The 15 levels of Pali is for Divine Might--without divine might, you might as well play something else. Your main damage comes from activating Divine Might and from spamming Exalted Smite and Divine Sacrifice, both of which are awesome when using 2 weapons since they hit twice.
Three levels of monk is for finishers--you will need to use greensteel kamas or handwraps to use your fnishers.
Base:
Str: 11
Dex: 16
Con: 14
Int: Dump
Wis: 13
Cha: 16
All leveling points go into Dexterity
Capped and buffed:
Str: 20 (+2 tome, Fighter Str enhancement, +6item)
Dex: 33 (+2 tome, +2 racial enhancment, +6 item, +5 levels, +2 windstance)
Con: 20 (+2 tome, +6 item, -2 windstance)
Int: null
Wis: 22 (+2 tome, +1 monk enhancement, +6 item)
Cha: 26 (+2 tome, +2 paladin enhancement, +6 item)
Feats:
Weapon Finesse - Monk Level
TWF - Monk Level
ITWF - Fighter Level
GTWF - Fighter Level
Toughness - Monk level
PA
Least DM
Lesser DM
G-DM
Empower Healing (This is the only one that will boost your Greater DMs)
Imp Crit - Pierce (For banish/smite rapiers)
Extend spell (I like having long lasting Divine Righteousness and Zeal spells up.)
Gear to farm:
Icy Rainment
Chattering Ring
AC:
10 base
06 Wisdom
11 Dex
01 Monk
01 Racial
05 Bulkwart IV
04 Prot-Rainment
04 Dodge Rainment
01 Alchemical bonus from stone of change
07 Armor 7 Bracers (common on AH)
----------
50 AC In front of Beholder
03 Barkskin potion
04 Shield Clickie
01 Haste
----------
58 - Self Buffed
04 Inspire Heroics
02 Ranger Bark
---------
64 Fully buffed.
+05 to all totals if Min2 Kama with Insight 4 and LS2 Kama with E-Dex+2
+03 to all totals if chattering ring
PREs:
Hunter of the DeadII gets extra turn undead attempts which adds to the number of times you can use Divine Might. Divine MightIII gives you a +6 sacred bonus to damage for 1 minute and uses a turn undead attempt--it's the equivelent of having 12 higher strength for damage purposes. You will also get healed for more and are immune to energy drain from any source. This one is my favorite when leveling. Eventually you will want to swap over to DoS or KotC.
Jasimine
03-15-2010, 02:26 AM
Feat Maximizing Paladin as a finesse halfling.
15 Pali, 3 Monk, 2 fighter
The 15 levels of Pali is for Divine Might--without divine might, you might as well play something else. Your main damage comes from activating Divine Might and from spamming Exalted Smite and Divine Sacrifice, both of which are awesome when using 2 weapons since they hit twice.
Three levels of monk is for finishers--you will need to use greensteel kamas or handwraps to use your fnishers.
Base:
Str: 11
Dex: 16
Con: 14
Int: Dump
Wis: 13
Cha: 16
All leveling points go into Dexterity
Capped and buffed:
Str: 20 (+2 tome, Fighter Str enhancement, +6item)
Dex: 33 (+2 tome, +2 racial enhancment, +6 item, +5 levels, +2 windstance)
Con: 20 (+2 tome, +6 item, -2 windstance)
Int: null
Wis: 22 (+2 tome, +1 monk enhancement, +6 item)
Cha: 26 (+2 tome, +2 paladin enhancement, +6 item)
Feats:
Weapon Finesse - Monk Level
TWF - Monk Level
ITWF - Fighter Level
GTWF - Fighter Level
Toughness - Monk level
PA
Least DM
Lesser DM
G-DM
Empower Healing (This is the only one that will boost your Greater DMs)
Imp Crit - Pierce (For banish/smite rapiers)
Extend spell (I like having long lasting Divine Righteousness and Zeal spells up.)
Gear to farm:
Icy Rainment
Chattering Ring
AC:
10 base
06 Wisdom
11 Dex
01 Monk
01 Racial
05 Bulkwart IV
04 Prot-Rainment
04 Dodge Rainment
01 Alchemical bonus from stone of change
07 Armor 7 Bracers (common on AH)
----------
50 AC In front of Beholder
03 Barkskin potion
04 Shield Clickie
01 Haste
----------
58 - Self Buffed
04 Inspire Heroics
02 Ranger Bark
---------
64 Fully buffed.
+05 to all totals if Min2 Kama with Insight 4 and LS2 Kama with E-Dex+2
+03 to all totals if chattering ring
PREs:
Hunter of the DeadII gets extra turn undead attempts which adds to the number of times you can use Divine Might. Divine MightIII gives you a +6 sacred bonus to damage for 1 minute and uses a turn undead attempt--it's the equivelent of having 12 higher strength for damage purposes. You will also get healed for more and are immune to energy drain from any source. This one is my favorite when leveling. Eventually you will want to swap over to DoS or KotC.
I have to give props were they are deserved and they are deserved here.
Very nice build lay out, actually makes me consider playing a halfling pally myself if only I had the monk class. Tho I am still wavering on wether to get monk or FvS after my next pack.
OP do consider this, very well thought out build. Yes, the strength is a touch low for my personal tastes, but being a finesse build it should work out.
Lehr, one question... kama's, are they pierce or slashing? Not in game right now and haven't run a monk before so honestly never cared to check in the past.
Lehrman
03-15-2010, 03:57 AM
Kamas are slashing. The imp crit-pierce is for banishers mainly. I would consider it a waste of a feat to use it on a Crit 20/x2 multiplier except once the toon is capped. Once its capped, you are not likely to go into any quest that has banishable outsiders ever again.
You are under no obligation to make greensteel kamas. You still keep the AC bonus from the monk levels when using any other weapon type. the only drawback to using anything other than handwraps or Kamas is that you become uncentered and lose the use of the stance and monk stance attack clickies. Wind stance boosts your attack speed and partially stacks with haste. I think it stacks with Zeal, but can not make that claim as of yet. My TR'ed Str-based human Pali-Monk-Ftr is still being leveled.
CSFurious
03-15-2010, 06:22 AM
at fighter level 12, you have access to fighter's str I-III
that will stack with a +6 item
not to sound too newbish, but isn't a +6 item an enhancement bonus? how do you add an extra +3 enhancement on top of that?
I also only calculated in a +2 tome as u can buy them from DDO store.
The build I posted started with 14 +1 (fighter) +5 levels +2 tome = 22 +6 item +2 rage = 30.
It dips 2 pally levels like many others dip Monk/Rogue (for evasion). 2 levels of Pally gives divine grace. +Cha to all saves. in the build I posted, I used 6, but may drop to 3 (for fear/disease immunity).
This character is intended primarily to solo and/or with hireling (halfling cunning and guile are there for when I do play in groups). So far, I've been in few groups with 'competent' healers (not complaining, I'd make a bad one myself); my level 9 Pally has 3 LOH (100+ heals each) and US and normally uses all 4 (self and other members) while healer is trying to fight, is on ground, or is busy running away. And healer is usually hardest to find.
CSFurious
03-15-2010, 06:25 AM
cool build
I have to give props were they are deserved and they are deserved here.
Very nice build lay out, actually makes me consider playing a halfling pally myself if only I had the monk class. Tho I am still wavering on wether to get monk or FvS after my next pack.
OP do consider this, very well thought out build. Yes, the strength is a touch low for my personal tastes, but being a finesse build it should work out.
Lehr, one question... kama's, are they pierce or slashing? Not in game right now and haven't run a monk before so honestly never cared to check in the past.
Jasimine
03-15-2010, 06:46 AM
Kamas are slashing. The imp crit-pierce is for banishers mainly. I would consider it a waste of a feat to use it on a Crit 20/x2 multiplier except once the toon is capped. Once its capped, you are not likely to go into any quest that has banishable outsiders ever again.
You are under no obligation to make greensteel kamas. You still keep the AC bonus from the monk levels when using any other weapon type. the only drawback to using anything other than handwraps or Kamas is that you become uncentered and lose the use of the stance and monk stance attack clickies. Wind stance boosts your attack speed and partially stacks with haste. I think it stacks with Zeal, but can not make that claim as of yet. My TR'ed Str-based human Pali-Monk-Ftr is still being leveled.
Ahh, well that makes sense. My own paladin who is pure 20 uses scimitars so I never really bothered with banishers tbh. I just got myself a pair of vorpal swords and called it a day. Figured that if I was going for instant kill I might as well add any bonus's to crits I can while using Divine Sacrifice and Exhaulted smite to try and combine some DPS along with the chance for killing. That and while running around the Vale the price on banishing rapiers was insane for me. 3 mil + for one weapon.. yea like I was going to pay that at the time. Still wouldn't. But I'm cheap like that I guess. hehe.
Thrudh
03-15-2010, 06:59 AM
I think you're going for too much healing here...
Paladins have Lay on Hands, halflings have the dragonmarks... you don't need both...
The halfling dragonmarks are affected by meta-magic feats... and they cannot be interrupted, so you can cast them in middle of a fight... I find them very useful on my halfling ranger...
The devotion enhancements from ranger/paladin/cleric/fvs/bard also affect them..
With 30% devotion enhancements, and Maximize, I have 7 CSW that hit for about 110 each, and 5 Heals that hit for about 250... very nice.. I can usually handle all the healing in most quests (assuming I'm playing with fair-to-decent players that only need a heal during the occasional "Oh ****" moment)...
Add the Empower Healing feat, and they jump to 150 CSW, and 370 Heals...
Now that said, how can you afford all those feats???
I'd recommend the 12/6/2 Fighter/Ranger/Monk combo... Evasion, Tempest, Kensai, tons of feats.... You MIGHT be able to fit in an high AC too... but I'd probably shoot for DPS instead, and use your healing marks as your defense...
reyyvin
03-15-2010, 10:54 PM
Feat Maximizing Paladin as a finesse halfling.
15 Pali, 3 Monk, 2 fighter
The 15 levels of Pali is for Divine Might--without divine might, you might as well play something else. Your main damage comes from activating Divine Might and from spamming Exalted Smite and Divine Sacrifice, both of which are awesome when using 2 weapons since they hit twice.
Three levels of monk is for finishers--you will need to use greensteel kamas or handwraps to use your fnishers.
Base:
Str: 11
Dex: 16
Con: 14
Int: Dump
Wis: 13
Cha: 16
All leveling points go into Dexterity
Capped and buffed:
Str: 20 (+2 tome, Fighter Str enhancement, +6item)
Dex: 33 (+2 tome, +2 racial enhancment, +6 item, +5 levels, +2 windstance)
Con: 20 (+2 tome, +6 item, -2 windstance)
Int: null
Wis: 22 (+2 tome, +1 monk enhancement, +6 item)
Cha: 26 (+2 tome, +2 paladin enhancement, +6 item)
Feats:
Weapon Finesse - Monk Level
TWF - Monk Level
ITWF - Fighter Level
GTWF - Fighter Level
Toughness - Monk level
PA
Least DM
Lesser DM
G-DM
Empower Healing (This is the only one that will boost your Greater DMs)
Imp Crit - Pierce (For banish/smite rapiers)
Extend spell (I like having long lasting Divine Righteousness and Zeal spells up.)
Gear to farm:
Icy Rainment
Chattering Ring
AC:
10 base
06 Wisdom
11 Dex
01 Monk
01 Racial
05 Bulkwart IV
04 Prot-Rainment
04 Dodge Rainment
01 Alchemical bonus from stone of change
07 Armor 7 Bracers (common on AH)
----------
50 AC In front of Beholder
03 Barkskin potion
04 Shield Clickie
01 Haste
----------
58 - Self Buffed
04 Inspire Heroics
02 Ranger Bark
---------
64 Fully buffed.
+05 to all totals if Min2 Kama with Insight 4 and LS2 Kama with E-Dex+2
+03 to all totals if chattering ring
PREs:
Hunter of the DeadII gets extra turn undead attempts which adds to the number of times you can use Divine Might. Divine MightIII gives you a +6 sacred bonus to damage for 1 minute and uses a turn undead attempt--it's the equivelent of having 12 higher strength for damage purposes. You will also get healed for more and are immune to energy drain from any source. This one is my favorite when leveling. Eventually you will want to swap over to DoS or KotC.
Build looks awesome! After I did some number crunching and realized dex was too high for armor, I was trying to work monk 2 in with Pally 2 (plus fighter or ranger... but haven't played either). This looks like it will definately work. Plus, it adds 3-4 effective LOH for massive combat healing.
[as an aside, was in another group last night, playing with a bunch of people that kept running off and getting themselves in trouble. Cleric couldn't keep up with the healing- not his fault - and I kept burning my LOH and US to heal others. They kept dying in traps - which they knew were there. Ended with Party wipe - i was last standing trying to get their soulstones and leave area, but they had attracted too much agro.]
Only problem I see is that you gave monk 3 feats (they get 2 + path), so 1 feat will need to be dropped. Is extend the least important?
Skills. most builds bump UMD, but with 1 sp/level (until 8, were u get 2), that leaves little for anything else. Which is most important, Concentrate (no interrupt with healing), Balance, or UMD? Which is second? [what I have posted below assumes UMD, then Concentrate].
3rd Monk level. I'm assuming we want G2WF ASAP, so that means it comes after level 12, and since it seemed unessential, I put after prestige II.
Enhancements... I've never played a monk or fighter, so don't really know if any are useful.
Here's my first take. there's 1 AP left over. I included 2 extra LOH (3 AP), paladin Devotion II (+20% healing) (3 AP), and Redemption I (Raise Dead w/ 10% hp by expending 1 LOH) (4 AP). Another option for more points is to change Toughness to Extend Spell and drop the 6 points of toughness AP (which means 50 fewer hp).
one weakness is that AP only gives +3 hit on flank and +2 damage (faithful hound, cunning and guile I).
This is without gear. +6 Str, Dex, Con, Wis, and Cha items will raise hp to 33; +5 resistance item brings saves to +37/35/31
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Halfling Male
(2 Fighter \ 15 Paladin \ 3 Monk)
Hit Points: 336
Spell Points: 272
BAB: 19\19\24\29\29
Fortitude: 26
Reflex: 24
Will: 20
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 11 14
Dexterity 16 24
Constitution 14 16
Intelligence 8 10
Wisdom 13 16
Charisma 16 20
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 5 10
Bluff 3 6
Concentration 6 24
Diplomacy 3 5
Disable Device n/a n/a
Haggle 3 5
Heal 1 5
Hide 3 9
Intimidate 3 5
Jump 1 5
Listen 1 6
Move Silently 3 9
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 1 3
Swim 0 2
Tumble 4 8
Use Magic Device 5 16
Level 1 (Monk)
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Weapon Finesse
Enhancement: Halfling Cunning I
Level 3 (Paladin)
Feat: (Selected) Least Dragonmark of Healing
Level 4 (Paladin)
Level 5 (Paladin)
Level 6 (Paladin)
Feat: (Selected) Lesser Dragonmark of Healing
Level 7 (Fighter)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Level 8 (Paladin)
Level 9 (Paladin)
Feat: (Selected) Greater Dragonmark of Healing
Level 10 (Paladin)
Level 11 (Paladin)
Level 12 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Improved Critical: Piercing Weapons
Level 13 (Paladin)
Level 14 (Paladin)
Level 15 (Paladin)
Feat: (Selected) Empower Healing Spell
Level 16 (Paladin)
Level 17 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 18 (Paladin)
Feat: (Selected) Power Attack
Level 19 (Paladin)
Level 20 (Paladin)
Enhancement: Extra Dragonmark Use I
Enhancement: Extra Dragonmark Use II
Enhancement: Extra Dragonmark Use III
Enhancement: Extra Dragonmark Use IV
Enhancement: Halfling Dexterity I
Enhancement: Halfling Guile I
Enhancement: Halfling Luck (Fortitude) I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Will) I
Enhancement: Halfling Luck (Will) II
Enhancement: Way of the Faithful Hound I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Courage of Good II
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Knight of the Chalice I
Enhancement: Paladin Knight of the Chalice II
Enhancement: Paladin Redemption I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Paladin Devotion I
Enhancement: Paladin Devotion II
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Fighter Strength I
Enhancement: Monk Wisdom I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Divine Might II
Enhancement: Paladin Divine Might III
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