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View Full Version : Looking for advice on Augments and Templates for Paladin



Phanes
09-29-2021, 06:37 AM
So I am playing a tanking paladin, I just run with my two friends, and trying to remember augments. If I remember correctly they do not stack IE I just can't put +con in every slot. So that being said what is a general template. Something like

Head Con
Neck Feather Fall
Boots Striding

etc

Just looking to get an idea of what to slot so when I get some augments I have a set template to slot stuff in. I also just want a standard template for running all my toons and for past lives etc.

I am sure I am missing some stuff like no blindness and death block.

Phanes
09-29-2021, 07:53 AM
Just an FYI I am following this build for the Bladeforged. I just needed something to get going once I get a better feel for the game I might change up later with a TR.

https://www.ddo.com/forums/showthread.php/516052-Strimtom-s-Hardcore-Ready-Character-builds-Season-3

KodeWraith
10-03-2021, 12:06 PM
You're correct, you can't just put CON in every slot. Or you could but it wouldn't do anything beyond the first one. DO you mean augments like things you slot into the socket or augments, like items that will make me stronger?

The basic gear bonus types are usually enhancement (usually the primary), insightful (medium) and quality(smallest). Augments are generally of type enhancement. They usually are strictly worse than finding an equivalent item at that level.


Gearwise, there's not really a "standard" template layout for named gear. If you want to get into Cannith Crafting, you can control more what you make but it takes a pretty big investment and a lot of collectibles.
I usually put CON on my belts, deadly/seeker on goggles, doublestrike/armorpiercing on gloves, accuracy/wisdom on my helmet, Then use your cloak slot for Cha or Int, Dex on a ring.

I almost always have a sheltering/dodge/resistance crafted bracers.


If by template, you mean a build path (what feats should I be taking?), the tanking paladin is usually sword + shield which means the shield mastery line.

Phanes
10-03-2021, 06:10 PM
Yeah sorry I was thinking more along the lines of

Deathblock
Feather Falling
Striding
True Seeing etc

I was wondering more about the "must have" effects. Last time I played I was following a build that was pretty comprehensive in terms of 2 Pieces of ABC set, 3 Pieces of ABC set you "must have" Deathblock etc. I still have the link but the guy abandoned it 4 years ago and said he was no longer playing.

I am getting back into the groove though and reading the wiki a lot. I started tracking my gear on a spreadsheet and learned about the bonus types like enhanced, profane etc. I almost have all the best named from Feywild and we all just hit 8 so we are probably headed to slavers next.

The only two augments I ever buy from the store is 30% run speed and feather falling so I can move those around as I level. For augments last time I played I just researched and farmed all the named ones. Anything left over I got from quests/random loot.

KodeWraith
10-04-2021, 11:15 AM
For gear, the best effect is probably "swiftness" which gives you striding and attack speed. Swiftness +5% is available as a ML12 (also 16 and 20) augment in the store and well worth it. For reasons I don't really get, SSG has nuked the speed effect on named loot, making it less then 30% striding for named boots under level 20. No idea why this was a good idea.

The basic defensive loadout is still: fortification, CON, WIS, DEX (your main save stats), dodge, resistance and sheltering. A lot of named items have blur on them now. Ethereal is also good since a lot more stuff requires ghost touch and it gives you 10% incorp.
The secondary defensive effects are parrying (which is insightful resistance). False Life, Protection(aka deflection) and natural armor

Quality of life stuff: swiftness/striding, featherfall, deathblock, underwater action.

Melee Offense: Deadly, Accuracy, Doublestrike and whatever your hit/dmg stat is (probably STR for you). Then armor-piercing and seeker.

Then for a pally the only spell power you need is devotion which boosts your heals.

For a Cannith Crafted gear setup, I usually run a basic set which works around the ML 10 ravenloft melee set and the ML 15 sharn melee set. I wear the sharn set until level 29, so it takes up armor, gloves and necklace.

For me, I almost always have on crafted:
Armor: Whatever named armor is part of my set, usually has fortification.
Necklace: Usually named
Gloves: Usually named

Crafted:
Bracers of Dodge, Resisteance, Sheltering
Goggles of Deadly / Seeker (usually with Insightful Evocation in the extra slot)
Helmet of Accuracy / Wisdom / Insightful Wisdom
Belt of Con of False Life with Insightful Con.
Ring Dex / Wizardry / Insightful Dex

This gives you boots and ring slots and cloak to put in CHA.

Doublestrike is hard to fit in, I usually have it on a belt if I need to fit it in. Or on crafted gloves before 15. I use Sharn craftable rings after 15, especially the Ruby.