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  1. #1
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    Default feed back and improvements on this build...Please

    Tomes are optional...., i figured to get my str to 24

    Level 14 Lawful Good Dwarf Male
    (10 Paladin / 2 Rogue / 2 Ranger)
    Hit Points: 221
    Spell Points: 215

    BAB: 13/13/18/23
    Fortitude: 20
    Reflex: 18
    Will: 12

    Starting Ending Feat/Enhancement
    Base Stats Base Stats Modified Stats
    Abilities (Level 1) (Level 14) (Level 14)
    Strength 15 21 21
    Dexterity 10 13 14
    Constitution 12 14 16
    Intelligence 10 10 10
    Wisdom 12 14 14
    Charisma 14 16 18

    Tomes Used
    +3 Tome of Strength used at level 14
    +3 Tome of Dexterity used at level 14
    +2 Tome of Constitution used at level 14
    +2 Tome of Wisdom used at level 14
    +2 Tome of Charisma used at level 14

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 14) (Level 14)
    Balance 0 2 6
    Bluff 2 4 4
    Concentration 3 12 12
    Diplomacy 2 4 4
    Disable Device n/a 1 1
    Haggle 2 4 4
    Heal 1 2 2
    Hide 0 5 5
    Intimidate 2 4 4
    Jump 2 5 5
    Listen 1 2 2
    Move Silently 0 6 6
    Open Lock n/a 3 3
    Perform n/a n/a n/a
    Repair 0 0 0
    Search 0 1 3
    Spot 1 3 3
    Swim 2 5 5
    Tumble 1 3 3
    Use Magic Device 4 24.5 24.5

    Level 1 (Paladin)
    Skill: Concentration (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Snneak
    Feat: (Automatic) Spell Save Bonus (Dwarf)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip

    Level 2 (Paladin)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands

    Level 3 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity

    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Turn Undead
    Spell (1): Bless
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Lesser Restoration
    Spell (1): Protection From Evil
    Spell (1): Resistance
    Spell (1): Virtue

    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)

    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Automatic) Remove Disease

    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)

    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Angelskin
    Spell (2): Bull's Strength
    Spell (2): Eagle's Spendor
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy

    Level 9 (Rogue)
    Skill: Use Magic Device (+8)
    Feat: (Selected) Power Critical
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding

    Level 10 (Rogue)
    Skill: Hide (+3)
    Skill: Use Magic Device (+5)
    Feat: (Automatic) Evasion (Rogue)

    Level 11 (Ranger)
    Skill: Move Silently (+4)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Wild Empathy

    Level 12 (Ranger)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting

    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)

    Level 14 (Paladin)
    Skill: Search (+1)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Follower of the Silver Flame
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Resistance of Good I
    Enhancemment: Paladin Resistance of Good II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Energy of the Templar II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Ranger Dexterity I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II

  2. #2
    Community Member Dworkin_of_Amber's Avatar
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    Ok, I'm kind of confused about this build as a whole.

    1) The 2 Ranger Levels at 11 & 12 - What are they for? Is that for Two-Weapon fighting? If so, that is very late to take it, and without ITWF & GTWF you loose most of the reason for going Two-Weapon Fighting, the 7 attacks per round. You would only get 4 attacks per round when TWF (I think, it may be 5 tho)... I can understand splashing Fighter, but not Ranger like this (I can understand Ranger 2 at Levels 2-3 and then taking the rest of the TWF line). You also end up at Paladin 10, which cuts you off from 30-point resists, BoG 3 & RoG 3.

    2) You should take Power Critical @ L9, not L12... you want that as soon as you can get it

    3) 2x +3 Tomes and 3x +2 Tomes are a BIT excessive, as you cannot guarantee any of those except your one 1750 Tome. I can understand planning for 5x +1 Tomes and one 1750 +2 Tome, but planning for Multiple +2 and +3 Tomes seems like a bad idea to me.

    4) Your starting stats: 15/10/12/10/12/14. First off, that is only 26 points... builds are 28 or 32 points. Also that's a low starting Str for what appears to be a melee-oriented Paladin, and 12 WIS and 14 CHA seem high to start with for a Paladin as well, especially the 14 CHA for a Dwarf.


    5) Your Enhancements: 4x SP AP's and only 2x HP AP's? What do you need that many Spell Points for, when you have both Paladin and Dwarven Toughness available.

    6) 2x Rogue - This means Evasion, which means Light Armor, and you don't have a high enough Dex.

    7) I'm not trying to harp on the build, but have you looked at my "Basic Paladin Build Guide"? It has a lot of sample build-outs that might be a better starting point.


    Might I recommend for a 32-point build:
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 13 + 1 (Tome) + 1 (Rogue's Dex 1) + 5 (Item) = 20 (+5)
    CON: 14 + 1 (Tome) + 2 (Dwarven Con 2) + 5 (Item) = 22 (+6)
    INT: 10
    WIS: 10 + 1 (Tome) + 5 (Item) = 16 (+3)
    CHA: 12 + 1 (Tome) + 2 (Paladin Cha 2) + 5 (Item) = 20 (+5)

    This should end up around 308 Hit Points (with 4 HP AP's, 358 with all 8), Saves with a +4 Resistance Item & Greater Heroism of 32/30/22 and a to-hit around 40 when buffed with GH & DF.


    I think what you are looking for the the Dwarf Version of the Holy Avenger (aka Evasion Paladin - 11 Paladin / 2 Rogue / 1 Fighter)


    check it out.
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  3. #3
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    I'm sure Dworkinmenat take Improved Crit at 9....

    Power Crit is pretty useless.. Dont recomend it usually.

    What are the 2 Ranger Levels For? Quite Confused on that.

    Silver Flame ENH? +1 to Hit with Longbows? WHy?

    What spells do you think you'll need to cast during combat? I cant think of any..... Concentration is a Wasted Skill on this build.

    Take ROgue level 1 to maximize skil points.
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  4. #4

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    It's always a good idea to post what you are trying to achieve when soliciting advice on a build.
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  5. #5
    Community Member Dworkin_of_Amber's Avatar
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    Quote Originally Posted by Impaqt View Post
    I'm sure Dworkinmenat take Improved Crit at 9....

    Power Crit is pretty useless.. Dont recomend it usually.

    What are the 2 Ranger Levels For? Quite Confused on that.

    Silver Flame ENH? +1 to Hit with Longbows? WHy?

    What spells do you think you'll need to cast during combat? I cant think of any..... Concentration is a Wasted Skill on this build.

    Take ROgue level 1 to maximize skil points.
    Yes, I meant Improved Critical. And Power Critical is useful if you are using a Kopesh or some other x3 or x4 weapon, but otherwise it just isn't that important.
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  6. #6
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    Quote Originally Posted by Dworkin of Amber View Post
    Yes, I meant Improved Critical. And Power Critical is useful if you are using a Kopesh or some other x3 or x4 weapon, but otherwise it just isn't that important.
    Power crit makes no difference in the Critical Multipier at all.....

    Power crit ONLY adds to the COnfirm roll. It does NOT add to damage like the Seeker effect.
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    Thelanis

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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
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  7. #7
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    Default Thanks

    Power crit, the dex is higher with a +4 5 or 6 item.

    I am focusing on dwarven axe usage. Fighter would give me an xtra feat, and if taken early could focus on twf.

    Yes, evasion build more than anything else, but the ranger was for favored enmy and the twf. its not really necessary.
    I did not figure really on the tomes, +1s I have plenty of, and I have a +2 str tome in the bank already.

    Items I do have +6 str belt
    +4 dex item
    +5 Wis
    +4 Con Item
    and
    +6 cha item

    I clearly was not thinking as much as i should have been.

    Thanks.

  8. #8
    Community Member Dworkin_of_Amber's Avatar
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    I know that.... I mean, that confirming the crits is really only that important for x3 and x4 weapons, as the extra damage on 2x critting weapons isn't that big... Confirming the crits is more important on the higher crit weapons, and is the only time I might take Power Critical for a Paladin
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  9. #9
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    Default evasion

    With a reflex save in the 20s do i really need to worry evasion is based on reflex is it not? fail on a 1 i find a 5% failure acceptable.

  10. #10
    Community Member Scalion's Avatar
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    Quote Originally Posted by jorebag View Post
    With a reflex save in the 20s do i really need to worry evasion is based on reflex is it not? fail on a 1 i find a 5% failure acceptable.
    I don't know about all the spell DCs, but I can tell you that to do the swim in the crucible on elite you need about +35 to reflex saves to only fail on a 1. Mid 20s is good, but not great.

    I'm not sure what buffs etc you are including when you get your numbers, but your total reflex save needs to be at about 35 after buffs etc.

  11. #11
    Community Member Dworkin_of_Amber's Avatar
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    Without Evasion:
    Failed Save = Full Damage
    Succeed Save = Half Damage


    With Evasion:
    Failed Save = Full Damage
    Succeed Save = NO Damage



    So yes, you do care about Evasion.
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  12. #12
    Founder Girevik's Avatar
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    Quote Originally Posted by Dworkin of Amber View Post
    4) Your starting stats: 15/10/12/10/12/14. First off, that is only 26 points... builds are 28 or 32 points.
    You know, I didn't get 28 points when I did it the first time either, but then when I started a post to display that, I did.

    15 Str : 6x1 + 1x2 = 8
    10 Dex : 2x1 = 2
    12 Con : 2x1 = 2
    10 Int : 2x1 = 2
    12 Wis : 4x1 = 4
    14 Cha = 6x1 + 2x2 = 10

    8+2=10+2=12+2=14+4=18+10= 28

    So, it does come out to 28 points.

    Now, whether it is a good allocation or not....

    It really isn't that bad for a new player. The 10 Int is the only real "fat" I see. I would go with an 8, but if he has a solid need for the skill points, then it needs to be a 10.

  13. #13
    Community Member Dworkin_of_Amber's Avatar
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    Odd... it didn't add up before for me either, but now it does.

    Anyways, for 28-point I would think more like:
    17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28
    13 + 1 (Tome) + 1 (Rogue Dex 1) + 5 (Item) = 20
    14 + 1 (Tome) + 2 (Dwarven Con 1) + 5 (Item) = 22
    8
    8 + 1 (Tome) + 5 (Item) = 14
    12 + 1 (Tome) + 2 (Paladin Cha 2) + 5 (Item) 20

    And I'd still recommend 11 Pal / 2 Rog / 1 Fght
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  14. #14
    Community Member Jondallar's Avatar
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    10 Paladin 2 Fighter 2 Rogue ftw the +1 to saves/ac from lvl3 aura enhancement not necessary, and for the most part 20 pt resists are enough, and wands of 11th lvl ele resist are fairly common drops at least for me when I feel I need the extra+10 on resists. With evasion and Hi Pally saves I rarely get hit for elemental damage (except acid which is always negated with 20pt resists). 2nd lvl of fighter gives fighter str1 and an extra fighter feat, take toughness an extra time and you make up the 10 pt resists you are missing with 16 extra hp.

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