Page 1 of 4 1234 LastLast
Results 1 to 20 of 78
  1. #1
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default The Mod-6 Holy Avenger

    Alright Fans, it's time for the Mod-6 Update on the Holy Avenger Build (Originally by Grenfell).


    Previous versions of the Holy Avenger:
    The Post Mod-3 Holy Avenger (by Grenfell)
    The Post Mod-4 Holy Avenger
    The Post Mod-5 Holy Avenger


    I am posting this in advance of Mod 6, but with the WDA coming together, I think it is fairly safe to assume that we have the entire list now.

    I am still a bit torn over the “Best” starting stats on this build. Post Mod-4 the build ended up with 28/20/20/8/16/26 for final stats. While Post Mod-5, I went with a more all-around score set of 28/20/20/10/20/22 (with the ability to put on a +6 INT item for VON3 runes). I like both sets of stats, and am really torn between them. Unfortunately the idea that 20 WIS was enough for the VON 5 Runes was proven wrong (which was part of the idea behind the Mod-5 version). So, given that information, and the Force of Personality feat, I think the updated Mod-6 Version will be a balance in-between. I am also tweaking things to go to 10 base INT, so that if you are lucky enough to get a +3 INT tome, then Combat Expertise becomes an option.


    So, let me state that the "Basic Human Evasion Paladin" in my Build Guide is still the "default" Holy Avenger template.. but I will offer this as an updated Post-Mod 6 Holy Avenger, to extend the Holy Avenger's abilities to do just a little bit of everything.

    NOTE: I am now including the Least and Lesser Dragonmark of Passage as a part of this build. This is from my personal playtesting and play-preference. If you do not want to go the Dragonmark Route, I would suggest Weapon Focus: Slashing, and either Power Critical, Stunning Blow, Mental Toughness, or whatever feat makes it your "personal" fit.

    NOTE #2: Yes, this build is set for 6 +6 Stat Items and 5 +1 Tomes... I know that is a steep requirement, but it can still be built without that. If you do not have access to these items, keep the basic build the same, and remember that a +5 Stat Item and no Tome will still end with a Even Stat Mod. Then if you find +6 Items and Tomes, then all the better!

    ----------------------------------


    The Holy Avenger
    Level 16 Human
    Lawful Good
    11 Paladin / 2 Rogue / 3 Fighter

    Stats:
    ----------------------
    STR: 17 + 4 (Levels) + 2 (1750 Tome) + 1 (Fighter’s Str 1) + 6 (Item) = 30 (+10)
    DEX: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
    CON: 12 + 1 (Tome) + 1 (Human Adapt 1) + 6 (Item) = 20 (+5)
    INT: 12 + 1 (Tome) = 13 (+1)
    WIS: 8 + 1 (Tome) + 4 (Item) = 13 (+1)
    CHA: 14 + 1 (Tome) + 1 (Human Adapt 2) + 2 (Paladin Cha 2) + 6 (Item) = 24 (+7)
    ----------------------

    Level Progression:
    ----------------------
    L1-L7 - Paladin
    L8-L9 - Rogue
    L10-L13 - Paladin
    L14-L16 Fighter
    ----------------------

    Feats: (Dragonmarked Version)
    ----------------------
    1) Exotic Weapon: Kopesh
    1) Least Dragonmark of Passage
    3) Skill Focus: UMD
    6) Lesser Dragonmark of Passage
    9) Improved Critical: Slashing
    12) Toughness
    14F) Dodge
    15) Combat Expertise
    15F) Weapon Focus: Slashing
    ----------------------


    Skill Points:
    ----------------------
    Level 1-7 - Max UMD, Jump. After INT Tome is used, put remaining point in Balance
    Level 8-9 - Max UMD. +1 Tumble, Rest in Jump, a splash in Balance
    Level 10-16 - Max UMD. Any remaining points into Jump or Balance
    ----------------------


    Hit Points:
    ----------------------
    20 - Heroic Durability
    110 - Paladin 11
    30 - Fighter 3
    12 - Rogue 2
    80 - Con Bonus
    18 - Toughness
    18 - Minos Legens
    50 - Paladin Toughness 4
    10 - Draconic Vitality
    30 - Greater False Life
    ----------------------
    378 Hit Points


    Saves:
    ----------------------
    7 / 3 / 3 – Paladin 11 Base
    0 / 3 / 0 – Rogue 2 Base
    3 / 1 / 1 – Fighter 3 Base
    5 / 5 / 1 – Stat Mods
    7 / 7 / 7 – Divine Grace
    1 / 1 / 1 – Paladin Aura
    3 / 3 / 3 – Resistance of Good 3
    5 / 5 / 5 – Kardin’s Eye/Boots of the Innocent/+5 Resistance Item
    ----------------------
    26 / 23 / 16 – Standing Saves
    30 / 27 / 20 – w/ Greater Heroism


    To-Hit:
    ----------------------
    15 - BAB
    10 - STR
    5 - +5 Weapon
    4 - Greater Heroism
    1 - Haste
    1 - Rage Potion
    3 - Divine Favor
    1 - Weapon Focus: Slashing
    ----------------------
    +40 To-Hit
    ----------------------


    Damage:
    ----------------------
    10 - STR
    5 - +5 Weapon
    1 - Rage Potion
    3 - Divine Favor
    ----------------------
    +19 Damage


    UMD:
    ----------------------
    19 - Ranks
    3 - Skill Focus: UMD
    7 - Charisma
    4 - Greater Heroism
    3 - Golden Cartouche
    ----------------------
    36 UMD – Auto Success on Raise Dead. Heal on a 4 or Better.
    ----------------------
    2 - Seven-Fingered Gloves
    ----------------------
    38 UMD - Heal Scroll on a 2.
    ----------------------
    6 - Raid-Crafted Item with +6 Charisma Skills
    ----------------------
    44 UMD - Automatic Success on Resurrection Scrolls!



    AC:
    ----------------------
    10 - Base
    10 - +5 Mithral Breastplate
    5 - Dexterity
    9 - +5 Mithral Tower Shield
    5 – Protection +5 Item
    2 - Ring of Balance
    2 - Chaosguarde
    1 - Paladin Aura
    3 - Bulwark of Good 2
    ----------------------
    48 AC Standing & Unbuffed
    ----------------------
    4 - +4 AC (Insight Bonus) Crafted Weapon
    5 - Defensive Fighting
    ----------------------
    57 AC - BEHOLDER PROOF!
    ----------------------
    3 - Ranger's Barkskin
    2 - Recitation
    1 - Haste Potion
    ----------------------
    63 AC Buffed & Stanced
    ----------------------
    3 - Chattering Ring
    ----------------------
    66 AC Buffed, Stanced, with Raid Loot
    ----------------------
    Last edited by Dworkin of Amber; 04-18-2008 at 12:44 PM. Reason: Added INT Tome for CE
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  2. #2
    Founder
    Join Date
    Feb 2006
    Posts
    762

    Default

    Quote Originally Posted by Dworkin of Amber View Post
    I am still a bit torn over the “Best” starting stats on this build. Post Mod-4 the build ended up with 28/20/20/8/16/26 for final stats. While Post Mod-5, I went with a more all-around score set of 28/20/20/10/20/22 (with the ability to put on a +6 INT item for VON3 runes). I like both sets of stats, and am really torn between them. Unfortunately the idea that 20 WIS was enough for the VON 5 Runes was proven wrong (which was part of the idea behind the Mod-5 version). So, given that information, and the Force of Personality feat, I think the updated Mod-6 Version will be a balance in-between. I am also tweaking things to go to 10 base INT, so that if you are lucky enough to get a +3 INT tome, then Combat Expertise becomes an option.
    Huh?

    The int runes in von3 require 14 int, not 16. So says my drow pally and his potion of fox's cunning. Or my barbarian and his reaver napkin, for that matter.
    The wisdom runes in von5 require 20 wisdom. I'm not sure how that could have been proven wrong -- I run it at least weekly with a character with precisely 20 wisdom, who was built in large part to be able to do everything in that quest.


    I do like 10 int on the build though -- I hate having no ranks in jump on my current pally.

    And otherwise, looks good as always. Thanks for posting it.

  3. #3
    Community Member Vizzini's Avatar
    Join Date
    Aug 2007
    Posts
    332

    Default

    How are you getting 19 Ranks in UMD without taking Rog First level and maxing your UMD skill at the beginning of the build.. I just don't see the 19 ranks at level 16, maybe I'm just mathematically challenged.
    ~Requeim ~ Aviale ~ Tomein ~ Twillee ~ Vizzini
    Officer of Fallen Heroes
    Quote Originally Posted by Keeper
    <+Keeper> Monks make the best guacamole..

  4. #4
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default

    With 10 Intelligence, a Human is granted 3 Skill Points/Level for Fighter & Paladin Levels, and 9 Skill Points/Level for the 2 Rogue Levels.

    So Level 1 puts 2 ranks (4 points). Level 2-7 puts .5 Rank/Level * 6 Levels = 3 Ranks == 5 Ranks Total @ Level 7
    Then at Level 8, you take Rogue, and get 9 skill points. So you dump 6 points into UMD, this maxing it at 11 Ranks. You dump the other 3 points into Jump or Balance (or some other skill you want).
    At Level 9, also Rogue, you put 1 point into UMD, so it is maxed at 12, then the other 8 points into Jump and/or Balance.
    Then, from Level 10-16, you put 2 points (1 Rank) into UMD each level, keeping it maxed. That makes 19 Ranks at Level 16.

    Quote Originally Posted by Vizzini View Post
    How are you getting 19 Ranks in UMD without taking Rog First level and maxing your UMD skill at the beginning of the build.. I just don't see the 19 ranks at level 16, maybe I'm just mathematically challenged.
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  5. #5
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default

    Hrmmm... I'll have to test that out next time I re-queue.

    I though the VON 3 Runes were 16 for some reason... can anyone else verify if they are 14 or 16


    And as for the VON 5 WIS Runes, I could have sworn we ran with a PuG a few months ago who had exactly 20 WIS and he couldn't open it... Can anyone else verify that the VON 5 WIS Rune is 20 to open? If that is the case, then a quick modification will be in order.

    ------------------

    However, I still like the 10 starting INT option, as it does allow for CE, with a +3 Tome. I recently got a +3 INT Tome out of the Stormreaver for my Holy Avenger, but mine is an older build, with only 8 INT. And the extra Skill Points to keep Jump up would be nice (after you take your Rogue Levels).

    Quote Originally Posted by Averroes View Post
    Huh?

    The int runes in von3 require 14 int, not 16. So says my drow pally and his potion of fox's cunning. Or my barbarian and his reaver napkin, for that matter.
    The wisdom runes in von5 require 20 wisdom. I'm not sure how that could have been proven wrong -- I run it at least weekly with a character with precisely 20 wisdom, who was built in large part to be able to do everything in that quest.


    I do like 10 int on the build though -- I hate having no ranks in jump on my current pally.

    And otherwise, looks good as always. Thanks for posting it.
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  6. #6
    Community Member Slayer918's Avatar
    Join Date
    Mar 2006
    Posts
    452

    Default

    Quote Originally Posted by Vizzini View Post
    How are you getting 19 Ranks in UMD without taking Rog First level and maxing your UMD skill at the beginning of the build.. I just don't see the 19 ranks at level 16, maybe I'm just mathematically challenged.
    well at level 8 (his first rogue level) he will have 5 ranks in UMD/Jump/Balance, he will get 9 points 6 go to max UMD then 3 to bring jump up to 8 ranks

    At level 9 he gets 9 points as well, of which 1 goes into UMD, 4 into jump, 4 into balance, and 1 into Tumble (giving him 12 in UMD, 12 Jump, 9 Balance)

    at level 10-13 he gets 3 skill points with paladin class skills which he is putting 2 to keep UMD maxed then 1 into either jump or balance at .5 points (a total of 2 points between the 2 in those 4 levels)

    14-16 he gets 3 skill points with fighter class skills which he is putting 2 into UMD, and then probably the other point into jump for a full rank each time

    Thats how I read it anyways
    Proud Officer of Tinted Faces on Argonnessen!
    Connner - 14 Fighter/1 Barb Konnnor - 15 Cleric Connnor - 15 Sorc Conor - 12 paly/4 fighter

  7. #7
    Community Member Dexxaan's Avatar
    Join Date
    Apr 2006
    Posts
    2,045

    Arrow Runes

    I'm pretty sure VON 3 Rune on Elite is 16 INT.

    And definitely positive VON5 WIS rune is 20. Maybe higher on Elite...but cannot say for sure.
    "Multi-Classing: If you don't know what you are doing...please don't do it."
    Arkkanoz / Barbarrus / BoarAxe / Bruttus / Dahlamaar / Dexxaan / Dominattrix / Gregorius / Inquisittor / Mechanikkus / Predattor / Suntzzu / Valkeerya

  8. #8
    Community Member Mhykke's Avatar
    Join Date
    Jan 2007
    Posts
    937

    Default

    Can't remember elite, but VoN 3 runes normal are 14 int.

    VoN 5 runes are 20 wis.
    Mhykke(Pldn):Mhykkelle(Srcr):Mykkelle(Rngr):Mhykael(Clrc):Mykke(Brbrn):Mhykel(Ftr):
    Mhykelle(Wzrd):Mhyke(Brd):Mykkael(Rgr/Rog/Barb):Mykkel(Rog):Mhykkaelsan(Mnk):Mhykkael(FVS):Mhykkel(Brd):Markas(Ret.Srcr)

  9. #9
    Founder
    Join Date
    Feb 2006
    Posts
    762

    Default

    Quote Originally Posted by Dexxaan View Post
    I'm pretty sure VON 3 Rune on Elite is 16 INT.

    And definitely positive VON5 WIS rune is 20. Maybe higher on Elite...but cannot say for sure.
    Runes don't change for normal/hard/elite.

    And I'll get screenies if you really want -- I'm not 99% sure of these, I'm 100% sure. Otherwise my 8-int characters would have a much harder time soloing von3.

  10. #10
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default

    Anyone know what the WIS requirement i for the WIS Runes in Xorian Cipher then?
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  11. #11
    Founder
    Join Date
    Feb 2006
    Posts
    762

    Default

    Quote Originally Posted by Dworkin of Amber View Post
    Anyone know what the WIS requirement i for the WIS Runes in Xorian Cipher then?
    21 or 22. Int is also 21 or 22 (likely 22). Cha in there is 20 or below.

  12. #12
    Community Member Riekan's Avatar
    Join Date
    Feb 2006
    Posts
    432

    Default

    The runes in Xorian have 2 settings. The 1st floor is either 18 or 20, I don't remember, but the 2nd floor is definately 22.
    Proud Officer of the Guild of the Black Dragon on Sarlona.

  13. #13
    Community Member Jondallar's Avatar
    Join Date
    Jun 2006
    Posts
    947

    Default

    Von5 wisdom rune is 20...because Hawtty routinely does both strength lever and wisdom rune with a +6 wisdom helm

  14. #14
    Community Member Turial's Avatar
    Join Date
    Apr 2006
    Posts
    394

    Default

    What do you think about using the marks of the Sentinel in place of passage? It provides the ability to free up the slot covered by the +5 protection item (once the cap goes up enough to power up the spell fully), you get free protection from energy a few times (ok not the greatest), and you get a globe of invulnerability to fight in for those pesky flayers.
    970 sp and counting
    Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki

  15. #15
    Community Member Vinos's Avatar
    Join Date
    Nov 2006
    Posts
    1,501

    Default

    Quote Originally Posted by Turial View Post
    What do you think about using the marks of the Sentinel in place of passage? It provides the ability to free up the slot covered by the +5 protection item (once the cap goes up enough to power up the spell fully), you get free protection from energy a few times (ok not the greatest), and you get a globe of invulnerability to fight in for those pesky flayers.
    Interesting thought. It would need to be tested I think.

  16. #16
    Community Member Vinos's Avatar
    Join Date
    Nov 2006
    Posts
    1,501

    Default

    I am working on a version of this build and I am starting to question going fighter levels. I don't dig the dragonmarks of passage(with my rogue skills I can teleport in town or just use my house P pendant and I carry casters around to haste me in combat ) and I am wondering if losing +1 str and 2 combat feats is worth extra/more powerful LoH and 4th level spells.

  17. #17
    Community Member citman96's Avatar
    Join Date
    Mar 2006
    Posts
    4

    Default Why the Kopesh?

    Why do you take the feat for the exotic weapon: Kopesh and not exotic weapon: Bastard Sword? The base damage is better on the Bastard Sword and there seems to be more available by way of options (what the sword will do). Just a basic question.

    Thanks

  18. #18
    Community Member Vinos's Avatar
    Join Date
    Nov 2006
    Posts
    1,501

    Default

    Quote Originally Posted by citman96 View Post
    Why do you take the feat for the exotic weapon: Kopesh and not exotic weapon: Bastard Sword? The base damage is better on the Bastard Sword and there seems to be more available by way of options (what the sword will do). Just a basic question.

    Thanks
    Khopesh > Bastard sword DPS wise. But you're right in that better bast swords are easier to come by.

  19. #19
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default

    Quote Originally Posted by citman96 View Post
    Why do you take the feat for the exotic weapon: Kopesh and not exotic weapon: Bastard Sword? The base damage is better on the Bastard Sword and there seems to be more available by way of options (what the sword will do). Just a basic question.

    Thanks
    Bastard Sword: 1d10 19-20/x2
    Khopesh: 1d8 19-20/x3

    Yes, Bastard Sword has a better base damage, but the x3 Crit Multiplier with the same Crit Range makes for MUCH better DPS.

    But it is also true that Bastard Swords are a lot more plentiful on the AH, as Khopeshes are in demand, because they have the best one-handed DPS potential in the game. Stack a Khopesh up against any other one-handed weapon (not counting and Enhancements), and Khopesh comes out on top. Once you add Racial Enhancements, then Elves with Longswords or Dwarves with Dwarven Axes, etc will be close or equal (and in a few rare cases, they will just surpass the DPS of a Khopesh)... but without Enhancements, Khopesh is the best one-handed DPS Weapon in the game.
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  20. #20
    Community Member Dworkin_of_Amber's Avatar
    Join Date
    Feb 2006
    Posts
    673

    Default

    Quote Originally Posted by Turial View Post
    What do you think about using the marks of the Sentinel in place of passage? It provides the ability to free up the slot covered by the +5 protection item (once the cap goes up enough to power up the spell fully), you get free protection from energy a few times (ok not the greatest), and you get a globe of invulnerability to fight in for those pesky flayers.
    That is an interesting option... I hadn't really thought about it. I would say it is a very good option to test. I am preferrential to the Passage for the DDoor... but that's just me.

    And with Expeditious Retreat, I don't need to wear Striders, as that gives 14 minutes (16 after the cap) per click... and that is 25% Striding!
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload