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  1. #1
    Community Member grimlock30's Avatar
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    Default WF bladesworn build idea

    Here's my first draft of a warforged bladesworn pali. stats are (32 build)...
    Str 16
    Dex 10
    Con 16
    Int 10
    Wiz 12
    Cha 12

    Feats
    1 admantine body
    2(fighter) toughness
    3 power attack
    6 cleave
    9 imp. crit slashing
    12 extend
    15 imp. dr or Mental toughness

    Will be a 2handed weapon fighter using greatswords,falchions,great axe ect. trying to be a self seficent build using layon hands to heal self (no reducion on wf ).

    questions i have.. is lay on hands improved with the devotion enhancements or in the wf case sould i foucus more on repair? also could i use LOH when in blade form?

    any coments,creative input welcome...
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  2. #2
    Community Member nbhs275's Avatar
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    Quote Originally Posted by grimlock30 View Post
    Here's my first draft of a warforged bladesworn pali. stats are (32 build)...
    Str 16
    Dex 10
    Con 16
    Int 10
    Wiz 12
    Cha 12

    Feats
    1 admantine body
    2(fighter) toughness
    3 power attack
    6 cleave
    9 imp. crit slashing
    12 extend
    15 imp. dr or Mental toughness

    Will be a 2handed weapon fighter using greatswords,falchions,great axe ect. trying to be a self seficent build using layon hands to heal self (no reducion on wf ).

    questions i have.. is lay on hands improved with the devotion enhancements or in the wf case sould i foucus more on repair? also could i use LOH when in blade form?

    any coments,creative input welcome...

    First thing, drop Cleave. Its fun for a little while, but really isnt worth its weight. Second, forget about IMP. DR complete waste. As is mental toughness, you should have enough SP from items and base alone to handle your needs.


    Next thing, is drop int. Your not getting CE, and you dont have any skills your gunna need. Drop Wis down. You need a 14 for lvl 4 spells min, so even an 8 base is enough, 10 being probably the most you should put into it.

    Think about your Dex, on an addy build. Max dex is naturally 1. Which means a base 8 could fill that out with ease.

    Now how much fighter are you looking at? Little? Alot? You might wanna consider an extreme splash. Something along the lines of 12pally/6fighter/2 monk. Monk because evasion is far more important then any AC your gunna get from addy when THF. IF thats the case, for lvl 20 as a DPS build you should be looking at

    34/44 Str(18 base +5 lvl +2 tome +2 enhn +1 insight +6 item)(+4 madstone +4 bladesworn +2 rage)
    18 Dex(10 base +6 item +2 Tome)
    26 Con(16 base +6 item +2 tome +2 enhancment)
    8 Int
    16 Wis(8 base +6 item +2 tome)
    20 Cha(12 base +6 item +2 tome)

    Featwise, you would need to take THF, ITHF, GTHF, WF: Slashing, WS: Slashing, IC: Slashing, extend, PA, toughness. That would leave you with another 2 potential fighter feats, and 2 monk feats to play with.

    A single swing hit would be something like

    3d6
    +16PA
    +4WS
    +3DF
    +2DM
    +4BS
    +25 STR
    +5 WPN
    ________
    62-77, 216-261 crit.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  3. #3
    Community Member grimlock30's Avatar
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    i was hoping to stay as close to pure pali as possible (for future prestige when it comes). but i'm not against a 2to 4 fighter splash for the bounus feats/enhancements.

    I was staying away from the 2handed weapon feats due to the fourm talk that these feats are weak(compared to 2weapon fighting). just don't know how effective the glancing hits would be?

    nice to see the dps potental of the build
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  4. #4
    Founder Dungnmaster001's Avatar
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    Quote Originally Posted by grimlock30 View Post
    I was staying away from the 2handed weapon feats due to the fourm talk that these feats are weak(compared to 2weapon fighting). just don't know how effective the glancing hits would be?
    Well a point to keep in mind is that the 2HF feats will in mod 9 allow for a chance of special weapon effects to apply on glancing blows. This should increase their usefulness a bit. Also in mod 9 WF will be getting a 2handed weapon enhancement set that will increase it further.

  5. #5
    Community Member hu-flung-pu's Avatar
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    As was mentioned Mod 9 makes the two handed fighting feats worth it, not to mention it vastly increases your damage output with splash damage.

    Unless things changed, you don't get evasion in heavy armor. So that means Mihral which means high DEX which means low stat distribution points.

    I'm runnin' a pure paladin that's warforged, he's a monster, the only melee class that BARELY outkills him are tempest rangers, who just flat out run faster then I do.

    Starting stats. With a 32 point build he'd have a base 14 CON.

    18 STR
    8 DEX
    10 CON
    8 INT
    8 WIS
    14 CHA

    All level up points in to CHA, with a +1 tome you'll have enough for Divine Might 4 and super powerful lay on hands.

    Adamantine Body, Power Attack, Toughness, Improved critical Slashing, Two handed fighting, and Improved two handed fighting. Those enhancements with warforged power attack really turn up the damage done. Especially when you smite, and get even higher splash damage on the smite swing.

    And when you're in the bladesworn transformation, the only thing that heals you are repair spells and lay on hands, and you lose all spell casting ability, so use that as your last buff.

    His smites are through the roof with a great axe for a x5 critical hit multiplier with exalted smite 3, with Warforged power attack 3, and two handed damage boost, you'll see smites just get stupid when you one hit bad guys with a critical smite and think; "is that it?"

    Combine warforged brute fighting with divine righteousness for even higher aggro, eliminating the need for intimidate against bosses.

    A splash of Fighter would be alright if you REALLY want Intimidate, just don't neglect your balance skill. Nothing sucks worse when you get tripped up and are stuck on your back for 30 seconds.

  6. #6
    Community Member nbhs275's Avatar
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    Quote Originally Posted by hu-flung-pu View Post
    As was mentioned Mod 9 makes the two handed fighting feats worth it, not to mention it vastly increases your damage output with splash damage.

    Unless things changed, you don't get evasion in heavy armor. So that means Mihral which means high DEX which means low stat distribution points.

    I'm runnin' a pure paladin that's warforged, he's a monster, the only melee class that BARELY outkills him are tempest rangers, who just flat out run faster then I do.

    Starting stats. With a 32 point build he'd have a base 14 CON.

    18 STR
    8 DEX
    10 CON
    8 INT
    8 WIS
    14 CHA

    All level up points in to CHA, with a +1 tome you'll have enough for Divine Might 4 and super powerful lay on hands.

    Adamantine Body, Power Attack, Toughness, Improved critical Slashing, Two handed fighting, and Improved two handed fighting. Those enhancements with warforged power attack really turn up the damage done. Especially when you smite, and get even higher splash damage on the smite swing.

    And when you're in the bladesworn transformation, the only thing that heals you are repair spells and lay on hands, and you lose all spell casting ability, so use that as your last buff.

    His smites are through the roof with a great axe for a x5 critical hit multiplier with exalted smite 3, with Warforged power attack 3, and two handed damage boost, you'll see smites just get stupid when you one hit bad guys with a critical smite and think; "is that it?"

    Combine warforged brute fighting with divine righteousness for even higher aggro, eliminating the need for intimidate against bosses.

    A splash of Fighter would be alright if you REALLY want Intimidate, just don't neglect your balance skill. Nothing sucks worse when you get tripped up and are stuck on your back for 30 seconds.
    Divine Might 4? when did your math skills die? With a 14 base, (way more then you should put in) and a +2 tome, your looking at DM 2, and put your level stats into str. Your going to need the strength to keep your attack bonus as high as possible when PA is a -8 tohit.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  7. #7
    Community Member hu-flung-pu's Avatar
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    Quote Originally Posted by nbhs275 View Post
    Divine Might 4? when did your math skills die? With a 14 base, (way more then you should put in) and a +2 tome, your looking at DM 2, and put your level stats into str. Your going to need the strength to keep your attack bonus as high as possible when PA is a -8 tohit.
    14 starting CHA, plus four level up points = 18 +2 tome= 20 Base CHA at level 20. So to you it's "way more then I should put in", I'll stick to Divine Might, high aura boosts, and double my CHA modifier bonus to hit rolls with smites, thanks.

    The STR isn't an issue with a +6 Item and I hit the bladesworn transformation with divine favor. I'll let you do the math, but don't be afraid to ask for help if simple addition is too hard for you to figure out.
    Last edited by hu-flung-pu; 12-06-2008 at 04:37 PM.

  8. #8
    Community Member nbhs275's Avatar
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    Quote Originally Posted by hu-flung-pu View Post
    14 starting CHA, plus four level up points = 18 +2 tome= 20 Base CHA at level 20. So to you it's "way more then I should put in", I'll stick to Divine Might, high aura boosts, and double my CHA modifier bonus to hit rolls with smites, thanks.

    The STR isn't an issue with a +6 Item and I hit the bladesworn transformation with divine favor. I'll let you do the math, but don't be afraid to ask for help if simple addition is too hard for you to figure out.
    16 bab
    5 wpn
    4 gh
    3 DF
    -8PA
    ________
    20 before strength. I don't know if you have been playing endgame material on elite lately, but most enemies are gunna take about a 30+ to hit on a 2+. So compare the additional +7-8 your getting from str, and the +10 the build that invests in strength would get. Then consider that your talking about a net 1 more damage from spending that much into cha. Then consider that you had to spend SEVEN(7) actionpoints to get that total 1 extra damage.

    So hmm, what is better, the +28 to hit with +1 dmg, or the +30 to hit with +2 damage?

    Also, double cha to hit on smites makes absolutly no difference if you already hitting on a 2, and if another +12 isnt enough to insure a hit on a smite, you got problems enough.

    Also, with the seven AP you spent on DMIV, i can invest into aura saves, which benefit anyone around the paladin. In the end the benefit of over investing into cha is nil. Because when you saves are all already far past 30, it really isnt going to mean a bit of worth to get them that extra +2.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  9. #9
    Community Member hu-flung-pu's Avatar
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    Net 1 damage? Are you comparing averages here? Versus hits and misses? Because with four level up points in to STR, I now have exactly +4 damage, and +2 to hit.

    Are you seriously trying to tell me that +8 damage, and a -2 to hit makes my paladin gimped compared to STR focused paladin?

  10. #10
    Community Member Dexxaan's Avatar
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    Thumbs down

    LOL - A fish gets hooked by the mouth usually...... Mr Pu all of a sudden is the new "Paladin connoisseur", and has argued (always defending his statements with facts and figures....) so beware.

    Grimlock. Please spend the time reading about Paladins on the 2 main threads and review some of the builds or players who truly like to make the best end game Paladins.

    (If end game is important to you of course.)

    Regarding Mr Pu's expert advice....lets just say it leaves many things out.

    The build he has posted, as already been commented on (Lightly I may add) is not the way to go IMO. Theres a couple variants and Stat-Skills-Feat Changes I'd recommend.

    Send me a PM if interested.
    "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

  11. #11
    Community Member hu-flung-pu's Avatar
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    Let me know when you're through puberty to sit at the big boy table dex.

  12. #12
    Community Member Dexxaan's Avatar
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    Cool

    Quote Originally Posted by hu-flung-pu View Post
    Let me know when you're through puberty to sit at the big boy table dex.
    ...................................


    ....................................nah. better not I like my infraction points right where they are.
    "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

  13. #13
    Community Member nbhs275's Avatar
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    Quote Originally Posted by hu-flung-pu View Post
    Net 1 damage? Are you comparing averages here? Versus hits and misses? Because with four level up points in to STR, I now have exactly +4 damage, and +2 to hit.

    Are you seriously trying to tell me that +8 damage, and a -2 to hit makes my paladin gimped compared to STR focused paladin?
    yes, the strength alone is +4dmg(+3depending on where it brings you str wise) +2 attack, but with a 14 base+2tome cha, your able to easily pick up Divine Might II. For 3 action points, which brings you to either +7 dmg or +8 dmg. Which means not only is the strength going to give you the same or comparable damage, but also a bonus to hit. It also has the added advantage of adding to trip/stun DCs, and factors into a few other places. Yet again, the advantages of high strength outweight that of a high cha.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  14. #14
    Community Member CSFurious's Avatar
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    Default holy mackeral

    are you serious? "BARELY", that makes me shake my head in amazement

    my warchanter will out-kill you

    you ever hear of rogues? barbarians?

    you lose all credibility with statements like this

    Quote Originally Posted by hu-flung-pu View Post
    I'm runnin' a pure paladin that's warforged, he's a monster, the only melee class that BARELY outkills him are tempest rangers, who just flat out run faster then I do.

  15. #15
    Community Member hu-flung-pu's Avatar
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    Quote Originally Posted by CSFurious View Post
    are you serious? "BARELY", that makes me shake my head in amazement

    my warchanter will out-kill you

    you ever hear of rogues? barbarians?

    you lose all credibility with statements like this
    Zeal + Divine Might + Divine Favor + Exaulted Smite + divine sacrifice= Superior burst damage over every other class with the exception of Barbarians with critical rage 2.

    Quote Originally Posted by nbhs275 View Post
    yes, the strength alone is +4dmg(+3depending on where it brings you str wise) +2 attack, but with a 14 base+2tome cha, your able to easily pick up Divine Might II. For 3 action points, which brings you to either +7 dmg or +8 dmg. Which means not only is the strength going to give you the same or comparable damage, but also a bonus to hit. It also has the added advantage of adding to trip/stun DCs, and factors into a few other places. Yet again, the advantages of high strength outweight that of a high cha.
    You have no idea what you're talking about, just like in the Monk thread. So we'll leave it at that.

  16. #16
    Community Member nbhs275's Avatar
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    Quote Originally Posted by hu-flung-pu View Post
    Zeal + Divine Might + Divine Favor + Exaulted Smite + divine sacrifice= Superior burst damage over every other class with the exception of Barbarians with critical rage 2.



    You have no idea what you're talking about, just like in the Monk thread. So we'll leave it at that.
    Im not sure what your not understanding. Divine might II gives +4 damage, and the additional strength would give +4 dmg +2 attack. Divine Might IV is +8 damage. +8 damage+2attack > +8 damage. Its as simple as that. There isnt any secret to it. And back to the monk thing, its mathmatically simple that monks are FAR FAR FAR behind any real DPS class. Yes, they can kill at a descent pace when stunning, but that stacks up to a whole lot of nothing against any enemie that cannot be stunned. Which happens to be just about 99% of any enemie where DPS is the only tactic.

    Man i wonder where all of thise bravado comes from?

    Well, lets see you put up or shut up. What server are you on? Can't be khyber, because i doubt you would be saying your the constant kill leader...Hmm, lets find a credible forum goer thats on your server, to make you understand what you have wrong.


    OH, and for burst potential damage. Have you ever heard of a rogue? Against SA'ble enemies, they can post 100+ damage hits in each hand on a normal hit, when built right. They are the best burst damage out there.
    Last edited by nbhs275; 12-06-2008 at 06:47 PM.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  17. #17
    Community Member hu-flung-pu's Avatar
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    It's your lack of understanding what the hell you're talking about.

    Perfect, So you'll have two extra to hit and combat technique DC's (which personally I couldn't manage another clicky with all the clickies on a paladin as it is), and I'll have better lay on hands, more accurate smites, and better auras.

    Sounds like a good trade off to me.

  18. #18
    Community Member nbhs275's Avatar
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    Quote Originally Posted by hu-flung-pu View Post
    It's your lack of understanding what the hell you're talking about.

    Perfect, So you'll have two extra to hit and combat technique DC's (which personally I couldn't manage another clicky with all the clickies on a paladin as it is), and I'll have better lay on hands, more accurate smites, and better auras.

    Sounds like a good trade off to me.
    Your cha doesnt affect your aura, and your talking about a total of what, 20more hp on a LoH? i dont exactly think 80 hp healing per shrine is exactly worth the cost. And more accurate Smites? Yet again, unless you find an enemie in game with 60+ AC, there isnt going to be much difference between +16 and +20 on a smite.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  19. #19
    Community Member Dexxaan's Avatar
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    He's on Sarlona.

    I remember him now.

    Booted from Grimstone - Pre Gravis Negotium Aerenalite Guild.

    Due to sub-par performance and poor attitude.....

    No wonder he's a like a rabid Chihuahua against me.


    (I could be wrong... doubt it though and since his sig doesn't ID himself....it's convenient.)
    Last edited by Dexxaan; 12-06-2008 at 10:21 PM.
    "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

  20. #20
    Community Member Noctus's Avatar
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    Quote Originally Posted by nbhs275 View Post
    im Not Sure What Your Not Understanding. Divine Might Ii Gives +4 Damage, And The Additional Strength Would Give +4 Dmg +2 Attack. Divine Might Iv Is +8 Damage. +8 Damage+2attack > +8 Damage. Its As Simple As That. There Isnt Any Secret To It.

    Qft.
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

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