18 Pally/ 2 monk Hunter of the dead 3 (Halfling)
or 6 Pally/14 cleric Hunter of the dead 1/ max dv's (Drow)
pro's and con's of each?
18 Pally/ 2 monk Hunter of the dead 3 (Halfling)
or 6 Pally/14 cleric Hunter of the dead 1/ max dv's (Drow)
pro's and con's of each?
From what I have read/heard, Knight of the Challice is more viable for endgame as evil outsiders make up most of the mobs you run into.
When I told them I wanted to be a comedian, they all laughed at me, but I showed them. I became a comedian, no one is laughing now.
KotC TWF adds more DPS to a comparably lower DPS class such as paladin, that makes people consider you to be contributing a bit more than regular pallys and dislike you less for not being a barbarian or ranger.
Hunter of the Dead adds healing amplification, which paired with High HP will give you more damage mitigation, saving resources on end-game where AC is useless unless you are a full-AC build. This is quite good although ppl who only care about DPS will not see it that way. The monk evasion is always worth it, going halfling makes up for a good deal of dps. Just make sure to go TWF of course.
I wouldnt ever make a casting class with 6lvls of anything, you lose too much spells and SPs that way and those are quite important.
Then again, it might be ok, just be prepared to be prejudiced against because ppl will assume that you wont be good enough at healing and wont be contributing enough on DPS.
Even though, if played right, you will be keeping yourself alive, helpin people out and swinging about all at the same time.
Last edited by KKDragonLord; 01-07-2010 at 04:45 PM.
How does this look for a base start for a WF monk paladin
Enhancements will depend on either Koc or HoD.
Just want input on feat selection and stas plz.
Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page WF Monk Paladin Level 20 Lawful Good Warforged Male (18 Paladin \ 2 Monk) Hit Points: 258 Spell Points: 259 BAB: 19\19\24\29\29 Fortitude: 20 Reflex: 17 Will: 16 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 8 8 Dexterity 16 17 Constitution 12 12 Intelligence 8 8 Wisdom 14 14 Charisma 14 18 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 7 7 Bluff 2 4 Concentration 5 22 Diplomacy 2 4 Disable Device n/a n/a Haggle 2 4 Heal 2 2 Hide 3 3 Intimidate 2 4 Jump 3 3 Listen 2 2 Move Silently 3 3 Open Lock n/a n/a Perform n/a n/a Repair -1 -1 Search -1 -1 Spot 2 2 Swim -1 -1 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Monk) Feat: (Monk Bonus) Toughness Feat: (Selected) Two Weapon Fighting Level 2 (Monk) Feat: (Monk Bonus) Weapon Finesse Level 3 (Paladin) Feat: (Selected) Dodge Level 4 (Paladin) Level 5 (Paladin) Level 6 (Paladin) Feat: (Selected) Mobility Level 7 (Paladin) Level 8 (Paladin) Level 9 (Paladin) Feat: (Selected) Spring Attack Level 10 (Paladin) Level 11 (Paladin) Level 12 (Paladin) Feat: (Selected) Improved Two Weapon Fighting Level 13 (Paladin) Level 14 (Paladin) Level 15 (Paladin) Feat: (Selected) Greater Two Weapon Fighting Level 16 (Paladin) Level 17 (Paladin) Level 18 (Paladin) Feat: (Selected) Improved Fortification Level 19 (Paladin) Level 20 (Paladin)
ok, that looks pretty horrible. Do NOT go finesse on this build. Finesse can be fun on a lot of things but this is not one of them.
Warforged are hard to make into paladins, and VERY difficult to make into good TWF paladins. just no.
Stick to Drow or Halfling as you first said and you will need to get Tomes for this.
Halfling
Str: 14
Dex: 16
Con: 14
Int: 8
Wis: 8
Cha: 16
Or Drow:
Str: 16
Dex: 16
Con: 12
Int: 10
Wis: 8
Cha: 16
Last edited by KKDragonLord; 01-07-2010 at 02:01 PM.
and you need 13 *natural* int to get CE. A tome doesn't cut it, unless I have a bugged character.
smite is a really good way to get and keep agro from raid bosses.
I'd like to add that taking fortification feats:
Level 18 (Paladin)
Feat: (Selected) Improved Fortification
...is a bad idea. you can get a heavy fort (100% crit mitigation, damage rolled normally) helmet in necropolis (minos legens) for 20 tapestries and it's usable at level 11. It also gives you another toughness which stacks with the toughness feat, which is still necessary to get the toughness PrE's. Never use a feat to get something you can easily get on an item unless it's a pre-requisite for something else. (such as mobility, needed for spring attack)
; )
As well that is one **** cool looking helmet.
Last edited by hermespan; 01-07-2010 at 02:27 PM.
Sigh...
It's not prejudicism to say that a 14 cleric / 6 hotd paldin is a bad build for endgame. It's common sense.
Hotd is so much weaker than the other paladin PrEs that it's plain rude to say that it's a viable way to go.
But I guess you are a follower of the 5/1 and 11/1 philosophy?
Hey build what every you want, there will always be people who can carry you through the quests and raids!!
I would not combine Pal/Monk for anything except for HotD as the FoL adds to it. So, as KotC is the endgame build, I would use something else. Still, you would get a Wis bump to AC and evasion. However, that means keeping your Ref sv high enough to take advantage and adding points to Wis.
Also, they just made some changes to the Monk (see Monk forum for thread) that make higher levels splashes much more viable. However, that would take away from tier 3 KotC.
Rogue 2 gets you evasion and more choice on Armor as well as some SA. I would go that route instead or stay pure.
Taking everything everyone has said into consideration I have redone the build to be as follows:
Is this along a better line of thinking?Code:Character Plan by DDO Character Planner Version 3.10 DDO Character Planner Home Page Undead Pally Level 20 Lawful Good Warforged Male (20 Paladin) Hit Points: 242 Spell Points: 235 BAB: 20\20\25\30\30 Fortitude: 19 Reflex: 13 Will: 11 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 16 21 Dexterity 10 10 Constitution 10 10 Intelligence 8 8 Wisdom 10 10 Charisma 16 18 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 2 -3 Bluff 3 4 Concentration 0 0 Diplomacy 3 4 Disable Device n/a n/a Haggle 3 4 Heal 0 0 Hide 0 -5 Intimidate 3 4 Jump 3 0 Listen 0 0 Move Silently 0 -5 Open Lock n/a n/a Perform n/a n/a Repair -1 8 Search -1 -1 Spot 0 0 Swim 3 -5 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Paladin) Feat: (Selected) Adamantine Body Enhancement: Follower of the Lord of Blades Enhancement: Warforged Healer's Friend I Level 2 (Paladin) Enhancement: Paladin Extra Smite Evil I Enhancement: Paladin Charisma I Level 3 (Paladin) Feat: (Selected) Two Handed Fighting Enhancement: Paladin Bulwark of Good I Enhancement: Paladin Resistance of Good I Enhancement: Paladin Extra Lay on Hands I Enhancement: Warforged Great Weapon Aptitude I Level 4 (Paladin) Enhancement: Paladin Extra Smite Evil II Enhancement: Paladin Extra Turning I Level 5 (Paladin) Enhancement: Paladin Improved Turning I Enhancement: Warforged Healer's Friend II Level 6 (Paladin) Feat: (Selected) Improved Two Handed Fighting Enhancement: Paladin Hunter of the Dead I Level 7 (Paladin) Enhancement: Bladesworn Transformation Level 8 (Paladin) Enhancement: Paladin Exalted Smite I Enhancement: Paladin Extra Lay on Hands II Enhancement: Paladin Divine Light I Level 9 (Paladin) Feat: (Selected) Force of Personality Enhancement: Paladin Improved Turning II Enhancement: Warforged Great Weapon Aptitude II Level 10 (Paladin) Enhancement: Paladin Extra Smite Evil III Enhancement: Paladin Divine Might I Level 11 (Paladin) Enhancement: Paladin Divine Light II Enhancement: Paladin Extra Turning II Level 12 (Paladin) Feat: (Selected) Greater Two Handed Fighting Enhancement: Paladin Exalted Smite II Enhancement: Paladin Hunter of the Dead II Level 13 (Paladin) Enhancement: Paladin Extra Lay on Hands III Level 14 (Paladin) Enhancement: Paladin Bulwark of Good II Enhancement: Paladin Extra Turning III Level 15 (Paladin) Feat: (Selected) Improved Critical: Slashing Weapons Enhancement: Paladin Resistance of Good II Enhancement: Paladin Divine Might II Level 16 (Paladin) Enhancement: Paladin Divine Sacrifice I Enhancement: Paladin Divine Light III Level 17 (Paladin) Enhancement: Paladin Charisma II Level 18 (Paladin) Feat: (Selected) Toughness Enhancement: Paladin Hunter of the Dead III Level 19 (Paladin) Enhancement: Paladin Extra Smite Evil IV Level 20 (Paladin) Enhancement: Paladin Saves Boost I Enhancement: Paladin Weapons of Good Enhancement: Paladin Exalted Smite III
I wouldn't build a character with less than 12 con, unless it was a hagglebot who was never going to fight anything, ever.
Your detector is broken. More accurately; you need to learn what the word means.sigh...
ePeen detected
And what aspect of Hunter Of The Dead provides even the tiniest sliver of damage mitigation? Being immune to level drain? Certainly an occasionally useful ability, but it hardly qualifies as damage mitigation. Hell, it's only even useful on like 4 kinds of opponents in the game, and for most of them, Deathward works fabulously (better, actually, since it stops more stuff). A PrE choice to ward off ONE kind of Beholder eye beam does not strike me as a great or even very viable choice.nothing wrong with damage mitigation and self healing instead of pure DPS
HotD gives some healing amp, but otherwise includes no "self healing". Maybe you're confusing it with something else.
18/2 HotD is not a viable endgame build. Not the way an 18/2 KotC or DoS is. The cleric split is just a bad idea at any level. And contrary to your feelings about how everyone should be just as gimp as they like so that everyone they group with has to be saddled with a boat anchor for a teammate, the OP did ask for MOST VIABLE ENDGAME.
It's not like anyone is taking an original suggestion of using scimitars and saying "no no, you should go khopesh, it's an extra 4% damage!" or whatever. The qualitative difference between KotC and HotD is -vast-.
Neg rep, oh my, don't talk bad about DPS or the boards.
Hey Jalpa, what are you thinking? If you dont have comparable DPS to a barbarian or a ranger, or comparable healing to a pure Healer (preferrably a FvS) your character shouldn't be played! And stay away from useless PrEs that don't increase your DPS.
Also, being healed easier, requiring less SP per healing and having immunity to some brutal effects are not going to help you survive at all.
/sarcasm
i thought i had made clear i wasnt saying those builds were optimal, just playable. People won't always auto-squelch him or avoid grouping with him for making those builds.
I agree with you on the Con though, less than 12 on a melee is not good.
Last edited by KKDragonLord; 01-11-2010 at 02:09 PM.