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  1. #1
    Community Member Caervas's Avatar
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    Default Valenar Court Enforcer

    My original of this character is currently prowling the dungeons on Cannith with great success. Keep an eye out for Daelryn!
    Feel free to send him(me) any questions regarding this build if you happen to see me in game.

    Concept:

    This former Phiarlan operative was recruited into service with the Undying Court after proving a powerful and capable individual. While not so much a guardian as a bloodhound, the work of the character takes place a long way away from the lands under The Court's control, -taking on virtually any task imposed by his/her masters.
    Driven by immense conviction and fervor, this enforcer has little regard for the ethics of other countries and races; -considering solely what would benefit Valenar or the elven race. Having a detached relationship with his/her actions is a major benefit when doing the dirty work of the divine.

    Role:

    Tank or alternate DPS.
    While aquiring a high AC certainly possible, the character should be using a two handed weapon at most times, using sword and shield as back-up for certain situations. Main defense will come from using extended displacement and a relatively high HP total. Evasion and Divine Grace is thrown in for good measure.
    As can be seen below, focus falls on doing alot of damage with the Falchion; PA, Specialisation, THF, Kensei Power Surge, Smite Evil and etc will help with the damage.


    Classes and Abilities:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (12 Fighter \ 6 Paladin \ 2 Rogue) 
    Hit Points: 324
    Spell Points: 10 
    BAB: 19\19\24\29\29
    Fortitude: 20
    Reflex: 15
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            13                    13
    Constitution         13                    14
    Intelligence         13                    14
    Wisdom                8                     8
    Charisma             14                    16
    
    Tomes Used
    +1 Tome of Intelligence used at level 7
    +1 Tome of Constitution used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     7
    Bluff                 2                     5
    Concentration         1                     7
    Diplomacy             2                     5
    Disable Device        n/a                   n/a
    Haggle                6                     7
    Heal                  1                     1
    Hide                  1                     3
    Intimidate            6                    28
    Jump                  7                    26
    Listen                3                     5
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     4
    Spot                  3                     5
    Swim                  3                     7
    Tumble                5                     5
    Use Magic Device      6                    26
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Heal (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Least Dragonmark of Shadow
    
    
    Level 4 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Combat Expertise
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Lesser Dragonmark of Shadow
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Improved Trip
    
    
    Level 8 (Rogue)
    Skill: Balance (+2)
    Skill: Intimidate (+1)
    Skill: Jump (+3)
    Skill: Use Magic Device (+4)
    
    
    Level 9 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 11 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Cleave
    Feat: (Fighter Bonus) Great Cleave
    
    
    Level 19 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Armor Class Boost II
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Extra Dragonmark Use I
    Enhancement: Extra Dragonmark Use II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Kensei Falchion Mastery I
    Enhancement: Kensei Falchion Mastery II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Falchion Specialization I
    Enhancement: Fighter Scimitar Specialization I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Defender of Siberys I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Fighter Toughness III
    Be sure to eat a +1 int tome on 7th level or earlier as prescribed; this is the only way to keep both Intimidate and UMD at their maximum ranks.

    I took Combat Exp and Improved Trip early (which will postpone the kensei prestige enhancement). This was to improve my AC while it still mattered, and give some CC ability against enemy spell casters, -they are obviously not suited to withstand trip attacks! Both funny and convenient! :-)

    The feats in this build can be changed to your preferences; you can for an example forgo the cleave feats and take Two handed fighting feats instead, or even go for Whirlwind Attack, after getting Dodge, Mobility and Spring attack.

    In the case that you want to build this character using 28 pts instead of 32 pts, the following stats are a suggestion on how to remove the 4 points with as little harm as possible:
    Str 15
    Dex 11
    Con 13
    Int 13 -its more or less critical to keep this at 13, both as a requirement for combat expertise and to get enough skill points.
    Wis 8
    Cha 14

    Should you want to make the character a pure DPS type instead of a tank/DPS, remove three points from int, and invest them in dex:
    This will enable you to take the Two Weapon Fighting feats (with a +1 dex tome at 8th level), instead of combat expertise and improved trip (+1 more -you decide). Invest all of your skill points into UMD, -drop all ranks in Intimidate. You should also be able to afford one less constitution and put that point into strength, note that this is only possible if you are using 28 pts.


    End note:

    I am fully aware that if I want to make DPS character I should be going for a Monster clone, and that this likely will lack the sheer damage output of such a build. I happen to think that hordes of WF all dual wielding kopeshes is about as uniform and boring as it gets. You don't need to tell me that it will be inferior in comparison, I know my math.
    Last edited by Caervas; 04-08-2010 at 06:44 AM. Reason: Updated
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  2. #2
    Community Member Rydin_Dirtay's Avatar
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    Default

    I have a couple of Elf Dragonmark builds, so I share your interest in them.

    One thing you'll have to be careful about is getting that Reflex save up, so that Evasion is more useful. It's sometimes hard to do with so few levels of a high-reflex class like Monk or Rogue, and a low DEX.

    Also perhaps you have CE in mind with the 13 INT score, but I don't see CE in the build. Since you're not trap spec'ed, and don't have CE, I'm unsure about the 13 INT. Monk of course is the alternate splash, in which case you'd probably want to switch WIS and INT., or go 14 WIS, 8 INT.
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  3. #3
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    Speaking about Elf dragonmarks how long do they last for you while adventuring? I mean with the enhancements and such. Displacement 1min + Enhancements?
    And are they worth taking even without Extend as metamagic feat?
    Do they offer really enough protection between rest shrines or are they just simply too short

  4. #4
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by shurakaibob View Post
    Speaking about Elf dragonmarks how long do they last for you while adventuring? I mean with the enhancements and such. Displacement 1min + Enhancements?
    And are they worth taking even without Extend as metamagic feat?
    Do they offer really enough protection between rest shrines or are they just simply too short
    They last as long as if they were cast by a spell caster with a caster level equal to your character level
    [REDACTED]

  5. #5
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    Thought that too but that doesnt help me that i cant find duration from Displacement. DDO Compendioum and DDOWiki both have no duration listed

  6. #6
    Community Member Rydin_Dirtay's Avatar
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    I tested once, but can't remember.

    I think my level 12 dragonmarked Elf had 1:12 of Displacement WITHOUT Extend running. I'll have to re-check though once I'm in-game.
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  7. #7
    Community Member Caervas's Avatar
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    I'm pretty confident it has the same duration as haste: 6 sec/level. Also makes sense with a 12th with no extend.

    I'll come back with a more paladin heavy version of this build shortly, just need to go to work first!:-/
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  8. #8
    Community Member Caervas's Avatar
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    Default Right...

    I think I should explain that my 13 int was not only intended as a requirement for Combat Exp; it is also taken in order to get enough skill points to take the max ranks in both UMD and Intimidate.

    Tried making a paladin version:
    18 Paladin/2 Rogue
    There seems to be a lot of paladin enhancements that benefit from weapons with a low critical threat range, like the falchion. The idea is thus to emphasize on the damage using divine sacrefice and exalted smite.
    My character planner tells me that these will add several benefits to my falchion damage, both 2 greater range and 2 greater multiplier for the weapion.
    According to the character planner, the falchion-using elven paladin will be able to smite with the falchion for a range of 13-20/x2(maybe even x4 if I understand this correctly): thats a 40% chance of critical and then 2d4 + whathaveyou(str and smite damage etc) + elf enhancements. That's gotta hurt, -if it stacks.

    If anyone knows about what stacks, and what doesn't, between imp.crit and exalted smites, I'd be very happy to hear about it.

    Very hard to find the enhancement points to fill in all the possibilities on this build tho; I'd very much like it get both Undead Hunter III and all the smite enhancements, but it seems to be difficult.
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  9. #9
    Founder TreknaQudane's Avatar
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    Yes, the expanded crit range stacks with Improved Critical, IC is just figured in First, and then you add the extra 1 or 2 range.

    A Scimitar/Falchion/Kukri/Rapier will naturally crit on 18-20 for x2.
    With Improved Critical their range increases to crit on 15-20 for x2.
    With Improved Critical...
    Exalted Smite 1 will crit 15-20 for x3.
    Exalted Smite 2 will crit 14-20 for x3.
    Exalted Smite 3 will crit 14-20 for x4
    Exalted Smite 4 will crit 13-20 for x4

    I believe that Divine Sacrifice, no matter the rank, only has an increase of 1 to the Critical Multiplier ... so with IC it would be 15-20 for x3 only.

    Either way.. Make sure you've got Power Attack
    [REDACTED]

  10. #10
    Community Member OldAquarian's Avatar
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    6 pally - might make sense to take a PrE - even level I of KotC is pretty good

  11. #11
    Community Member Caervas's Avatar
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    Of course I have Power Attack, its the best thing since... uh, well..
    -Its especially great for two handed wielders!

    Thought about including a PrE, Hunter of the Dead would be great for flavour reasons. Problem tho; there just arent enough enhancement points to fulfill my already steep demands, can't seem to fit in alot of points for another PrE.
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  12. #12
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Caervas View Post
    Of course I have Power Attack, its the best thing since... uh, well..
    -Its especially great for two handed wielders!

    Thought about including a PrE, Hunter of the Dead would be great for flavour reasons. Problem tho; there just arent enough enhancement points to fulfill my already steep demands, can't seem to fit in alot of points for another PrE.
    Why 6 pally then? I lost the benefit then of going past 3 pally.

  13. #13
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Why 6 pally then? I lost the benefit then of going past 3 pally.
    I'd stop at three paladin (Two really... The fear immunity isn't that key)

    But going to 5 gets you Divine Sacrifice which isn't that bad.
    [REDACTED]

  14. #14
    Community Member Caervas's Avatar
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    Three prominent reasons for taking six levels of paladin:
    Exalted Smite I (extra multiplier on smites)
    Paladin Charisma II (I need this for saves and whathaveyou)
    Undying Call (the useful and rich-in-flavour clicky)

    I'm confident that the levels are fine the way they are, although if I were to change anything, I'd take pal 4/ftr 14 instead.

    There are some things that really bug me still tho:
    I might want to remove some feats in order to make room for some more useful ones, the THF feats and the Greater Dragonmark could easily be replaced with Combat Expertise and Improved Trip (which works well with kensei).

    Heck, I might even go for dodge, mobility and spring attack (plus the above) in order to take whirlwind attack. Then I could use the paladin divine righteousness enhancement in conjunction with whirlwind attack to get enough attention while being displaced. There are so many possibilities with this build, and its really easy biting off too much to chew.

    I'd like it to be a passable tank, and in addition, be able to mop arse with the falchion when he's not tanking.

    Don't know if its very effective to take away the THF feats for a build thats based on using a falchion, the other feats might pay off -I really don't know.
    In addition: I made a paladin 18/rogue 2 version with the Hunter of the Dead III enhancement and with maximum exalted smite, and that also looked kinda appealing. 13-20/x4 critical hit basis is a very nice feature.

    Should I just scrap the tanking perspective? I thought about adding the defender of siberys enhancement with the 6 paladin levels, but it seemed to me that it really didnt afford me that much benefit compared to the costs of its requirements. In any case, I should be pushing bulwark of good, and relying heavier on dex in order to reach a high AC with this build. At the moment its hardly more effective wearing plate over cloth; AC will be abysmal anyway, and I'll lose evasion.
    I guess I could settle for making it a trash mob intimitank...
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  15. #15
    Community Member Caervas's Avatar
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    Default The Valenar Court Guardian

    I made a dwarven cousin to Jon's new character (which I recently posted a build for called Axes & Ale), in order to play alongside him. I still want to try this out tho, so I might make this instead. My inner dwarf tells me I have too many elves already tho, -its hard to decide!

    This is generally my dwarf's tank build combined with the original idea of the Valenar Court Enforcer:

    Utilising displacement in conjunction with intimidate, this character takes on the role of tank when needed. Added the Defender of Siberys III enhancement, as well as Combat Expertise, to enable a higher AC. Will be using a scimitar and a heavy shield with the undying court symbol when tanking, -will be pretty cool looking!

    Kept Power Attack (although added late in level progression) to up the damage output, as well as Exalted Smite IV (making smite evil attempts crit at 13-20/x4). When tanking isn't as vital, the character will put away the shield and use a falchion instead.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (18 Paladin \ 2 Rogue) 
    Hit Points: 314
    Spell Points: 178 
    BAB: 19\19\24\29\29
    Fortitude: 20
    Reflex: 17
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            13                    13
    Constitution         13                    14
    Intelligence         13                    14
    Wisdom                8                     8
    Charisma             14                    16
    
    Tomes Used
    +1 Tome of Constitution used at level 9
    +1 Tome of Intelligence used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     7
    Bluff                 2                     3
    Concentration         1                     5
    Diplomacy             2                     3
    Disable Device        n/a                   n/a
    Haggle                6                     7
    Heal                  1                     1
    Hide                  1                     3
    Intimidate            6                    26
    Jump                  7                    11
    Listen                3                     5
    Move Silently         1                     1
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     4
    Spot                  3                     5
    Swim                  3                     5
    Tumble                5                     5
    Use Magic Device      6                    26
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Least Dragonmark of Shadow
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Lesser Dragonmark of Shadow
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Combat Expertise
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Power Attack
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Armor Class Boost II
    Enhancement: Rogue Haste Boost I
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Extra Dragonmark Use I
    Enhancement: Follower of the Undying Court
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Defender of Siberys I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Extra Dragonmark Use II
    Enhancement: Extra Dragonmark Use III
    Enhancement: Undying Call
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Exalted Smite IV
    Enhancement: Paladin Extra Smite Evil IV
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    The real question is: Will the Exalted Smite IV keep the damage high enough to compare with the Kensei II Power Surge + the Specialisation feats? The fighter version will both have a higher strength and alot more feats (could add things like improved trip and stunning blow). I will make another tanking based version of the fighter build for comparison reasons, -it will be uploaded shortly.

    Feel free to comment, I am really, REALLY unsure of which one of these two guys to make, so any input is welcome!
    Last edited by Caervas; 03-14-2010 at 01:59 PM.
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  16. #16
    Community Member Caervas's Avatar
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    Default Progress Report

    Well, I did like the British MPs and made a U-turn. Went for the 12 ftr/6 pal/2 rog mix instead of the 18 pal/2 rog version.

    So far I have had great success with the build, just turned level 7 (1 Rog/2 Pal/4 Ftr) (I know its not a huge achievment, but nonetheless...) and am using the character both as a tank and as DPS.

    Instead of aquiring specialisation feats with the fighter levels I took the Combat Expertise and Improved Trip feats, -currently I am switching between Power Attack and Combat Expertise depending on the situation, and it seems to work well.
    There are some minor issues that can be annoying though; I forgot about the fact that Combat Expertise stance gets turned off everytime you cast a spell, which in my case can be rather annoying since I tend to want both the Displacement spell from my dragonmark and Combat Expertise running at the same time.
    I also get reminded thourougly about the ridiculous amounts of to-hit bonus many of the mobs have, -on normal I get hit by trash mobs even when sporting AC in the early 40's. I'm pretty confident level 7 characters can't aquire any notably higher AC.
    That said, the character is still amazingly durable, quite often being the last one standing, and a true joy to bring to the front lines.

    By level 8 I will be able to equip my +5 mithral FP and a +5 Heavy Shield, so that will definetly help me up the AC. 8th level will also be my second rogue level, giving me evasion and maxing my UMD; the evasion won't really work while im wearing the FP, but I'll change armor per the needs of situation.

    By level 9 I will take Improved Critical, which will increase the usefulness of my falchions and scimitar by a fair margin, -seems like all the goodies are lined up with every level coming after this.

    Oh yeah, and damage output is so far high, very high.
    Last edited by Caervas; 03-22-2010 at 01:48 PM.
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  17. #17
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    I really like both of your character builds alot! It seems as a character i would love to try out (and will do given a bit more time) and please keep us informed how your character develops during the levels!

    Which concept would you advice to be more easier for someone not that experienced ingame and without good gear to start with (and perhaps also more solo player friendly this way)?

    To be honest i think the 12 ftr/6 pal/2 rog a bit more interesting but perhaps the more paladin levels with lay on hands and spells help more to heal and go around by myself.
    On the other sider as you compared the fighter kensai with exalted smite it should be kept in mind that you also get access to zeal and holy weapon spell (to name just the 2 best that came in my mind). *sighs* really difficult descision

  18. #18
    Community Member Caervas's Avatar
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    Zeal and Holy Weapon are two very good reasons to go for the 18 paladin version. You should also be using Divine Favour pretty much constantly!

    Then again, the fighter version will have alot higher strength, as well as providing alot of boni through the kensei II enhancement (which also gives the power surge; with a two handed weapon this amounts to alot).
    The fighter version will also have a marginal upper hand in the skills department.

    Since the build is based on THF and Sword & Board combat styles, this character will not necessarily be a very high resource project; As far as I can tell, Falchions arent so popular on the AH, -you can get decent weaponry rather cheaply. Holy Sword makes this even cheaper, once you get the spell that is.

    However, if you don't count holy sword, there isnt much to separate these builds in the equipment department. Player skill wise, I would say that the fighter version probably demands a bit more intense playstyle; alot of 20 sec clickies, improved trip and so on. Not that its very hard to be efficient with this character though.

    Try to get any falchions/scimitars with burst effects on them; right now, I'm mostly using a plain +2 flaming burst falchion, which really works out beautifully. Pretty soon I will be changing to a holy burst one!

    The expensive part of this character is actually the armor; its well suited to be using a +5 mithral full plate when tanking, and also needs a good +4/+5 protection item.
    Personally, I am kind of disappointed with the whole AC project, as it seems I might as well just throw away all of the armor in some quests. By next level (8th), I will in all probability be able to reach AC in the late 40's, maybe even early 50's. The problem is that, with my current AC (35 - 40) I still get hit rather frequently, -this bugs me: mobs must have attack bonus completely detached from their ability scores and levels (Hobgoblins with +25 to hit at level 7 anyone?). Don't get me wrong though, I still have an awesome amount of survivability, especially when using displacement in addition to turtling.

    Next level will also be my 2nd rogue level, enabling evasion, -yet another reason to get out of that snug tin can.

    I'll update this thread as the character develops, so check in once in a while if you decide to try this for yourself, I might already have fallen into a few ditches you can avoid!
    Last edited by Caervas; 03-24-2010 at 06:07 AM.
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  19. #19
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    Thank you very much for your informative reply. Now i better understand the different thoughts you put in paladin vs fighter and besides of perhaps better self healing i lean too at fighter.

    Think i will start this concept right today (or at last tomorrow when i have more time).

  20. #20
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    Your build seems interesting. However a bit complicated for a newer player like myself. Your AC is fine, you are mostlikely being hit by grazing hits. Natural rolls of a number dependant on difficulty level by the monsters that don't actually hit your AC will still do weapon damage with no bonuses. A small amount of damage reduction can do wonders for negating them. (but watch out for ogres with their 30+ damage grazing hits on elite)

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