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  1. #1
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    Default Dwarf Tank/Healer 6Fighter-Stalwart Defender I\2 Paladin\12 Cleric-Radiant Servant II

    Dwarf Tank/Healer 6Fighter-Stalwart Defender I\2 Paladin\12 Cleric-Radiant Servant II

    This is a defensive/tank style dwarven axe and board build with high AC, healing, etc with Blade Barrier enhanced with Maximize, Extend and Quicken spell feats. I plan on leveling 1 through 12 cleric, 13 through 18 fighter and 19 through 20 paladin.

    Feats selected:
    1) Toughness
    3) Empower Healing Spell
    6) Quicken Spell
    9) Maximize Spell
    12) Extend Spell
    13) Dodge (Fighter)
    14) Improved Critical: Slashing Weapons (Fighter)
    15) Mental Toughness
    16) Weapon Focus: Slashing Weapons (Fighter)
    18) Improved Mental Toughness
    18) Weapon Specialization: Slashing Weapons (Fighter)

    Aggro can be maintained with a combination of damage with Blade Barrier, Mass Inflict Moderate Wounds, etc and healing through Radiant Servant II aura and heal spells.

    I broke up the enhancement point spending to make sure that I had the pre-reqs for each of the prestige class Stalwart Defender I and Radiant Servant II.

    Level 1 through 12: Cleric
    Cleric Radiant Servant I
    Cleric Radiant Servant II
    Dwarven Armor Mastery I
    Dwarven Constitution I
    Dwarven Faith I
    Dwarven Faith II
    Dwarven Faith III
    Racial Toughness I
    Cleric Heal I
    Cleric Heal II
    Cleric Prayer of Life I
    Cleric Prayer of Incredible Life I
    Cleric Life Magic I
    Cleric Life Magic II
    Cleric Energy of the Zealot I
    Cleric Energy of the Zealot II
    Cleric Energy of the Zealot III
    Cleric Charisma I
    Cleric Charisma II
    Cleric Wisdom I
    Cleric Wisdom II
    Cleric Divine Vitality I
    Cleric Improved Turning I

    Level 13 through 18: Fighter
    Fighter Armor Class Boost I
    Dwarven Armor Mastery II
    Fighter Armor Mastery I
    Fighter Stalwart Defender I
    Fighter Tower Shield Mastery I
    Fighter Intimidate I
    Fighter Intimidate II
    Fighter Strength I
    Fighter Strength II
    Fighter Toughness I
    Fighter Toughness II

    Level 19 through 20: Paladin
    Dwarven Armor Mastery III
    Dwarven Constitution II

    All five levels of ability bonuses went into +5 wisdom for extra spell points however you could choose +5 strength for additional melee power if that was your preference.

    I wield Dwarven War Axe, Full Plate armor and use a Tower Shield. If I need bludgeon damage for skeletons, etc I can shield bash with my tower shield.

    I have armor and tower shield max dexterity bonus that limit my ability to gain AC from dexterity.

    For the max armor dexterity I have Dwarven Armor Mastery I, II and III (+1, +1 and +1) and Fighter Armor Mastery I (+1) that combined increase my armor max dexterity bonus to +4 for a total of Max Dex Bonus: 5 in standard Full Plate.

    +5 Full Plate
    Heavy Armor
    Heavy Armor Proficiency
    Race Absolutely Excluded: Warforged
    Minimum Level: 8
    Armor Bonus: +8
    Max Dex Bonus: 1
    Armor Check Penalty: -5
    Spell Failure: 35%
    +5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.

    For the max tower shield dexterity bonuses I have Fighter Stalwart Defender I (+2) and Fighter Tower Shield Mastery I (+1) that combined increase my tower shield max dexterity bonus to +3 for a total of Max Dex Bonus: 5 with a standard tower shield.

    Steel Tower Shield
    Tower Shield
    Equips to: Off Hand
    Tower Shield Proficiency
    Shield Bonus: +4
    Max Dex Bonus: 2
    Damage Reduction (DR): 4
    Armor Check Penalty: -10
    Spell Failure: 50%
    Attack Penalty: -2
    Base Damage Rating: 3.68
    Damage: (1-6) 1d6 + 0 Bludgeon
    Critical Roll: (5%/2-12) 20 / x2
    Attack Mod: Strength (+2)
    Damage Mod: Strength (+2)

    Without going into all of the available armor & item upgrades available in DDO I will list the common and easily obtainable ones:

    AC base = 10
    +5 Full Plate = 8 + 5 = +13
    Tower Shield = +4
    Dexterity Bonus = +5
    Dodge Feat = +1
    Fighter Stalwart Defender I = +1
    Aura of Good (Paladin) = +1
    Cloak of Protection = +5 (deflection bonus)
    ===
    40 AC

    Situationally I would have +4 AC bonus when fighting any giant types due to dwarven race, +5 Barkskin bonus from a helpful Ranger spell buff, etc. I'm sure there are other bonuses as well that are easily obtained or I forgot to include however it does provide a solid armor class bonus self and group buffed.

    Damage reduction includes 4 from tower shield and 2 for Fighter Stalwart Defender I. Saving throws get the bonus from Paladin Divine Grace equal to my charisma bonus total.

    So what is everyone’s thoughts on this build? Did I miss anything?

    Thanks!

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Peter 
    Level 20 Lawful Good Dwarf Male
    (6 Fighter \ 2 Paladin \ 12 Cleric) 
    Hit Points: 348
    Spell Points: 1072 
    BAB: 17\17\22\27\27
    Fortitude: 25
    Reflex: 13
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   18
    Dexterity            14                 16                   16
    Constitution         16                 18                   20
    Intelligence         10                 12                   12
    Wisdom               14                 21                   23
    Charisma             12                 14                   16
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  3                    7
    Bluff                 1                  3                    3
    Concentration         7                 26                   26
    Diplomacy             3                 18                   18
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  3                    3
    Heal                  2                  9                   11
    Hide                  2                  3                    3
    Intimidate            1                  3                    7
    Jump                  2                 22                   22
    Listen                2                  6                    6
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    3
    Spot                  2                  6                    6
    Swim                  2                  4                    4
    Tumble                2.5                3.5                  3.5
    Use Magic Device      1.5                3.5                  3.5
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    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
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Healing Spell
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Sonic Blast
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Feat: (Selected) Maximize Spell
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Racial Toughness I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    
    
    Level 13 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Dodge
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 14 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 15 (Fighter)
    Skill: Jump (+3)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Fighter)
    Ability Raise: WIS
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 17 (Fighter)
    Skill: Jump (+3)
    
    
    Level 18 (Fighter)
    Skill: Jump (+3)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Dwarven Armor Mastery II
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Fighter Tower Shield Mastery I
    Enhancement: Fighter Intimidate I
    Enhancement: Fighter Intimidate II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    
    
    Level 19 (Paladin)
    Skill: Concentration (+3)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Smite Evil
    
    
    Level 20 (Paladin)
    Ability Raise: WIS
    Skill: Concentration (+3)
    Enhancement: Dwarven Armor Mastery III
    Enhancement: Dwarven Constitution II

  2. #2
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    BTW since everyone is naming their builds I'll call this one the Radiant Defender!
    Last edited by Delar303; 07-29-2010 at 04:05 PM.

  3. #3
    Build Constructionist unbongwah's Avatar
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    FYI, the base MDB with mithral tower shields is 4 (i.e., 2 higher than regular tower shields). Most tank builds I've seen which plan to use tower shields plan around mithral TSs.

  4. #4
    Community Member Therigar's Avatar
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    Quote Originally Posted by Delar303 View Post
    So what is everyone’s thoughts on this build? Did I miss anything?
    I don't know what everyone thinks about the build.

    What you missed is the ability to raid heal via spammed Mass Cure spells supported by a large mana pool. So you'll be a less than average melee and less than average healer.

    You don't have exceptional hate generation so can't hold aggression that way. You don't have intimidate so can't hold agression that way either. Your AC is only average so you aren't especially survivable in that area. Your HP aren't especially high so you aren't especially survivable in that area either.

    So, why would anyone want you in the group?

    The plus side to the build is that you can solo a lot. A decently built battlecleric with the right gear can solo up thru the Vale no problem and can even solo some of the higher content areas. Of course, you need to group and get Shroud greensteel weapons to have the right gear....

  5. #5
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    Quote Originally Posted by unbongwah View Post
    FYI, the base MDB with mithral tower shields is 4 (i.e., 2 higher than regular tower shields). Most tank builds I've seen which plan to use tower shields plan around mithral TSs.

    If you add in the mithril bonus to the tower shield and full plate that would increase the maximum dexterity bonus to +7 for both the shield and armor with the current enhancements selected.

    I ended the build with a base of 14 dexterity, +2 to all abilities tome and with a standard +6 to dexterity item that would increase my total dexterity to 22 for a bonus of +6. I could use two level up bonuses on dexterity and gain a total dexterity of 24 for a bonus of +7 which would increase my total AC at the end +2 armor.

    Thanks for the tip!

  6. #6
    Community Member DrNuegebauer's Avatar
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    I fiddled around with the idea here: http://forums.ddo.com/showthread.php?t=261915

    I took intimidate and 2WF. The basic idea was to hold agro on your shield with intim - and where you just couldn't, whack out the dual D-axes and contribute that way too.

    A build like this HAS to take the place of the 'intimitank' in a party - it's just that you can self heal while doing it through the aura, pulse, LoH and quickened heal (if all else fails).

    Has real nice solo capability too.

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