The main purpose of this build is to make a tank above all else, damage for this build is secondary if not approaching non-existent. This build is more of a concept build and is completely open to any form of criticism. I'm just trying my hand at making my own tank and getting the class balance, stats and most equipment down before i build it. Tell me what you think...
Code:
Character Plan by DDO Character Planner Version 3.7.2
DDO Character Planner Home Page
Level 20 Lawful Good Warforged Male
(12 Paladin \ 2 Monk \ 6 Favored Soul)
Hit Points: 486
Spell Points: 595
BAB: 17\17\22\27\27
Fortitude: 32
Reflex: 22
Will: 22
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 17
Dexterity 10 13
Constitution 18 28
Intelligence 12 15
Wisdom 6 9
Charisma 14 17
Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 23
Bluff 2 3
Concentration 4 13
Diplomacy 2 3
Disable Device n/a n/a
Haggle 2 4
Heal -2 -1
Hide 0 -1
Intimidate 6 30
Jump 2 1
Listen -2 -1
Move Silently 0 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 1 2
Search 1 2
Spot -2 -1
Swim 2 -1
Tumble n/a n/a
Use Magic Device 4 9
Level 1 (Paladin)
Feat: (Selected) Mithral Body
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Monk)
Feat: (Monk Bonus) Lightning Reflexes
Feat: (Selected) Shield Mastery
Level 4 (Paladin)
Ability Raise: CON
Level 5 (Paladin)
Level 6 (Paladin)
Feat: (Selected) Combat Expertise
Level 7 (Paladin)
Level 8 (Paladin)
Ability Raise: CON
Level 9 (Paladin)
Feat: (Selected) Improved Shield Mastery
Level 10 (Paladin)
Level 11 (Paladin)
Level 12 (Paladin)
Ability Raise: CON
Feat: (Selected) Force of Personality
Level 13 (Paladin)
Level 14 (Paladin)
Level 15 (Favored Soul)
Feat: (Diety) Favored by the Lord of Blades
Feat: (Selected) Improved Damage Reduction
Spell (1): Nightshield
Spell (1): Divine Favor
Level 16 (Favored Soul)
Ability Raise: CON
Spell (1): Remove Fear
Level 17 (Favored Soul)
Spell (1): Cure Light Wounds
Level 18 (Favored Soul)
Feat: (Selected) Improved Damage Reduction
Spell (2): Lesser Restoration
Level 19 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (2): Remove Paralysis
Level 20 (Favored Soul)
Ability Raise: CON
Spell (3): Protection From Energy
Enhancement: Paladin Armor Class Boost I
Enhancement: Way of the Clever Monkey I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Defender of Siberys I
Enhancement: Paladin Defender of Siberys II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Improved Balance I
Enhancement: Improved Intimidate I
Enhancement: Improved Intimidate II
Enhancement: Improved Intimidate III
Enhancement: Improved Intimidate IV
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Toughness IV
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Damage Reduction II
Enhancement: Warforged Damage Reduction III
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Healer's Friend II
Enhancement: Warforged Healer's Friend III
Basically with skills maximize intimidate and balance and put whatever is left into umd. Feats are designed to keep you alive both from regular damage and spells.
Equipment:
Shield: Light and Darkness(unsupressed)- +5 large shield (7 blocking dr +8 ac), DR 3/-, 5/epic (both apply), protection +4, resistance +4, bashing
Armor: Quorforged Docent of Battle (unsupressed)- +5 Docent, +2 reinforced plating, +6 con, -2 will save, superior false life, toughness
Weapon: Existential Stalemate Greensteel scimitar- 15% negative energy absorption, 20% healing amp, +4 insight ac
Belt: Aspect of smoke II Greensteel Belt- +45 Hp, 20% blur
Boots: Firestorm Greaves- Fire resistance, 33% fire absorption
Bracers: Chaosgarde- +2 dodge ac, continuous protection from chaos
Cloak: Wretched Twilight- Ghostly (stacking 10% miss chance)
Gloves: Epic Charged Gauntlets- Greater shocking blow, Strength +6, Greater lightning resist
Goggles: Existential Stelmate Greensteel goggles- blindness, disease immunity, +50sp, +2 cha skills, Deathblock, +6 wisdom
Helm: Epic Helm of the Mroranon- +15 intim, Wis +7, imunity to fear
Necklace: Mineral II greensteel necklace- +10 exceptional acid resistance, +1 will save, +1 whatever earth based tier 1 effect you want
Ring: Chattering Ring- Spot +13, +3 dodge AC
Ring: Ring of the Djinn- lightning resistance, 33% lightning absorption
Tinket: Litany of the Dead- +1 all abilities (profane), +1 attack and damage
Also need a +6 dex and +6 cha slotted in the slots for the epic gear
Abilities:
Str: 24 (+7) 14 base+ 3 tome+ 6 item+ 1 litany
Dex: 20 (+5) 10 base+ 3 tome+ 6 item+ 1 litany
Con: 35 (+10) 18 base+ 3 tome+ 6 item+ 1 litany+ 2 enhancement+ 5 levels
Int: Negligble
Wis: Negligible
Cha: 24 (+7) 14 base+ 3 tome+ 6 item+ 1 litany
AC
10 base
10 armor
02 reinforced plating
08 shield
04 protection
05 dodge
04 insight
05 dex
05 combat expertise
04 paladin aura
01 alchemical
---
58 AC selfed while running around
05 barkskin
01 shield of faith over protection
04 inspire heroics
01 haste
02 recitation
---
71 running around raid buffed
03 blocking
03 DoS stance
---
77 AC standing raid buffed
02 AC boost
---
79 temporary
Yah the AC isn't all that great but knowing how much AC's meanfullness tends to dwindle away in epic quests especially against epic bosses i decided to give a little higher focus on DR
DR:
03/-
05/epic
04/adamantine
---
12 dr running around against appropriate mobs
07/- base blocking dr
12/- BAB blocking dr (with divine power clicky)
06/- additional blocking dr with feats
---
37 max directional dr
Hp:
204 base
010 draconic vitality
022 toughness feat
020 toughness item
240 constitution
040 additional constitution when in DOS stance
040 superior false life
040 racial enhancement
040 paladin enhancment
040 yugo pot
---
716 hp
Now thats how the melee blocking stands and though the AC is sub-optimal i think the dr should be able to make up for the difference. Also note that with the aspect of steam gear and wretched twilight all enemies have a 30% chance to miss you off the bat.Next the spells
Saves are well above 40 in all so spells basically don't land unless they dont have a save.
Resistances assume that if it is needed a 30 point resist from a nearby caster is given. +10 acid and fire resistances are given on top of those as well as a +2 to all resistances. The character has a 72 point protection from energy that sp can be poured into whenever they get a break from an attack (fvs casting so relatively fast). If through all of this the attack lands any fire and electric dmg instantly then get cut by 1/3 of its remaining dmg and all negetive energy is cut by 15% of their damage.
You can avoid all of that damage but you will still get hurt and take damage and your healer will get a little ****ed about having to heal a WF so how much bang for their sp buck do they get..
Healing Amp:
50% WF base
X1.3 WF enhancements
X1.2 Item
----
78% healing efficincy which is gonna suck for them so it would be best to get an arcane caster to heal you
However don't forget that you also have 3 Lay on Hands that dont get the WF reduction and heal at 156% instead. AT a normal 154 HP each with the modifier it is 243hp/cast. These arent great and should only be used as a last resort but could save your life.
The idea around this tank build is instead of the usual really high ac and hp i have a build with a really dr for both melee and spells as well as moderately high hp and manage to still keep evasion active at all times. Now tell me what you think in the box below using squiggly lines that resemble the english language please.