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  1. #101
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    I have to tell you, I run a 13 Pal/3 Monk/1 Fighter, and I almost NEVER lack ki - and I don't even have a monk animal enhancement anymore! (had tortoise early on, but couldn't fit it in the build at high level) Fire stance and TWF skills are the key, and you attack even faster unarmed. Plus, make sure your Concentration skill is huge - it determines your resting ki and decay rate. Mine was 40 (about half the total!) by level 15 after gear (+13 with Garments of Equilibrium), which means I can start maps with a hit of Align the Heavens before the casters do their buffs (they'll love you for it). But, alas, you'll need 3 monk for that. One of the nice things about combining with paladin is their 'focus of good' enhancement, which for 1 AP gives 3 Concentration (2 more AP gives 6, and 3 more AP gives 9!). I can only afford 1 tier, but it's a good deal. And since the finisher is going to be borked, you'll have lots of ki to spend on the other finishers, especially AtH for your spell-based heals.

  2. #102
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Bluenoser View Post
    I have to tell you, I run a 13 Pal/3 Monk/1 Fighter, and I almost NEVER lack ki - and I don't even have a monk animal enhancement anymore! (had tortoise early on, but couldn't fit it in the build at high level) Fire stance and TWF skills are the key, and you attack even faster unarmed. Plus, make sure your Concentration skill is huge - it determines your resting ki and decay rate. Mine was 40 (about half the total!) by level 15 after gear (+13 with Garments of Equilibrium), which means I can start maps with a hit of Align the Heavens before the casters do their buffs (they'll love you for it). But, alas, you'll need 3 monk for that. One of the nice things about combining with paladin is their 'focus of good' enhancement, which for 1 AP gives 3 Concentration (2 more AP gives 6, and 3 more AP gives 9!). I can only afford 1 tier, but it's a good deal. And since the finisher is going to be borked, you'll have lots of ki to spend on the other finishers, especially AtH for your spell-based heals.
    well, considering your healing amp turns 1d2 into an average of 6 points, your finisher would actually still be able to heal you for 2d4 (but then boosted by devotion and superior ardor pot), which is then boosted by healing amp... yeah, it won't be amazing by any means, but it will be somewhat decent i suspect... not as much as an actual CLW cast from your paladin, but still...

  3. #103
    Community Member Cold_Stele's Avatar
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    Thanks for the build, it's given me a lot of inspiration in my quest to find something a HElf melee excels at better than any other race.

    Like others, I'm thinking that HElf is bringing you so much that you could drop things in the build that's limiting DPS (particularly Jidz Tetka's requirement for Whirling Steel Strike).

    HElf (1.2) + Monk Dilly (1.2) + DT (1.1+1.2) + eClaw (1.3) gives 247%

    Interestingly a Pally PL without the final 1.3 from epic gear gives 199.584% which, from what your saying, may come out as the golden 200% needed for Vampiric.

    With that much healing amp your actual level splits and feats could be a lot more aggressive - personally I'm looking at pure Ftr or even Blitz (anything with lots of Haste Boots) coupled with u9 vampiric khopeshes or Chaosblades.

    End goal would be eChaosblades, which would be very nice with pure Pally.

  4. #104
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    Haven't looked at every reply to this post but it takes 13 in wisdom to get monk dil.

  5. #105
    Community Member Mistycball's Avatar
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    Solar do you know how much dmg does the ligth vorpal hunterIII efect?
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  6. #106
    Community Member guyge1's Avatar
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    Going to roll with it on a 34 point Paladin Past life. Seems awfully spread thin on stats. more so than other builds.
    Should I change anything in the build with Stats, Enhancements, or Feats?


    It still feels though the HP is a bit low will high end tanking still be possible?
    Or does the Healing Amp really make up for the >600HP?
    5% Paladin Past Life
    10% HotD I
    10% HotD II
    10% HotD III
    10% Half Elf Improved Recovery I
    10% Half Elf Improved Recovery II
    10% Human Improved Recovery I
    10% Human Improved Recovery II
    + Gear
    Also builder allows me to use both Human & Half Elf Improved Recovery. Is this right?
    & do they still stack? (If I miss that in the thread)
    What can AC possibly be reached end game?
    If I like the build I will roll a 36 point version or maybe try the 12/6/2 version.




    Code:
    
    34pt Solar Phoenix 
    Level 20 Lawful Good Half-Elf 
    (18 Paladin \ 2 Monk) 
    Hit Points: 388+45+30+60+20= 543
    Spell Points: 311 
    BAB: 19\19\24\29\29
    Fortitude: 23
    Reflex: 17
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             15                    21 + 6 + 1 = 28
    Dexterity            15                    17 + 6 + 1 =24
    Constitution         14                    18 + 6 = 24
    Intelligence          9                    11
    Wisdom               13                    16 + 6 = 22
    Charisma             14                    18 + 6 = 24
    
    Tomes Used
    +1 Tome of Intelligence 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          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     7 + 15 = 22
    Bluff                 2                     4
    Concentration         3                     6
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  1                     3
    Hide                  2                     3
    Intimidate            4                    31 + 15 + 3 + 2 + 4 = (55+)
    Jump                  2                     5
    Listen                1                     3
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  1                     3
    Swim                  2                     5
    Tumble                n/a                   n/a
    Use Magic Device      4                    14 + 3 + 3 = 20
    
    Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Two Weapon Fighting
    
    Level 3 (Paladin)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    Level 6 (Paladin)
    Feat: (Selected) Whirling Steel Strike
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Toughness
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Two Weapon Fighting
    
    Level 12 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    Level 15 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 18 (Paladin)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Monk Dilettante I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Half-Elf Improved Recovery I
    Enhancement: Half-Elf Improved Recovery II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Paladin Hunter of the Dead III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Balance I
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Monk Wisdom I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Extra Turning III
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II
    Enhancement: Paladin Improved Turning III
    
    
    
    Last edited by guyge1; 07-02-2011 at 07:10 AM.
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  7. #107
    Community Member Staffman's Avatar
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    Can you elaborate on why half elf is better than human? Can it be tweeked for a human?

  8. #108
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by guyge1 View Post
    [B][FONT="Book Antiqua"]Going to roll with it on a 34 point Paladin Past life. Seems awfully spread thin on stats. more so than other builds.
    Should I change anything in the build with Stats, Enhancements, or Feats?
    I assume that you're taking 13 wis at the start to qualify for the Monk dilettante? If so, you may not be aware that you can swap dilettante feats at a higher level after you use tomes and/or level-up stat points to qualify. Where I in your shoes I would start with 11 wis and swap in the monk dilly after you use a +2 tome. The two extra points would probably best be used to increase starting strength to 16.

  9. #109
    Community Member Zeklijan's Avatar
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    Quote Originally Posted by SolarDawning View Post
    Feedback and commentary welcome as always, I'd love to refine this or fix any glaring flaws which may have slipped in.
    Okay!

    So, first of all, you are a paladin, which means you get self healing spells!

    I HIGHLY recommend you to take quicken spell and Maximize, you could replace the longsword feats and use a pair of alchemical handwraps (I know the build is older than the weapon just suggested but things change, and so does builds !)

    With those and a Torc/conc opp, you can get very decent self healing abilities just saying

  10. #110
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    Default Build Inspiration

    +1 and thanks for the build inspiration.

    See http://forums.ddo.com/showthread.php?t=313168&page=9 for deails.

  11. #111
    Community Member cdr's Avatar
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    Feather_of_Sun approves of this necro.

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