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  1. #1
    Community Member krisz93's Avatar
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    Default U9 viable Turtle Tanking THEORY

    So the viability of Turtling/Intimi-tanking is getting closer and closer to 0, as tanks have to deal more and more damage to generate enough hate and keep the mob on themselves. When turtled up, there are only two options to deal damage: bashing or guards.

    Stacking up lots of guards can be painful, especially if you are being hit a lot (which is going to happen if you're a tank). Usually the point of tanking is not being hit, but in this case a low AC is required to keep aggro. This means everything will strike you with 95% accuracy, and while this will be partly mitigated by the high blocking DR, the incoming damage will be pretty high. To make it easier for healers, I aimed for an exceptionally high Health to buy them enough time for heals, and superios Healing Amplification to drain less SP and make up for the high HP.

    As spells do not trigger guards, casters will require more attention. Either run up to it and spam everything you have (main reason i included Divine Sacrifice) or let someone else take care of them.

    As notable equipment, i would get a Triple Positive one-hander, Levik's Defender, dragontouched gearm Minos Legens and GS Guard items.

    Code:
    Character Plan by DDO Character Planner Version 3.8.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (18 Paladin \ 2 Rogue) 
    Hit Points: 458
    Spell Points: 286 
    BAB: 19\19\24\29\29
    Fortitude: 25
    Reflex: 17
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity             8                    10
    Constitution         18                    22
    Intelligence          8                    10
    Wisdom               14                    16
    Charisma             14                    22
    
    Tomes Used
    +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               3                     5
    Bluff                 2                     6
    Concentration         6                    23
    Diplomacy             2                     6
    Disable Device       n/a                    n/a
    Haggle                6                    10
    Heal                  4                     5
    Hide                 -1                     0
    Intimidate            6                    36
    Jump                  5                     6
    Listen                2                     3
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  2                     3
    Swim                  1                     2
    Tumble               n/a                    n/a
    Use Magic Device      6                    10
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Monk
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Shield Mastery
    
    
    Level 4 (Paladin)
    Ability Raise: CON
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Tower Shield Proficiency
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Rogue)
    Ability Raise: CON
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Ability Raise: CHA
    Feat: (Selected) Toughness
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Skill Focus: Intimidate
    
    
    Level 16 (Paladin)
    Ability Raise: CHA
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Ability Raise: CHA
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Half-Elf Improved Recovery I
    Enhancement: Half-Elf Improved Recovery II
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    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: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Improved Intimidate IV
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    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

    Here is what i could reach with this concept:
    - Good Saves with Evasion
    - Effective Intimidate
    - Ridiculous Base HP
    - High Healing Amplification
    - High blocking DR
    - Nice self healing and solo capability



    Healing Amp broken down
    20% - Half-Elf Racial
    20% - Half-Elf Monk Dilettante
    10% - Paladin Hunter of the Dead I
    10% - Paladin Hunter of the Dead II
    10% - Paladin Hunter of the Dead III
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    30% - Triple Positive GS
    30% - Epic Gloves of the Claw
    ----------------------------------------------
    427% Healing Amplification



    Blocking DR
    9(BAB) +2 +15(Levik's Defender) +5 Passive(Buffs etc)= DR31 with 25% damage off from Improved Shield Mastery
    Last edited by krisz93; 05-06-2011 at 01:49 PM.

  2. #2
    Community Member
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    Default

    Obviously going to be highly gear intensive as we need as much as we can possibly get damage-wise from our gear.

    I love the idea behind this though. It should be highly effective with the right gear. It's a shame that Divine Righteousness only increases hate through melee attacks though. Does incite gear help any with guard hate generation by chance?

  3. #3
    Community Member
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    Default

    Looks like a punching bag to me.

  4. #4
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    Default

    Quote Originally Posted by SetofBs View Post
    Looks like a punching bag to me.
    isn't that the point of a turtling tank? :P

  5. #5
    Build Constructionist unbongwah's Avatar
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    Default

    I'm amused by the idea, but is there some reason you wouldn't build it to do melee DPS as well as guard effects? Why so much CHA & WIS? Since you don't seem to care about UMD, what about monk instead of rogue for the extra feats?
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
    Community Member krisz93's Avatar
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    Default

    You would lose the blocking DR, and without AC you'll get more damage than any decent DPS.

  7. #7
    Community Member J1NG's Avatar
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    Quick piece of information for you.

    With an intim of 52 only, I was dealing 300+ (300 to 750+) damage every 2 seconds on dragons and giants to keep full aggro from being stolen.

    If at any point you have guild members, such as heavy dps or savants joining you, you will not be able to Turtle intim at all. It just won't work.

    You will need to deal more than 300 damage every 2 seconds at least. Good Luck with that on an intim with a shield.

    Tested in Lamannia. (http://forums.ddo.com/showthread.php?t=312867 look at pic 1679)

    J1NG

    :: edit ::

    And especially if you're reliant on guards, you will be out damaged and lose aggro way too quickly.
    Last edited by J1NG; 04-17-2011 at 02:47 PM. Reason: added numbers in original post bits, and screenshot link
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  8. #8
    Community Member Spoonman457's Avatar
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    Red face

    From tanks on lam I've heard that even with max guards and not shield blocking, any fighter TWF or THF will regain agro with in 4 -5 hits, assuming they where top of the hate list b4 your intimidate, the so called buffer is like 2 points of damage/rank of intim, so it does not last the 15 second cool down of the new intim, this is with the changes to improved shield bash, and shield mastery changes. you only get a +100% hate generation for like 10 seconds when intiming a mob.

    I may be wrong, I prefer to play non tanks myself, and this is just hear say, and may be nothing more then your average dooooooom sayer, that seem to sprout when ever there are changes/updates.

    Good luck with your build, it will be interesting to see if it is viable post u9
    "Clerics Can't Cure Stupidity"---Djarin

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by krisz93 View Post
    You would lose the blocking DR, and without AC you'll get more damage than any decent DPS.
    Except when you lose aggro - and from what others are saying guard effects + threat boosts are not enough to hold aggro in U9 - you need to starting hitting things to regain aggro, yes? And there your base STR 12 and lack of DPS feats hurts your build.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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