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  1. #1
    The Hatchery whomhead's Avatar
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    Cool A truly crazy insane paladin

    I guess I would call this my take on the paladin as battle cleric, but without any actual cleric levels. Probably just a flavor build, if it even qualifies for that, but then I can kinda see this glimmer of effectiveness that could actually be pretty awesome. I honestly don't know. Would definitely like some feed-back on this... or just call me crazy. That's OK too.

    The basic idea is to couple moderate melee DPS (via swinging a khopesh and blasting a runearm) with pretty darn good healing in both area of effect, from tossing curative admixtures around, and artificer-boosted heal scrolls. Combined scroll + admixture heals should be sufficient to keep a 6-man group up and running through at least easy epics, though would be highly dependent on the abilities of the group.

    Oh yeah, this guy can also provide rogue skills (search, disable, lock picking) throughout the game, even into epics. And there's even a smattering of ranged DPS, through endless fusillade + runearm! Would be a significant gear investment, but pretty good ranged DPS can come from a Lit2 repeater + Toven's Hamme, if you can hit anything, that is.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (12 Paladin \ 2 Monk \ 6 Artificer) 
    Hit Points: 324
    Spell Points: 445 
    BAB: 17\17\22\27\27
    Fortitude: 22
    Reflex: 18
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    23
    Dexterity            14                    16
    Constitution         14                    16
    Intelligence         14                    16
    Wisdom                8                    10
    Charisma             14                    16
    
    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                     4
    Bluff                 2                     3
    Concentration         6                    12
    Diplomacy             2                     3
    Disable Device        6                    26
    Haggle                2                     5
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate            2                     5
    Jump                  2                     6
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             6                    26
    Perform               n/a                   n/a
    Repair                2                     3
    Search                6                    26
    Spot                  3                     7
    Swim                  2                     6
    Tumble                3                     4
    Use Magic Device      6                    27
    
    Level 1 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Maximize Spell
    Spell (1): Curative Admixture: Cure Light Wounds
    Spell (1): Conjure Bolts
    Spell (1): Master's Touch
    Spell (1): Ablative Armor
    
    
    Level 2 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Shield Mastery
    Spell (1): Bless
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Lesser Restoration
    Spell (1): Lionheart
    Spell (1): Protection From Evil
    Spell (1): Resistance
    Spell (1): Seek Eternal Rest
    Spell (1): Virtue
    
    
    Level 7 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Monk)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Power Attack
    
    
    Level 10 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+3)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    Spell (1): Resist Energy
    
    
    Level 11 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Curative Admixture: Cure Moderate Wounds
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Angelskin
    Spell (2): Bull's Strength
    Spell (2): Eagle's Spendor
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    
    
    Level 14 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Artificer)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+4)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    Spell (2): Elemental Weapons
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Cure Moderate Wounds
    Spell (3): Dispel Magic
    Spell (3): Magic Circle Against Evil
    Spell (3): Prayer
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    
    
    Level 18 (Paladin)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 19 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Byeshk Weapons
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Uncaring Master
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    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 Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice 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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Use Magic Device I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II

    Some discussionnary points:
    - You can swap to bastard sword instead of khopesh, if you prefer, but then you'd probably want to take the THF feats in exchange for precise shot, point blank shot, and IC:Ranged. I would primarily do this if there's little/no hope of hitting with the crossbow with only a 14 base dex.
    - I would strongly consider starting off with extend at level 1, then swapping to empower at later levels. With all three metamagics + paladin devotion, CA:Cure Serious Wounds should hit for 3d8+5 = approximately 19 base heal x 2 maximize x 1.5 empower x 1.5 empower healing x 1.3 paladin devotion x 1.5 superior potency = 166 hit points per toss, times whatever heal amp the target has.
    - Not sure how the artificer knowledge: potions would fit into this. Wiki says it effects it, but not sure how? If it is significant, then this could be a large boost to the build.
    -Also not even sure if paladin devotion enhancements effect the curative admixtures. Does anyone know?
    - Monk levels are for the feats and evasion. Could swap with fighter level instead, but that feels like it offers less to me.

    OK, that's all I got. Now, flame away!!
    Last edited by whomhead; 02-06-2012 at 07:35 PM. Reason: Noticed a mistake in the cure serious wounds calculation

  2. #2
    Community Member Sirgleno's Avatar
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    Sounds hard to level, but mad flava!

    +1 for putting it out here.

    Edit: Guess the +1 isn't working today via my mobile browser.
    Last edited by Sirgleno; 02-06-2012 at 06:57 PM. Reason: browser compatability fail
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  3. #3
    Community Member wax_on_wax_off's Avatar
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    Rune Arm DPS really loses it's lustre with only a few artificer levels. I'd suggest TWF'ing or THF'ing instead. Overall, yes, your right, it can heal easy epics in a good group but only because easy epics don't need a healer

    I wouldn't expect much from this build.

  4. #4
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    14 base dex wont be too much of a handicap for hitting things. My arti started with just 2 more and does just fine. granted he has 3 fighter PLs so maybe im a bit skewed on that info ATM.

    Your taking a moderately broken low DPS melee class and gutting it of its bread and butter (zeal) which it gets at 14 or 15 i think and TWF procs of smite/DS AND DM 3/4. Your going to be shooting the runearm as a lev 6 arti, so no matter what runearm you get..its still going to suck hard and add so little DPS it will probably not be worth the run speed ding incurred, also artis get insightful damage at 7, without that spell xbows get ZERO stat modifiers to damage. So, your melee AND ranged DPS is not going to be moderate..its going to suck (hard). not like 70% full melee DPS suck like a battle cleric (which actually doesnt suck)..but suck *hard*, like less than 50%. Your stat level ups into strength is a huge mistake as that further (fully obsoletes) whatever ranged DPS viability you could claim and tries to patch over the melee angle..which has no hopes of ever not sucking with this setup.

    Flavor it is! a stinky nasty hope you level it flavor
    Last edited by jeremyt; 02-07-2012 at 02:50 AM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  5. #5
    Community Member Bacab's Avatar
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    its awful...

    have fun with it though

    I call these "Challenge" builds. As in, if you can dominate (like fill any niche), it means YOU are a good player.

    I prefer the 7SOR/7CLR/6WIZ build. It really is hard mode.

    Oh to answer a question...I am pretty sure the Arty potion things work like wands and scrolls...as in PLD devotion will not help them...I may be wrong though. Though the more I think about it...it depends on how Turbine "types" the pots.
    Last edited by Bacab; 02-07-2012 at 02:56 AM.
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  6. #6
    Community Member Calebro's Avatar
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    Quote Originally Posted by Bacab View Post
    Oh to answer a question...I am pretty sure the Arty potion things work like wands and scrolls...as in PLD devotion will not help them...I may be wrong though. Though the more I think about it...it depends on how Turbine "types" the pots.
    How they typed the pots is irrelevant because the cure bombs are conjuration (healing) spells. The only difference between those and Mass Cures are the spell levels (these are much lower) and the +x/level is slightly lower (but not so much as to be a hindrance).
    Ardor works, so I would assume that Devotion would as well. My Arty acts as a healer quite frequently. 2x Cannith crafted Superior Ardor daggers (no ML, so they last all the way to cap) gives 18 mins, with a small stack of ardor pots as backups just in case. Those daggers/pots make up the difference from not having as many "caster levels" on the spell, so they're almost as effective as a true healer's cures, just slower. With Max + Emp they hit for well over 100, sometimes 200+. It's Mass Cures at level 1, 3, & 6, and it's amazing for low levels. By the time you need more you have the UMD for mega-scrolls (but not in this case, as the next Arty levels don't come until 10+ in this build). I was hitting no-fail heal scrolls at level 15 (90% at level 14) when buffed and geared for it. And that was with a starting Cha of 9.
    Last edited by Calebro; 02-07-2012 at 04:13 AM.
    .

  7. #7
    Community Member Bacab's Avatar
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    Quote Originally Posted by Calebro View Post
    How they typed the pots is irrelevant because the cure bombs are conjuration (healing) spells. The only difference between those and Mass Cures are the spell levels (these are much lower) and the +x/level is slightly lower (but not so much as to be a hindrance).
    Ardor works, so I would assume that Devotion would as well. My Arty acts as a healer quite frequently. 2x Cannith crafted Superior Ardor daggers (no ML, so they last all the way to cap) gives 18 mins, with a small stack of ardor pots as backups just in case. Those daggers/pots make up the difference from not having as many "caster levels" on the spell, so they're almost as effective as a true healer's cures, just slower. With Max + Emp they hit for well over 100, sometimes 200+. It's Mass Cures at level 1, 3, & 6, and it's amazing for low levels. By the time you need more you have the UMD for mega-scrolls (but not in this case, as the next Arty levels don't come until 10+ in this build). I was hitting no-fail heal scrolls at level 15 (90% at level 14) when buffed and geared for it. And that was with a starting Cha of 9.
    Very nice...I was curious if they were "augmentable" with ardor and stuff. Sounds like they are.
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  8. #8
    Community Member Calebro's Avatar
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    Quote Originally Posted by Bacab View Post
    Very nice...I was curious if they were "augmentable" with ardor and stuff. Sounds like they are.
    Yep. With mass cures at low levels, Artys are the best low-to-mid level healers in the game. Much better than Clerics and FvSs in the early levels. You just have to be prepared for it. Clrs & FvSs can do it by default. Artys need to have the spells prep'd and a little gear to supplement. The only thing they're missing is enhancements to boost the effectiveness of their cures, but at low-to-mid levels the "true" healers don't have enough of them to matter anyway, so that's almost a moot point. In the first 10-12 levels of the game, an Artificer can be a better healer than a "healer" is.
    .

  9. #9
    Community Member Theolin's Avatar
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    Made notes in this thread on what cleric enhancements stack with the arti pot bombs and some other general comments about them .... might be useful to you

    http://forums.ddo.com/showthread.php?t=354607

  10. #10
    The Hatchery whomhead's Avatar
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    Wink crazier and crazier

    I thought it was pretty clear that this build was never intended to be anything other than a crazy experiment in what could be done with paladin. I remember a thread a while back where someone was sick of seeing people on the forums saying "don't build a battle cleric, just build a paladin," so they put out the challenge to build a paladin that could function as a battle cleric. This is my so-far-outside-the-box-that-you-can't-even-tell-where-the-box-is way of building a paladin that can do that, and still contribute other things to the party as well.

    That said, I think you all are right that rune arms aren't the way to go, and that the DPS will be pretty bad all around. So, thanks to your ever helpful and cheery advice, I've decided to switch the build up a bit and break the only other rules about paladins (the first being that they aren't healers): your damage is dependent on high-crit melee weapons, and ranged doesn't work. So now, just when you thought this thread couldn't get any crazier, I present the ranged DPS, battle-cleric, paladin....!!!

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (12 Paladin \ 8 Artificer) 
    Hit Points: 330
    Spell Points: 618 
    BAB: 18\18\23\28\28
    Fortitude: 19
    Reflex: 14
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            12                    14
    Constitution         14                    16
    Intelligence         18                    28
    Wisdom                8                    10
    Charisma             14                    16
    
    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                     7
    Bluff                 3                     4.5
    Concentration         6                    29
    Diplomacy             2                     3
    Disable Device        8                    32
    Haggle                6                    18
    Heal                 -1                     1
    Hide                  1                     2
    Intimidate            2                     3
    Jump                 -1                     0
    Listen               -1                     0
    Move Silently         1                     2
    Open Lock             5                    17
    Perform               n/a                   n/a
    Repair                4                    10
    Search                8                    32
    Spot                  3                    23
    Swim                 -1                     0
    Tumble                2                     3
    Use Magic Device      6                    28
    
    Level 1 (Artificer)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Point Blank Shot
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Artificer)
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Shield Mastery
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Battle Engineer I
    Enhancement: Uncaring Master
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility I
    Enhancement: Paladin Item Defense I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Divine Righteousness I
    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: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Devotion IV
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    The idea is to heal with a shield and heavy repeater out, providing bursts of ranged damage and lobbing curative admixtures into the fray to keep the group alive. Based on what I'm reading in other threads (thanks for the link, btw!), I'm thinking that the CSW admixture should be hitting for close to 200 point heals. Then there's heal scrolls with artificer enhancements for spot healing as a back-up healer... potentially even in raids.
    Last edited by whomhead; 02-07-2012 at 12:36 PM.

  11. #11
    Community Member eachna_gislin's Avatar
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    Quote Originally Posted by whomhead View Post
    That said, I think you all are right that rune arms aren't the way to go, and that the DPS will be pretty bad all around. So, thanks to your ever helpful and cheery advice, I've decided to switch the build up a bit and break the only other rules about paladins (the first being that they aren't healers): your damage is dependent on high-crit melee weapons, and ranged doesn't work. So now, just when you thought this thread couldn't get any crazier, I present the ranged DPS, battle-cleric, paladin....!!!

    The idea is to heal with a shield and heavy repeater out, providing bursts of ranged damage and lobbing curative admixtures into the fray to keep the group alive. Based on what I'm reading in other threads (thanks for the link, btw!), I'm thinking that the CSW admixture should be hitting for close to 200 point heals. Then there's heal scrolls with artificer enhancements for spot healing as a back-up healer... potentially even in raids.
    I keep pulling all these neat rune arms but I play paladin. So I was thinking...what would happen if I multiclassed pally/arti. And then I found this forum posting.

    Let us know how it plays (played?)

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