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  1. #1
    Community Member The_Mud_Man's Avatar
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    Default Healing amp build help

    Just looking for advice/help building a healing amp paladin/monk. Race is given: human. Gonna be 32 pts with just the standard veteran's status(start at level 4).

    What I'd like is highest possible healing amp with melee capability. I plan to run solo mostly(with a hireling as needed for whatever) or with a friend. I'd like whirling steel for some longsword action. I'd like HoTD II at least and shintao monk I. Dunno if a 14/6 split would work out or not. I seem to recall 12 is enough for paladin and can actually splash 2 of something else. Thinking 2 fighter or 2 ranger maybe for bow action, but I don't wanna try to do too much with the build.

    Any input would be great. I've been away from the game ever since artificers first came out. So, not familiar with any changes since then.

    Thanks!

  2. #2
    Community Member tyrr's Avatar
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    Default choices

    (2 Fighter \ 15 Paladin \ 3 Monk)
    http://forums.ddo.com/showthread.php...15#post2984215
    Divine Phoenix – an unarmed human healing amp build (15 Paladin, 4 Monk, 1 Rogue)

    http://forums.ddo.com/showthread.php...=solar+phoenix

    few suggestions there (not mine).
    The unarmed builds are probably a bit better, but a lot more grindy
    so are u planning on a TR later or tanking or more solo stuff ?

  3. #3
    Community Member The_Mud_Man's Avatar
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    Actually planning to TR later on into another type build. It won't be right away though. I want to do some endgame/epic content for awhile to get some gear saved up.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by The_Mud_Man View Post
    Actually planning to TR later on into another type build. It won't be right away though. I want to do some endgame/epic content for awhile to get some gear saved up.
    I'd say that a heal amp build is better suited to epic *after* it's fully geared up, before hand you're often just a gimp without gear.

    For your purposes I'd suggest to make a pure human light monk, very easy to get solid heal amp and self healing this way; paladins are a totally gimp class at the moment and heal amp doesn't save them unless youre geared to the hilt with epics (one of my 4 characters is a capped KotC so I speak from some experience).
    Quote Originally Posted by Feather_of_Sun View Post
    Welcome to Dungeons and Dragons Online, and thanks for playing!
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  5. #5
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    Default My Take on Healing Amp builds

    I have 2 healing amp builds that i love to play

    12 Fighter / 8 monk Human ( more DPS )

    14 Paladin / 6 monk Human (more self sufficient)

    Take all the healing amp fields from human and monk that you can get.


    Gear is a big help with this too.

    Jidz-teka bracers and flame stance give you 25%

    Dragontouched robe can give 10% and 20 % Epic claw gloves 30 %

    I use Kama's and love them!!!

    A tripple positive greensteel offhand Kama with 30 % finishes the most healing amp you can get.

    Finger necklace has a 10 % stacking bonus.

    Other items that make this class great:

    Any weapon with lesser vamp or vamp

    Upgraded Stonedust handwraps

    Upgraded Dream Edge Kama's (my favorite weapon by far!!!!!) these have lesser vamp and bodyfeeder so you are always gaining Hp's

    Any items with Bodyfeeder / Lifeshield or Stoneskin

    Let your brain explode with possibilites

    Check out Hardyakka or Extraheal in myddo

  6. #6
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by The_Mud_Man View Post
    Just looking for advice/help building a healing amp paladin/monk. Race is given: human. Gonna be 32 pts with just the standard veteran's status(start at level 4).

    What I'd like is highest possible healing amp with melee capability. I plan to run solo mostly(with a hireling as needed for whatever) or with a friend. I'd like whirling steel for some longsword action. I'd like HoTD II at least and shintao monk I. Dunno if a 14/6 split would work out or not. I seem to recall 12 is enough for paladin and can actually splash 2 of something else. Thinking 2 fighter or 2 ranger maybe for bow action, but I don't wanna try to do too much with the build.

    Any input would be great. I've been away from the game ever since artificers first came out. So, not familiar with any changes since then.

    Thanks!
    Hmm, you are newer player but are you willing to listen? The longsword sucks and whirling steel is meh so skip that whole idea. Go for unarmed melee. Monk has great synergy with healing amp builds and unarmed is excellent dps and not so bad cc with stun fist. Since you likely do not have half-elf available, and are stuck with human that limits options a little. 14 pally 6 monk is not very good dps but it does have excellent healing amp in that you are right if you are married to that build go with unarmed melee and not longswords which are less dps and are a waste of feats. I would go for a little bit more dps build though. Even 12 monk 6 pally 2 fighter is better then 14 pally 6 monk from a dps stand point and has tons of more flexiblity and is an excellent tank build so consider that one.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  7. #7
    Community Member The_Mud_Man's Avatar
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    I'm not married to anything yet. I was thinking of 12pal/6monk/1rogue/1ranger. Guess it all amounts to what I find enjoyable to play. I'm VIP, half-elf isn't a problem.

  8. #8
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by The_Mud_Man View Post
    I'm not married to anything yet. I was thinking of 12pal/6monk/1rogue/1ranger. Guess it all amounts to what I find enjoyable to play. I'm VIP, half-elf isn't a problem.
    Well pally is not good dps so go monk if you want to do some dps and if you want to do spell casting self healing amp build make a ranger aa amp build which has solid burst dps at least and has solid amp. 12 monk 6 pally has the same amp as your 12 paly 6 monk or 14 pally 6 monk build and does a whole lot more dps/ utility and if light monk unarmed you can do the healing ki which although scales with level is not bad with super high amp on a 12 level monk build.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  9. #9
    Community Member The_Mud_Man's Avatar
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    Was talking with someone earlier about it and ranger was mentioned. Would be a free TWF feat and possibly a favored enemy. I know the divine phoenix takes a rogue level guessing for another feat and UMD as a class skill. What would be good starting stats?

  10. #10
    Community Member Kinerd's Avatar
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    Wraps should always be better DPS than longswords, but due to various bugs they are sometimes not. Case in point: both Divine Sacrifice and Smite Evil (and Exalted Smite) are bugged with unarmed. They are also both tied to flat cooldowns as opposed to rate of attack, so even if they did work properly unarmed wouldn't enjoy one of the inherent advantages it enjoys over longswords with them. Especially for a healing amp focused build, it's nice to have a not-terrible GS weapon base.

    Rogue levels do not grant bonus feats.

    Your best bet might be 12 paladin / 7 monk / 1 fighter if you're tight on feats or 13 paladin / 7 monk otherwise. Statwise you could go:
    14 Str
    15 Dex
    14 Con
    8 Int
    14 Wis if Stunning Fist, otherwise do 16 Str and Dex instead
    14 Cha

    Featwise:
    TWF, ITWF, GTWF
    Whirling Steel Strike & WF Longsword
    Toughness
    Improved Critical: Slashing
    Power Attack

    That leaves you 3 unrestricted feats. I've got you as over 300% Healing Amp with just DT, so you probably don't need Maximize. Quicken maybe. Can't go wrong with more Toughness or Improved Sunder. If you do go unarmed Stunning Fist is a must.

  11. #11
    Community Member The_Mud_Man's Avatar
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    Ok. It's been awhile since I last played. So, I've forgotten quite a bit. I've rolled up 2 different versions just to get a feel of how they would play. I have one that will be 12 monk/6 paladin/2 rogue and the other was playing around with 12 monk/6 paladin/2 ranger.

    My starting stats :


    Rogue splash Human
    16
    15
    14
    10
    8
    14


    Ranger splash Half-Elf
    16
    15
    14
    10
    6
    14

    I've decided to stick with unarmed for now. I just couldn't find anything convincing enough for me to go with WSS.


    These are the splashes I'm set on for now. Just gonna play them to decide on which I like better. Just wanna try em out. I have a lot of fun just trying out different things. I can't remember feat and enhancement selection atm. I'm just not sure I can work a respectable DC for stunning fist in either. I'm putting level ups into strength.
    Last edited by The_Mud_Man; 03-02-2012 at 12:57 AM.

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