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  1. #1
    Community Member KainLionheart's Avatar
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    Feb 2010
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    153

    Default Knight Templar Build

    Ok so I just thought this might be a fun concept to try out. Loosely based on The Templar Knights of old (sorry if name has been used before I did a search and found nothing)
    I'm aware it may not be the best build going but I think it might have some decent healing amp, feel free to pick holes or tell me where it could be improved

    Its worth noting I know little abotu the mechanics of Monks in game as I bought the class aaaages ago and have never as of yet made one. I am assuming th emonk abilities I have, Path of darkness, (I know path of darkness on a paladin, the Rpers will go spare!) and the Adept of Rock, would work with Longsworda and the Whirlign Steel feat.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Knight Templar
    Level 20 Lawful Good Human Male
    (14 Paladin \ 6 Monk) 
    Hit Points: 350
    Spell Points: 302 
    BAB: 18\18\23\28\28
    Fortitude: 23
    Reflex: 19
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 20                   20
    Dexterity            15                 18                   18
    Constitution         14                 16                   16
    Intelligence          8                  8                    8
    Wisdom               14                 16                   18
    Charisma             14                 16                   20
    
    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 Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
    Level 1 (Paladin)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 8 (Monk)
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 10 (Monk)
    
    
    Level 11 (Monk)
    
    
    Level 12 (Monk)
    Feat: (Monk Bonus) Diehard
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    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: Human Improved Recovery III
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Rock
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite 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 Knight of the Chalice I
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Energy of the Templar II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Charisma III
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    Enhancement: Paladin Divine Might I
    Last edited by KainLionheart; 03-05-2012 at 01:23 PM.
    Level 20 commoner.

  2. #2
    Community Member Barhai's Avatar
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    Mar 2006
    Posts
    163

    Default

    The character kinda lack a purpose, need to think what you want it to do to get better advice.
    With a paly14/monk 6 you can get decent AC (enough to by safe in Amrath and not requiring many rare gear), good threat, fanatstic saves with evasion but don't hope for great dps. Doesn't look like you will go for any Ac with your build and are trying to up your dps (generally done with a tempest II/monk build).
    But in general:
    -divine might I alone is not that great (due to activation time)
    -adept of rock is great to get agro but you have to make sure you want it, getting another stance can help, I use water stance quite a lot. With only 6 lv of monks most stance don't get all the effect they are normally used for (air stance only increase you dps by 3 % for example at L6) only get fire if you plan to use epic jiz teka bracers.
    -with that much healing amp you might want to get items with healing amp on them
    -Not sure about dark monk with whirlwind strike: none of the finisher/special attacks will have a dc high enough to work with only 6 lv of monks. You probably better of with light (for great self healing, combined with the healing amp). I went dark on my monkadin but that was to get ninja spy I which you cant really fit feat wise in a whirlwind build.
    -You NEED divine sacrifice, it contributes much more dps than smites over the course of a quest.
    -That's a lot of point on charisma you have spend 14 ap on for a net benefit of +2 to saves, +2 hit with smites, +28hp heal with lay on hand (well 43 with your healing amp).
    Pirotesse (battle-trap), Clausius (old style paly), Cadhu (swat fighter), Abysinthe (cleric), Sephiria (sorc), Dragunova (archer), Mauhin (wiz), Muhrahin(wf juggernauth), Azred(tempest), Birebash(sniper cleric), Bashibouzouk (barb), Salud(battle bard), Sniperovitch (repeater), Iraelle(battle cleric)

  3. #3
    Build Constructionist unbongwah's Avatar
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    Aug 2009
    Posts
    19,465

    Default

    WSS is a trap, IMHO. Either stick with handwraps (esp. w/such low base STR) or, if you really want to use blades, go with short swords once you take Ninja I. Saves two feats and gets comparable DPS - or even a bit better if you use, say, a pair of Smallblades (18-20 crit range). Although now that Stunning Fist is based on char lvl not monk lvl, there's a strong incentive to add it to any MCed monk build which plans to have good WIS too.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #4
    Community Member
    Join Date
    Oct 2006
    Posts
    568

    Default

    -Divine Might is flawed because of the horrible cast time, but its still worth using.
    So the 16 charisma isnt bad.

    -I have a WSS build. Unless you have plans for specific end game weapons its not all that great.

    -Siberies is better than Chalice. I have a Chalice paly. Its nice for Shroud runs but its most end game enemies arent EO. I plan to GCl him for Siberies as soon as I get my 20 Shroud finished.
    Wherever you went - here you are.

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