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  1. #1
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    Aug 2006
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    Default Half-elf w/ 2-handed fighting

    This is my first time rolling a paladin, and really only my third character for DDO, so I appreciate any and all feedback. My thought with going HE is that a sorc dilly lets me whip a bunch of useful wands -- shield, blur, haste and stoneskin with the full enhancement line. I'll rely on DV3 to up my dps to a useful level and have enough smites to take down bosses.

    No idea on gear, really, but unless I fall in love with it, I'm unlikely to spend any time doing epics.

    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Female
    (20 Paladin) 
    Hit Points: 332
    Spell Points: 300 
    BAB: 20\20\25\30\30
    Fortitude: 22
    Reflex: 13
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    23
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             17                    20
    
    Tomes Used
    +1 Tome of Charisma used at level 4
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 3                     5
    Concentration         2                     2
    Diplomacy             3                     5
    Disable Device       n/a                   n/a
    Haggle                3                     5
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            7                    28
    Jump                  3                     6
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  3                     6
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Sorcerer
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Sorcerer Dilettante I
    Enhancement: Improved Sorcerer Dilettante II
    Enhancement: Improved Sorcerer Dilettante III
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Bulwark 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 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 Extra Smite Evil IV
    Enhancement: Paladin Knight of the Chalice I
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Paladin Knight of the Chalice III
    Enhancement: Paladin: Rally
    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 Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II

  2. #2
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    Default

    Taking power attack at level 18 is a poor choice; push the two handed fighting line all the way back if you need, but power attack should be the first feat any full BAB class takes. The bonuses are immediate and significant, and not taking them early will make your damage suffer significantly.

    Extend is a good choice, though I would take it at level 12 and take imp crit: slashing at 9.

    I'm too lazy atm to do enhancements, but I can say that Bulwark is a waste of AP; it gives you no real benefit at high levels.

  3. #3
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    Default

    Thanks for the feedback! I've only played casters before, so I didn't realize power attack gave a double bonus with 2handed weapons. Moved it to level 3 -- with a high strength and a decent sword, I can probably leave it on for anything but bosses.

  4. #4
    Community Member t0r012's Avatar
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    I'd push extend out to 18. bump up IC to 9. divine favor is the only thing you will want extended till you get zeal. but you will get used to throwing short term buffs with your pally.

    I'd even suggest moving toughness out to 15 and take PA at 1.

    or you could take extend at 15 to go with zeal you get @14 and bump out the toughness to 18 .

    never realized how tough it is without the human bonus feat.
    ==========

    ummm.... no exalted smite?
    Move along , Nothing to see here

  5. #5
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    I wasn't sure about the usefulness of exalted smite. The paladin guide I read suggested that exalted smite should be the first thing to go if you're short on AP. Does it produce reliable dps increase, or is it mostly good for the occasional large impressive numbers?

  6. #6
    The Hatchery Enoach's Avatar
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    8,580

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    Just a couple suggestions

    Why not start with 16 str, 16 con, 16 chr? You'll have 2 extra points to spend to bump up Dex or Wisdom. Gain +1 to Constitution skills and gain 20 HP.

    It would require a +2 Charisma Tome to meet DM3 requirements, and while they don't necessarily grow on trees the +2 Tomes have become more common.

    On Feats I agree, move the THF Feats out, take PA earlier.

    On Enhancements - I recommend at least Exalted Smite 1, 2 doesn't add hardly anything (more a gateway to 3 and 4), but 3 and 4 have larger benefits. One of the benefits that is overlooked is the reduction in Cool down between smites - this is important when you need to do damage fast.

    As for Aura's - Balwark only helps if your AC focused

    Paladin: Rally - nice Fear remover, but by the time these become effects seen often they are overshadowed by other spells like Greater Heroism. Might be good to take early and swap out later.

    Extra Turning - You might want to consider how useful 2 extra turns are actually going to be. Reason, is that with your charisma you will already be rocking a fair amount. It is only two more Divine Mights. Grabbing a Sacred Ring (fens end reward), or trade in trinket from Necropolis (items you can trade out once you've expended the extra turns) will net you the same amount.

    Next consider the human versatility enhancements - collection of boosts as these can help boost your UMD, To-Hit and even Damage output for short bursts (damage boost stacks with DM)

  7. #7
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    I hadn't even thought of grabbing the sacred ring from Fens. Its pretty easy to get, especially by the time I'll be worried about powering Divine Might. That frees up enough AP to get exalted smite 1 and human versatility like you suggest. I like the idea of having an extra +2 to hit in my back pocket for bosses.

    Thanks for the great advice, guys.

  8. #8
    Community Member wax_on_wax_off's Avatar
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    I took max ranks of Bulwark of Good on my paladin. Absolutely 0 benefit to my character but made her a real asset to raid groups where an AC tank could use the extra points of AC.

    Only had these extra points though as she was a drow without any racial enhancements (as I had really good slashing weapons for her so swapped to IC:S).
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