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  1. #1
    Founder Goldain's Avatar
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    Feb 2006
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    Default First TR Pally-Monk Versatile Build

    All,

    Trying to make a build for my first TR. First life was a kinda gimped 13 rogue (assassin 2)/6 ranger (tempest 1)/ 1 fighter (no idea why...)

    This time around I want to make a self-sufficient soloist that can also tank/melee with a party and help backup heal/raise if needed. Went with an 18 pally (DoS3)/2 monk (for evasion, feats and wis AC bonuses). Below is the build. Yes, I know its not max DPS (or anywhere close) but if I wanted DPS only I would build that. This is supposed to be more versatile and rounded without being gimped.

    The idea is shield weilding, 20% bash via improved shield bash while meleeing, bastard sword and THF for glancing blows and when needed to really tank up hit my defender stances and intimi/tank as needed for raids/grouping. With HP at 380+ unbuffed and the DoS HP/AC stance buffs plus ship buffs, potion/healer buffs etc should be well over 400.

    With all the healing amp stuff for myself, I will be more than ok and can't be more than an emergency healer anyway. With Sovereign Host ability plus extra LoH and Redemption, I can keep healers alive or raise them if needed and have at least one "Oh ****" use of saving a main tank with the 1000 point Sov Host heal ability.

    Human versatility plus AC boost will allow me to really tank if needed. Would greatly appreciate any thoughts on tweaks that might improve survivability or utility of the character.

    Thanks in advance for your thoughts.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Malandyr Pally-Monk TR
    Level 20 Lawful Good Human Male
    (18 Paladin \ 2 Monk) 
    Hit Points: 383
    Spell Points: 257 
    BAB: 19\19\24\29\29
    Fortitude: 28
    Reflex: 20
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            10                    14
    Constitution         16                    20
    Intelligence         10                    13
    Wisdom                8                    12
    Charisma             16                    20
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     5
    Bluff                 3                     5
    Concentration         7                    32
    Diplomacy             7                    28
    Disable Device        n/a                   n/a
    Haggle                3                     5
    Heal                 -1                    13
    Hide                  0                     2
    Intimidate            7                    28
    Jump                  3                     7
    Listen               -1                     1
    Move Silently         0                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                 -1                     1
    Swim                  3                     7
    Tumble                n/a                   3
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Feat: (Past Life) Past Life: Rogue
    Feat: (Selected) Shield Mastery
    Feat: (Human Bonus) Two Handed Fighting
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Versatility I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Devotion I
    
    
    Level 3 (Monk)
    Feat: (Selected) Improved Shield Bash
    Feat: (Monk Bonus) Toughness
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Paladin Toughness I
    
    
    Level 4 (Paladin)
    Enhancement: Paladin Charisma I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Paladin)
    Enhancement: Human Adaptability Strength I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    
    
    Level 6 (Paladin)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    Enhancement: Racial Toughness II
    Enhancement: Paladin Toughness II
    
    
    Level 7 (Paladin)
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Divine Might I
    
    
    Level 8 (Paladin)
    Enhancement: Paladin Defender of Siberys I
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Unyielding Sovereignty
    
    
    Level 10 (Paladin)
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Resistance of Good II
    
    
    Level 11 (Paladin)
    Enhancement: Paladin Redemption I
    
    
    Level 12 (Paladin)
    Feat: (Selected) Combat Expertise
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Extra Lay on Hands II
    
    
    Level 13 (Paladin)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Paladin)
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Divine Might II
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Human Versatility II
    Enhancement: Paladin Defender of Siberys II
    
    
    Level 16 (Paladin)
    Enhancement: Paladin Armor Class Boost II
    Enhancement: Paladin Redemption II
    
    
    Level 17 (Paladin)
    Enhancement: Human Versatility III
    Enhancement: Paladin Item Defense I
    
    
    Level 18 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Paladin Attack Boost I
    Enhancement: Paladin Divine Might III
    
    
    Level 19 (Paladin)
    Enhancement: Paladin Bulwark of Good III
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Defender of Siberys III

  2. #2
    Community Member FrozenNova's Avatar
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    Default

    "Well over 400" isn't a boundary for a tank. It's a boundary for a rogue or arcane.
    "Well over 700" is a (low) boundary for a tank.
    Though if you're ignoring all gear then you shouldn't have a problem.

    The sovereign scion in my signiture is still a reasonable example of a versatile 18/2 paladin tank, in the sense that there's not a lot more that you can do with the split. I haven't touched its breakdowns for a long time, he can reach bigger numbers now, but they're decent checklists and you may find them useful.

    The main difference being that the pajama-khopesh varient deals a little more damage through dualwielding and uses his dex to power his pajama AC. Moreover, holding agro with a shield is *difficult* if you don't have adequate intimidate, so not having to drop one of his khopeshes while tanking is a plus. Since he doesn't take the shield feats, he can take metamagics, which makes him an incredible self healer. Geared up, he can quite confortably heal himself while tanking normal suulo in vod or tod (quickened remove curse), and that's always fun.

    That said, he can't he can't achieve a thing in epics. That's going to be true for most palamonk tanks.
    The spell-based self sufficiency doesn't really kick in for a while, since you need the healing amp gear and spellpoints before it's that worthwhile.
    Last edited by FrozenNova; 06-03-2012 at 10:01 AM.

  3. #3
    Founder Goldain's Avatar
    Join Date
    Feb 2006
    Posts
    77

    Default

    Quote Originally Posted by FrozenNova View Post
    "Well over 400" isn't a boundary for a tank. It's a boundary for a rogue or arcane.
    "Well over 700" is a (low) boundary for a tank.
    Though if you're ignoring all gear then you shouldn't have a problem.

    The sovereign scion in my signiture is still a reasonable example of a versatile 18/2 paladin tank, in the sense that there's not a lot more that you can do with the split. I haven't touched its breakdowns for a long time, he can reach bigger numbers now, but they're decent checklists and you may find them useful.

    The main difference being that the pajama-khopesh varient deals a little more damage through dualwielding and uses his dex to power his pajama AC. Moreover, holding agro with a shield is *difficult* if you don't have adequate intimidate, so not having to drop one of his khopeshes while tanking is a plus. Since he doesn't take the shield feats, he can take metamagics, which makes him an incredible self healer. Geared up, he can quite confortably heal himself while tanking normal suulo in vod or tod (quickened remove curse), and that's always fun.

    That said, he can't he can't achieve a thing in epics. That's going to be true for most palamonk tanks.
    The spell-based self sufficiency doesn't really kick in for a while, since you need the healing amp gear and spellpoints before it's that worthwhile.
    Well obviously the 383 hp is before buffs and gear and being a tr i already have minos, gfl item, +6 con item, etc. Not sure if I will hit 700 as I have no greensteel or epic, but with full buffs and DoS bonuses should be close.

    Also between DoS shield aggro bonuses and divine righteousness should be able to hold aggro just fine. I want the AC over DPS for most content plus being able to shift some dex points into str and con Ithink balances the character better than pouring into a 17 end dex just for 2wf. Again not meant to be a minmax dps machine, if i wanted that i would build that, but rather a respectable, self-sufficient tank capalbe of soloing (early with a healbot, later maybe with a melee hireling) who can also tank and contribute well to pugs or even raids.

    Versatility and survivability was what I am going for in this build so if anyone sees any glaring errror in those areas, please let me know. A radical concept change though is not what I am looking for. Comments that might tweak this build for versatility or survivability are great, suggestions for rebuilding with a different concept...eh not so much.

    Blessings,

    Goldain

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