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  1. #21
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    Just a comment on any build....

    I just finished my pally life, there is a massive difference survive ability between a maximized cure on a pally, especially if you don't neglect your healing amp. I skipped quicken and did a DOS, I never had a problem with getting the heal off. (get your ac high enough)

    Take max even if you remove it at cap, it will make your leveling so much easier.

  2. #22
    Community Member akash's Avatar
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    Quote Originally Posted by drowrogue View Post
    2 feats? where did you find this information?
    Quote Originally Posted by Ap0k View Post
    he was probably thinking of improved trip.
    You guys are right made a mistake with CE, and messed with IT. +1 to both of you

  3. #23
    Community Member Therigar's Avatar
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    Quote Originally Posted by Therigar View Post
    I am still thinking sword and board with the current goal being Purple Dragon Knight set and epic Chimera's Fang.
    So, here is my limited take on epic/named items for the character. I know that things will change before I get him to his 3d life, so this is just for planning.

    Armor, helm and gloves -- Purple Dragon Knight (for set bonus)
    Main hand - eFang
    Off hand -
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Calitome's with crafted healing amp (for +6 CHA & 20% Healing amp)
    Ring2 - Dun'Robar (for Dodge 4%)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Gauntlets -
    Belt -

    Somewhere I have to fit in Deathblock, probably on the shield but maybe as part of the epic destiny. Maybe a Conop item in the belt slot?

    Do I maybe go with Dodge, Mobility and Spring Attack for the dodge bonuses? Does Spring Attack grant the +2 DEX bonus to armor?

    Suggestions?

    Edit: Adjusted to correct Purple Dragon Set and to change ToD ring to Calitome's for +1 exceptional DEX.
    Last edited by Therigar; 09-12-2012 at 11:02 AM.

  4. #24
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    Quote Originally Posted by Therigar View Post

    Armor, helm and bracers -- Purple Dragon Knight (for set bonus)
    Main hand - eFang
    Off hand -
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Thamor's with crafted healing amp (for +6 CHA & 20% Healing amp)
    Ring2 - Dun'Robar (for Dodge 4%)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Gloves - Epic Gloves of the Claw (for 30% Healing amp)
    Belt -
    The purple dragon knight set doesn't have bracers they are gauntlets (and they have 30% healing amp on them so no need for epic gloves of the claw)

  5. #25
    Community Member Therigar's Avatar
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    Quote Originally Posted by Krelar View Post
    The purple dragon knight set doesn't have bracers they are gauntlets (and they have 30% healing amp on them so no need for epic gloves of the claw)
    Thanks, I missed that but it is good as it opens up bracer slot.

  6. #26
    Community Member Ap0k's Avatar
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    just a suggestion. skip the epic moment of unyielding sentinel. it really is craptastic. you need 200 charges. charges reset when you switch instances even in the same quest. i got it to work exactly once and that was on elite bastion of power the second the demon queen died. then i had 10k hp for 20 seconds. spend those 2 destiny piints elsewhere.
    Aggrom
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    Playing DDO since April 2006

  7. #27
    Community Member Therigar's Avatar
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    Default Apologies if it double posts

    Today has been a good day for me with all the help I've had in designing Royce McAlyster. Thank you so very much to everyone who has contributed.

    I am just about into my final form. This is what I think the character will look like if I get all the items that I've outlined for him.

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Royce McAlyster Three
    Level 20 Lawful Good Human Male
    (20 Paladin) 
    Hit Points: 362
    Spell Points: 289 
    BAB: 20\20\25\30\30
    Fortitude: 25
    Reflex: 18
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             15                    24
    Dexterity            14                    17
    Constitution         16                    19
    Intelligence         11                    14
    Wisdom                9                    12
    Charisma             15                    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               2                     3
    Bluff                 2                     5
    Concentration         3                    25
    Diplomacy             2                     5
    Disable Device        n/a                   n/a
    Haggle                2                     5
    Heal                 -1                     1
    Hide                  2                     3
    Intimidate            6                    30
    Jump                  2                    15
    Listen               -1                     1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spot                 -1                     6
    Swim                  2                     6
    Tumble                4                     5
    Use Magic Device      4                    16
    
    Level 1 (Paladin)
    Skill: Intimidate (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Shield Mastery
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Feat: (Selected) Dodge
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Lesser Dragonmark of Sentinel
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+4)
    Skill: Intimidate (+1)
    
    
    Level 17 (Paladin)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Concentration (+4)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Dragonmark of Sentinel
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Weapons of Good
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Bulwark of Good IV
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    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
    Enhancement: Paladin Extra Turning III
    
    
    Level 21 (Epic)
    Feat: (Selected) Mobility
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Spring Attack
    
    
    Level 25 (Epic - Unyielding Sentinel)
    Shield Prowess - 3 ranks
    Endless Turning - 3 ranks
    Legendary Shield Mastery - 3 ranks
    Endless Smiting - 3 ranks
    Endless Lay On Hands - 3 ranks
    Light the Dark
    Spark of Life
    Hardened - 3 ranks
    As for gear, I'm fairly settled on the following subject to someone coming along with better suggestions:

    Armor, helm and gloves -- Purple Dragon Knight (for set bonus)
    Main hand - eFang
    Off hand - best available shield
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Calitome's with crafted healing amp (for +6 CHA & 20% Healing amp)
    Ring2 - Dun'Robar (for Dodge 4%)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Bracers - Chaosgarde with Resistance ritual (for 2% Dodge)
    Belt - Greensteel Concordant Opposition

    The idea at this point is to maximize healing amps, concealment bonuses and dodge bonuses to go with everything else.

    Critiques please. I feel like it is getting close to finished but quality critiques can only help me make it a better build.

    Thanks again to everyone.
    Last edited by Therigar; 09-12-2012 at 01:37 PM.

  8. #28
    Community Member Riekan's Avatar
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    The only thing I would add as a consideration is to be careful with how much dodge you try to shoot for. Dodge is capped by your max Dex bonus from armor and tower shield. Assuming heavy plate version of armor and no fighter past life or fighter enhancements to up max Dex bonus to a high level, be careful you are not making feat and equipment choices that you will not be able to put to good advantage. DOS should have max Dex bonuses similar to the fighter Stalwart, but its been awhile since I looked at the Paladin. Just do the math before you grind everything out and find a mistake at that point.
    Proud Officer of the Guild of the Black Dragon on Sarlona.

  9. #29
    Community Member Therigar's Avatar
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    Quote Originally Posted by Riekan View Post
    The only thing I would add as a consideration is to be careful with how much dodge you try to shoot for. Dodge is capped by your max Dex bonus from armor and tower shield. Assuming heavy plate version of armor and no fighter past life or fighter enhancements to up max Dex bonus to a high level, be careful you are not making feat and equipment choices that you will not be able to put to good advantage. DOS should have max Dex bonuses similar to the fighter Stalwart, but its been awhile since I looked at the Paladin. Just do the math before you grind everything out and find a mistake at that point.
    Thanks. I think with the Dodge, Mobility and Spring Attack feats that the maximum DEX bonus is +3, meaning only 6% dodge bonus with the heavy armor. Right now I think I plan for 14% bonus. Means I have to find a way to up the DEX bonus or I'll be in trouble.

    So, either different armor -- which costs me the set bonus -- or back to the drawing board. Neither one was what I'd hoped for.

    Still, a great catch. Thanks.

    Edit:

    It looks like I can drop the Dun'Robar ring and the Chaosgarde without affecting too much. The dodge bonus would be lost in any case with the heavy armor. Dodge, Mobility & Spring Attack gives max DEX bonus of +2 and 7% dodge. Greater Nimble gives another 1% dodge but it is still worth the concealment. DoS gives max DEX bonus of +3. So, with base 1 +2 (Spring) +3 (DoS) I'd be able to take advantage of 6% -- 8% if I could figure a way to increase DEX bonus even more.

    Maybe with an empty ring slot and an empty bracers slot I can find something....
    Last edited by Therigar; 09-12-2012 at 12:33 PM.

  10. #30
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    You might consider the epic normal version of the wall of wood for a shield. It has 20% amp on it so you could slot something else on your ring it also has a heft dose of devotion to improve your self heals. ( I can hit myslef for 130's with no meta magics with a cure serious)

    Also is there a reason for the turn undead enhancements? Personally with just one rank of the endless turning from sentinel I have regenerated fast enough that I never need extra turn undeads. I would look into spending those AP on something else.

  11. #31
    Community Member Therigar's Avatar
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    Great advice all around.

    Here is my current gear thinking:

    Armor, helm and gloves -- Purple Dragon Knight (for +9 STR, +9 CON, Heavy Fortification, etc.)
    Main hand - Epic Chimera's Fang
    Off hand - Epic Wall of Wood (for 20% Healing amp)
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Kyrian's Band with crafted +2 exceptional STR (for +6 CHA, +1 insight STR, +2 exceptional STR)
    Ring2 - Epic Ring of the Buccaneer with Greater Nimbleness (for +2 increase to armor DEX bonus & +7 DEX)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Belt/Bracers - Greensteel Concordant Opposition with +6 WIS
    Belt/Bracers -

    I make the max DEX then 1 for heavy armor, 2 for Spring Attack, 3 for DoS, 2 for Greater Nimbleness. 1+2+3+2=8. I make the dodge bonuses to be 3 for Dodge, 2 for Mobility, 2 for Spring Attack, 1 for Greater Nimble trinket. 3+2+2+1=8.

    So, if I did the math right I should get the full 8% dodge bonus.

    With ending stats I think this puts me at STR 36 DEX 26 CON 28 INT 14 WIS 18 CHA 26 before any buffs. The 26 DEX lets me get the full +8 DEX bonus to AC for what it is worth.

    And, it still leaves room for either a belt or bracers if something great comes along.

    Anything else?
    Last edited by Therigar; 09-12-2012 at 01:35 PM.

  12. #32
    Community Member Therigar's Avatar
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    Quote Originally Posted by Krelar View Post
    You might consider the epic normal version of the wall of wood for a shield.
    Thanks. Included it.

  13. #33
    Community Member akash's Avatar
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    For trinket get Epic Brawn's Spirits that's the only item with 20 intimidate in the game or Pale Lavender Ioun Stone. For Offhand, get a +6 Planeforged Tower Shield with appropriate guild augment slot (to craft more intimidate). Both Epic Golden Guilie and Calitome's Ring are very bad choice for a Paladin. So drop those, instead get the Shintao Monk set. On the other hand if you need both Blur and Ghostly, just UMD Blur and get Epic Ring of the Stalker (Tier 3), in that case wear a Torc that's awesome on Paladins.

    Your balance is too low, so until you get the Stand Against The Tide (of level 5 Unyielding Sentinel) you will knocked off too often (given that you are wearing heavy armor+towershield). Dump jump, put those skills in Balance. 10 starting INT and 8 starting WIS is more than enough, if you need to take CE just eat up a +3 INT tome. Use those skills in either STR, CON or CHA. If you are taking Divine Might, eat a +4 CHA tome to get 20 CHA and take the last tier.

    Your AP selection looks really costly. I meant, it takes soo much AP in return gives soo less benefits. For example: Extra turning usless, Paladin Toughness II+III+IV costs 9 AP in return gives only 30 HP. Paladin Bulwark of Good IV costs 4 AP and gives only 1 AC. Rather spending APs in these things I would spend them to get Paladin Exalted Smite IV and Paladin Divine Sacrifice III. You will also need Paladin Divine Righteousness I, it takes only 1 AP but gives soo much in return.

  14. #34
    Community Member Therigar's Avatar
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    Quote Originally Posted by akash View Post
    Your AP selection looks really costly. I meant, it takes soo much AP in return gives soo less benefits. For example: Extra turning usless, Paladin Toughness II+III+IV costs 9 AP in return gives only 30 HP. Paladin Bulwark of Good IV costs 4 AP and gives only 1 AC. Rather spending APs in these things I would spend them to get Paladin Exalted Smite IV and Paladin Divine Sacrifice III. You will also need Paladin Divine Righteousness I, it takes only 1 AP but gives soo much in return.
    I made a change in the ring selection moving it to Kyrian's Band. Kyosho's Ring works just as well as both have the same characteristics. I suppose either would work.

    I'm not convinced that the switches to the trinket and neck slots are right. I've been looking at the thread on AC that talks about needing a balance of AC, PRR, dodge and concealment.

    I will take a look at the enhancements. It certainly looks like fitting in Divine Righteousness is worth it. I'm not sure that extra turning is worthless, a lot of the enhancements seem to be based on Turn Undead.

    How about this for enhancments instead:

    Code:
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Weapons of Good
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Divine Sacrifice III
    Enhancement: Paladin Extra Lay on Hands I
    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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I

  15. #35
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    Quote Originally Posted by Therigar View Post
    I'm not sure that extra turning is worthless, a lot of the enhancements seem to be based on Turn Undead.
    I mentioned it before but I'll say again, anecdotally. Since I took the endless turning from unyielding sentinel I have NEVER run out of turn undeads to fuel my abilities.

  16. #36
    Community Member Ralmeth's Avatar
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    Quote Originally Posted by Therigar View Post
    Today has been a good day for me with all the help I've had in designing Royce McAlyster. Thank you so very much to everyone who has contributed.

    I am just about into my final form. This is what I think the character will look like if I get all the items that I've outlined for him.

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Royce McAlyster Three
    Level 20 Lawful Good Human Male
    (20 Paladin) 
    Hit Points: 362
    Spell Points: 289 
    BAB: 20\20\25\30\30
    Fortitude: 25
    Reflex: 18
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             15                    24
    Dexterity            14                    17
    Constitution         16                    19
    Intelligence         11                    14
    Wisdom                9                    12
    Charisma             15                    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               2                     3
    Bluff                 2                     5
    Concentration         3                    25
    Diplomacy             2                     5
    Disable Device        n/a                   n/a
    Haggle                2                     5
    Heal                 -1                     1
    Hide                  2                     3
    Intimidate            6                    30
    Jump                  2                    15
    Listen               -1                     1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spot                 -1                     6
    Swim                  2                     6
    Tumble                4                     5
    Use Magic Device      4                    16
    
    Level 1 (Paladin)
    Skill: Intimidate (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Shield Mastery
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    Feat: (Selected) Dodge
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 9 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Spot (+1)
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Lesser Dragonmark of Sentinel
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+4)
    Skill: Intimidate (+1)
    
    
    Level 17 (Paladin)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Concentration (+4)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Dragonmark of Sentinel
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+2)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Weapons of Good
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Bulwark of Good IV
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    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
    Enhancement: Paladin Extra Turning III
    
    
    Level 21 (Epic)
    Feat: (Selected) Mobility
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Spring Attack
    
    
    Level 25 (Epic - Unyielding Sentinel)
    Shield Prowess - 3 ranks
    Endless Turning - 3 ranks
    Legendary Shield Mastery - 3 ranks
    Endless Smiting - 3 ranks
    Endless Lay On Hands - 3 ranks
    Light the Dark
    Spark of Life
    Hardened - 3 ranks
    As for gear, I'm fairly settled on the following subject to someone coming along with better suggestions:

    Armor, helm and gloves -- Purple Dragon Knight (for set bonus)
    Main hand - eFang
    Off hand - best available shield
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Calitome's with crafted healing amp (for +6 CHA & 20% Healing amp)
    Ring2 - Dun'Robar (for Dodge 4%)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Bracers - Chaosgarde with Resistance ritual (for 2% Dodge)
    Belt - Greensteel Concordant Opposition

    The idea at this point is to maximize healing amps, concealment bonuses and dodge bonuses to go with everything else.

    Critiques please. I feel like it is getting close to finished but quality critiques can only help me make it a better build.

    Thanks again to everyone.
    Hi Royce,

    I've been experimenting and building Paladin Tanks for a long time, so I have a few suggestions to consider:

    Stats & Skill Points:
    This is a bit of a personal preference, but I would rather:
    -Start con at a 14 instead of 16, but bump up Strength and Charisma to a 16. You could use 1 level up into charisma and qualify for Divine Might 4. I feel like on my Pally tank I have more than enough hit points with a starting con of 14, but I always want more DPS.
    -I'm not sure why you are starting wisdom at a 9...Drop this down to an 8 and put intelligence at a 12. Then with the extra skill points at low levels put those extra skill points into balance. I see you don't have any points to balance and I always find a handful of points to balance helpful.
    -Balance instead of Jump & Spot: Definitely put points into balance instead of jump or spot. I like jump and spot, but balance will help keep you alive better than jump or spot will.

    Enhancements:
    -Extra Turning...Why? Endless Turning will regenerate your turn undeads
    -Extra Smites/Exhalted Smite/Divine Sacrifice...You will really want more DPS, so take extra smite 2, exhalted smite 1 and divine sacrifice 1. Yes, these enhancements could be better but they can be very helpful. Did I mention, I'm always wanting more DPS on my Pally?
    -Improved Recovery 3...An extra 10% healing amp is awesome, but at 6APs it's really expensive. I always eye this one, but always find the APs are better spent elsewhere, but you could take or leave this depending on the rest of your AP requirements
    -Human Adaptability 1...For only 2APs you can increase an ability score by 1. At the least use this for an extra charisma point instead of Paladin Charisma 2. Better yet, if it can get you to the next strength bracket then do that instead.
    -Extra Lay on Hands...I highly recommend to max out how many lay on hands you get. Lay on Hands are just awesome and is a super fast and powerful way to keep yourself or fellow teammates alive. While I'm using Unyielding Sentinel I can keep myself healed up with Lay on Hands and the proper application of Glorious Stand.

    Hope that helps
    The best part of the 10th Anniversary of DDO...the description on the Oatmeal Raisin Kookie,
    "From a distance you thought this was a chocolate chip kookie. Now you're sad."

  17. #37
    Community Member Therigar's Avatar
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    Quote Originally Posted by Ralmeth View Post
    -Balance instead of Jump & Spot: Definitely put points into balance instead of jump or spot. I like jump and spot, but balance will help keep you alive better than jump or spot will.

    Enhancements:
    -Extra Turning...Why? Endless Turning will regenerate your turn undeads
    -Extra Smites/Exhalted Smite/Divine Sacrifice...You will really want more DPS, so take extra smite 2, exhalted smite 1 and divine sacrifice 1. Yes, these enhancements could be better but they can be very helpful. Did I mention, I'm always wanting more DPS on my Pally?
    -Improved Recovery 3...An extra 10% healing amp is awesome, but at 6APs it's really expensive. I always eye this one, but always find the APs are better spent elsewhere, but you could take or leave this depending on the rest of your AP requirements
    -Human Adaptability 1...For only 2APs you can increase an ability score by 1. At the least use this for an extra charisma point instead of Paladin Charisma 2. Better yet, if it can get you to the next strength bracket then do that instead.
    -Extra Lay on Hands...I highly recommend to max out how many lay on hands you get. Lay on Hands are just awesome and is a super fast and powerful way to keep yourself or fellow teammates alive. While I'm using Unyielding Sentinel I can keep myself healed up with Lay on Hands and the proper application of Glorious Stand.
    Tremendous help, from everyone. I cannot begin to express how much everyone's insight has helped me to understand this class in DDO.

    The points concerning WIS v INT make sense. I'll have to take another look. The point about Human Adaptability instead of Charisma II also makes sense.

    I finally got the message everyone's been giving me about Turn Undead.

    STR is close to what it is going to be. From 16 base I take all 6 stat increases and eat a +3 tome. The Purple Dragon set gives +7 enchanted and +2 insight. ToD ring gives another +1 insight and +2 exceptional. Assuming everything stacks that is 16+6+3+7+2+1+2=37. Another +1 from an enhancement would be nice but I'm not sure how to get there with it given the current enhancement choices.

    That is also part of the problem with going for more LoH. I'm just not sure where else to cut enhancements. Maybe the answer is to drop Charisma enhancements entirely and take Human Adaptability: Strength. That saves 4 AP and makes the STR score 38.

    That puts CHA at 24 with tomes and ToD ring. I'm assuming that would be enough.

    Taking the 4 AP saved and the AP out of Extra Turn Undead and I can get LoH III.

    With those changes the build looks like this:

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Royce McAlyster
    Level 25 Lawful Good Human Male
    (20 Paladin/5 Epic)
    
    L20 Stats
    Hit Points: 362 
    Spell Points: 260 
    BAB: 20\20\25\30\30 
    Fortitude: 24
    Reflex: 17
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             15                    25
    Dexterity            14                    17
    Constitution         16                    19
    Intelligence         12                    14
    Wisdom                8                    10
    Charisma             15                    18
    
    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 Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    14
    Bluff                 2                     4
    Concentration         7                    17
    Diplomacy             2                     4
    Disable Device        n/a                   n/a
    Haggle                2                     4
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate            2                    29
    Jump                  2                    10
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     2
    Spot                  1                    11
    Swim                  2                     7
    Tumble                n/a                   n/a
    Use Magic Device      4                    15
    
    Level 1 (Paladin)
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Human Bonus) Power Attack
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Shield Mastery
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Dodge
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Shield Mastery
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Lesser Dragonmark of Sentinel
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Greater Dragonmark of Sentinel
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Weapons of Good
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Divine Sacrifice III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Lay on Hands III
    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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    
    
    Level 21 (Epic)
    Feat: (Selected) Mobility
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Spring Attack
    
    
    
    Level 25 (Epic - Unyielding Sentinel)
    Shield Prowess - 3 ranks
    Endless Turning - 3 ranks
    Legendary Shield Mastery - 3 ranks
    Endless Smiting - 3 ranks
    Endless Lay On Hands - 3 ranks
    Light the Dark
    Spark of Life
    Hardened - 3 ranks
    For gear I'm just about settled on:

    Armor, helm and gloves -- Purple Dragon Knight (for +9 STR, +9 CON, Heavy Fortification, etc.)
    Main hand - Epic Chimera's Fang
    Off hand - Epic Wall of Wood (for 20% Healing amp)
    Neck - Epic Golden Guile (for Ghostly 10% concealment)
    Trinket - Greater Nimble (for Dodge 1% & Blurry 20% concealment)
    Goggles - Lenses of the Woodsman (for +3 Attack Bonus & +6 Seeker)
    Boots - Boots of the Woodsman (for 30% Striding & +2 Insight DEX)
    Ring1 - Kyrian's Band with crafted +2 exceptional STR (for +6 CHA, +1 insight STR, +2 exceptional STR)
    Ring2 - Epic Ring of the Buccaneer with Greater Nimbleness (for +2 increase to armor DEX bonus & +7 DEX)
    Cloak - Adamantine Cloak of the Bear (for Sheltering +9)
    Bracers - Greensteel Concordant Opposition with +6 WIS
    Belt - Generic +15 Intimidate/+7 Balance with Alchemical saves ritual (change when something better comes up)

    I hear what is being said about Spot and Jump. I really hate walking up on top of something and not knowing it is there because of low Spot. I really hate not being able to Jump. The only thing I can think to give up for more Balance would be Concentration. My solution is to take the only free equipment slot and put balance and/or intimidate on it.

    Any thoughts in that area?
    Last edited by Therigar; 09-12-2012 at 10:20 PM.

  18. #38
    Community Member Kinerd's Avatar
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    Mar 2010
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    A little late, but...
    Quote Originally Posted by Therigar View Post
    For PrE I look at hunter of the dead rather than defender of siberys.
    Yes, love it. DoS has its niches, but I get the feeling you like being self-contained, and an HotD paladin is the absolute #1 build for that outside of a warforged wizard.
    Given the advice from Kinerd and Spoonwelder, what if I drop dwarven axe, improved critical and tower shield and instead take the sentinel bloodline with the idea of going with the Chimera's Fang?
    I think pure paladins are uniquely suited to abandoning IC in this way, because with the red slots you can bypass any DR you care to with permanent augments and your Good capstone. It's still a little tenuous, but if anyone can make it work a pure paladin can.
    So, is Divine Might IV critical? I'm reading several people saying that DM isn't absolutely needed.
    I try to talk myself into it every time I read Junts' guide... and then I use it in game and want to claw my eyes out it takes so long to activate (and it should be pointed out that the activation time was cranked way up since Junts wrote his/her guide). It's just brutal.

    Divine Sacrifice is a weird enhancement. Rank 1 is really a must for any paladin, ranks 2 and 3 fall off the table, through the floor, past the basement, say hi to Lucifer, end up neck deep in the pit. Looking at your enhancement scheme I don't see anything I would trade it for off hand, but if you ever feel like you want something those ranks 2 and 3 are a great place to drop.

    Lastly, I think you would get dramatically more from Maximize than ISM or Spring Attack, or even both put together.

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