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  1. #1
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    Default looking for a THF paladin build that can run solo

    I am interested in rolling a pally abd through looking around the different posts I have seen various builds. One that I am thinking of is the 18/2 pally/rogue build, as you get evasion which seems woul dbe good for defence and of ocurse the ability to disable traps if you wanted to put points into that. The thing here is that by splashing the rogue you miss out on the capstone.

    Is this a big deal or would it be better to stay pure ? If staying pure for the capstone is best then I am lost a bit on the build. I read Tihocans post of revisiting builds in the custom class section, but the builds there seem a few years old, and seeing how the game has moved on I am worried that I might be building a redundant character build.

    So I am looking for a solid build for a THF paladin. I have access to 32pt builds if that helps. I think the main purpose of this character is to actually get him to 20 so I can see more of the game. Most characters I have played see content only up to level 7 or 8 and then due to poor design desicions simply are not viable. My main problem is that I have to run solo almost all the time due to real life so I can only play hours when the servers are generally at the lowest population count

  2. #2
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    Jul 2010
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    been playing around with the builder and came up with this as a starter.

    I increased int to 10 from the start so I can max out UMD/Balance and Jump and then added a +2 tome later so I could add more ranks of tumble. I am not too sure on the enhancements though. I did my best to select ones I thought would be complimentary ?

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=34690
    
    Paladin 20
    Male Human - Lawful Good
    ________________________________________________________________
    
    LEVEL 1:
    Race Selected: Male Human
    Alignment Selected: Lawful Good
    Class Selected: Paladin (Paladin 1)
    Abilities Raised: STR: 16, CON: 14, INT: 10, WIS: 12, CHA: 16
    Skills Ranks Raised: Balance +2 (2), Jump +1 (1), 
    Tumble +1 (1), UMD +2 (2)
    Feats Selected: Toughness, Two-Handed Fighting
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Paladin (Paladin 2)
    Skills Ranks Raised: Balance +0.5 (2.5), Jump +0.5 (1.5), 
    UMD +0.5 (2.5)
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Paladin (Paladin 3)
    Skills Ranks Raised: Balance +0.5 (3), Jump +0.5 (2), 
    UMD +0.5 (3)
    Feats Selected: Power Attack
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Paladin (Paladin 4)
    Abilities Raised: CHA: 17
    Skills Ranks Raised: Balance +0.5 (3.5), Jump +0.5 (2.5), 
    UMD +0.5 (3.5)
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Paladin (Paladin 5)
    Skills Ranks Raised: Balance +0.5 (4), Jump +0.5 (3), 
    UMD +0.5 (4)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Paladin (Paladin 6)
    Skills Ranks Raised: Balance +0.5 (4.5), Jump +0.5 (3.5), 
    UMD +0.5 (4.5)
    Feats Selected: Extend Spell
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Paladin (Paladin 7)
    Skills Ranks Raised: Balance +0.5 (5), Jump +0.5 (4), 
    UMD +0.5 (5)
    Tomes Applied: STR: +2, CON: +2, INT: +2, CHA: +2
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Paladin (Paladin 8)
    Abilities Raised: CHA: 20
    Skills Ranks Raised: Balance +0.5 (5.5), Jump +1 (5), 
    UMD +0.5 (5.5)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Paladin (Paladin 9)
    Skills Ranks Raised: Balance +0.5 (6), Jump +1 (6), 
    UMD +0.5 (6)
    Feats Selected: Improved Critical (Slashing)
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Paladin (Paladin 10)
    Skills Ranks Raised: Balance +0.5 (6.5), Jump +0.5 (6.5), 
    Tumble +0.5 (1.5), UMD +0.5 (6.5)
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Paladin (Paladin 11)
    Skills Ranks Raised: Balance +0.5 (7), Jump +0.5 (7), 
    Tumble +0.5 (2), UMD +0.5 (7)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Paladin (Paladin 12)
    Abilities Raised: CHA: 21
    Skills Ranks Raised: Balance +0.5 (7.5), Jump +0.5 (7.5), 
    Tumble +0.5 (2.5), UMD +0.5 (7.5)
    Feats Selected: Improved Two-Handed Fighting
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Paladin (Paladin 13)
    Skills Ranks Raised: Balance +0.5 (8), Jump +0.5 (8), 
    Tumble +0.5 (3), UMD +0.5 (8)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Paladin (Paladin 14)
    Skills Ranks Raised: Balance +0.5 (8.5), Jump +0.5 (8.5), 
    Tumble +0.5 (3.5), UMD +0.5 (8.5)
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Paladin (Paladin 15)
    Skills Ranks Raised: Balance +0.5 (9), Jump +0.5 (9), 
    Tumble +0.5 (4), UMD +0.5 (9)
    Feats Selected: Greater Two-Handed Fighting
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Paladin (Paladin 16)
    Abilities Raised: CHA: 22
    Skills Ranks Raised: Balance +0.5 (9.5), Jump +0.5 (9.5), 
    Tumble +0.5 (4.5), UMD +0.5 (9.5)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Paladin (Paladin 17)
    Skills Ranks Raised: Balance +0.5 (10), Jump +0.5 (10), 
    Tumble +0.5 (5), UMD +0.5 (10)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Paladin (Paladin 18)
    Skills Ranks Raised: Balance +0.5 (10.5), Jump +0.5 (10.5), 
    Tumble +0.5 (5.5), UMD +0.5 (10.5)
    Feats Selected: Skill Focus (UMD)
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Paladin (Paladin 19)
    Skills Ranks Raised: Balance +0.5 (11), Jump +0.5 (11), 
    Tumble +0.5 (6), UMD +0.5 (11)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Paladin (Paladin 20)
    Abilities Raised: CHA: 23
    Skills Ranks Raised: Tumble +2 (8)
    Enhancements Selected: Paladin Toughness I, 
    Paladin Devotion I, Human Improved Recovery I, Paladin Charisma I, 
    Follower of the Sovereign Host, Racial Toughness I, 
    Paladin Extra Lay on Hands I, Paladin Toughness II, 
    Paladin Devotion II, Paladin Extra Turning I, Paladin Divine Might I, 
    Paladin Charisma II, Racial Toughness II, Paladin Courage of Good I, 
    Paladin Courage of Good II, Paladin Energy of the Templar I, 
    Paladin Extra Smite Evil I, Paladin Energy of the Templar II, 
    Paladin Extra Lay on Hands II, Paladin Resistance of Good I, 
    Paladin Extra Smite Evil II, Paladin Divine Might II, 
    Paladin Extra Smite Evil III, Paladin Extra Smite Evil IV, 
    Paladin Knight of the Chalice I, Paladin Knight of the Chalice II, 
    Unyielding Sovereignty, Paladin Divine Might III, Paladin Divine Sacrifice I, 
    Paladin Divine Sacrifice II, Paladin Exalted Smite I, 
    Paladin Exalted Smite II, Paladin Exalted Smite III, 
    Human Adaptability Strength I, Paladin Knight of the Chalice III, 
    Paladin Improved Turning I, Paladin Energy of the Templar III, 
    Paladin Divine Might IV, Paladin Weapons of Good, Paladin Attack Boost I
    Stats at End of Level 20:
    HP:342 SP:349 AC:10 FORT:24 REFL:14 WILL:16 BAB:+20/+20/+25/+30
    STR:19(+4) DEX:8(-1) CON:16(+3) INT:12(+1) WIS:12(+1) CHA:25(+7)
    Balance:10, Bluff:7, Concentration:3, Diplomacy:7, 
    Disable Device: n/a, Haggle:7, Heal:1, Hide:-1, Intimidate:7, 
    Jump:15, Listen:1, Move Silently:-1, Open Lock: n/a, 
    Perform: n/a, Repair:1, Search:1, Spot:1, Swim:4, Tumble:7, UMD:21

  3. #3
    Community Member
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    Sep 2009
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    Quote Originally Posted by updeharris View Post
    I am interested in rolling a pally abd through looking around the different posts I have seen various builds. One that I am thinking of is the 18/2 pally/rogue build, as you get evasion which seems woul dbe good for defence and of ocurse the ability to disable traps if you wanted to put points into that. The thing here is that by splashing the rogue you miss out on the capstone.

    Is this a big deal or would it be better to stay pure ? If staying pure for the capstone is best then I am lost a bit on the build. I read Tihocans post of revisiting builds in the custom class section, but the builds there seem a few years old, and seeing how the game has moved on I am worried that I might be building a redundant character build.

    So I am looking for a solid build for a THF paladin. I have access to 32pt builds if that helps. I think the main purpose of this character is to actually get him to 20 so I can see more of the game. Most characters I have played see content only up to level 7 or 8 and then due to poor design desicions simply are not viable. My main problem is that I have to run solo almost all the time due to real life so I can only play hours when the servers are generally at the lowest population count
    My main toon is a 18 Paladin / 2 Monk / 5 Epic (Fighter Past Life) and I had great fun leveling him.
    I'd advise to take monk instead of rogue because you'll never have enough skill points to be a decent trapper, and monk gives 2 extra feats (toughness and power attack are monk feats) and +3 to all saves not just reflex, in addition to better hit dice and path of patient tortoise for +5 hp. I don't use handwraps, you get all this stuff even if you just wear light armor and use a tower shield. I usually switch between heavy armor (higher physical resistance rating) and light armor (evasion) depending on the need.
    Capstone is very nice but so are 2 bonus feats and evasion. Your choice.

    STR 16 (all levelups here)
    CON 16
    INT 10-12 (Concentration, UMD and Intimidate maxed out, if you have a +2 INT tome you can also put some points into Balance and one point into Tumble)
    CHA 14
    DEX 12-10
    WIS 8 (you'll get gear to enable spellcasting)

    As a human you get 10 heroic feats with the monk splash. Take monk early so you can fit in power attack and toughness without issues.
    Monk 1) Power Attack
    Human) Cleave
    1) Two Handed Fighting
    Monk 2) Toughness
    3) Shield Mastery (required for Defender of Siberys)
    6) Great Cleave
    9) Improved Critical Slashing
    12) Improved Two Handed Fighting
    15) Greater Two Handed Fighting
    18) Exotic Weapon Proficiency: Bastard Sword (yeah you asked for THF and you'll actually be THF 99% of the time, but when you feel you need extra protection or you are required to tank nasty bosses, Bastard Sword and Shield are great)
    21) Overwhelming Critical (if you didn't get a +2 STR tome till now, you may switch with Bulwark of Defense and take this one at 24 but you still need a +1 STR tome at least, those are so cheap it isn't funny)
    24) Bulwark of Defense

    Prestige Enhancement: Defender of Siberys, as it's good against everything and gives extra survivability.

    Enhancements are free to toy around and experiment, just make sure you take the prerequisites for Defender of Siberys and something to up your DPS, like Exhalted Smite Evil. Defensive Stance will work even if you don't wield a shield, but if you do then you can fill the tank role when needed in a raid, if you do so then make sure you have Divine Righteousness to help with threat generation.
    Use UMD with scrolls of Master's Touch (they are very cheap) to get proficiency with Tower Shields if you ever need to use one for protection, no need to waste a feat on shields beyond the required Shield Mastery.

    Cleave and Great Cleave are very fun to use, I rate them higher than the Two Handed Fighting line. They also allow for Overwhelming Critical at level 21 and that's very good dps increase.
    Last edited by Krinn83; 11-23-2012 at 02:34 PM.

  4. #4
    Community Member Kinerd's Avatar
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    To keep Search, Disable, and UMD up in your paladin levels, you need 2 + 2 + 2 = 6 skill points, which means 16 base Int on a human. You get a little wiggle room with your rogue levels, but you're still looking at 14, which is a little strenuous but not impossible on a 32 point build...
    16 Str
    16 Con
    14 Int
    14 Cha
    ...not that hard.

    With 1 rogue you can go 4 in all three (and a bunch of other skills).
    Then through 18 paladin you stay maxed in Disable and Search and get to 13 UMD.
    Then 2 rogue you spend 2 on DD/Search and are left with 8 + 2 + 1 for UMD, which is 1 more than you need.

    Now, you would probably want 2 rogue earlier than that to get your Evasion going, but unless you have a +2 tome kicking around doing so will compromise how high your UMD will be.

    .

    Your enhancements are pretty good, but the two strongest human enhancements are Versatility (Damage Boost) which you have 0 in and Improved Recovery (more hamp) which you have 1 in. I would drop Extra Smite 4, Exalted 3, DS 2 for sure: DS 1 is half as expensive and 99.99999% as strong as DS 2, Exalted 3 and Extra 4 aren't very good. I also don't really love Divine Might because it's so short and takes so long to cast, so I would drop DM 4. With those 13 AP, you can get Versatility 2 and Improved Recovery 3.

    Even if you really want the other stuff, squeezing out 1 AP for Versatility 1 is magnificent return on investment, can't be said enough.

  5. #5
    The Hatchery BossOfEarth's Avatar
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    Personaly I wouldn't play a Paladin at cap without evasion. I tried it on my first Paladin life and although the capstone was some nice DPS I had trouble playing apart from a full group (which are hard to find durring off hours). I TRed as a Dwarf Axe and Shield Paladin, took some rogue for evasion and UMD. I loved the evasion, but I didn't get much use out of UMD. On my third life I'm going trap monkey without the UMD or Conc. It's too early for me to say how a trapmonkey paladin will turn out but I'm looking forward to finding out.

    For me, trap skills are merely a luxury while leveling up. At endgame an evasion Paladin can simply run through traps.

    If I was going to stay at cap for a long while, I'd want evasion but I'd be ok getting it via epic destinies. Realistically though that seems like a long time for me to be without evasion. Sweet sweet evasion.
    Last edited by BossOfEarth; 11-23-2012 at 09:25 PM.

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