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  1. #1
    Community Member -Avalon-'s Avatar
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    Default Dragon Age Templar Request

    I have been tossing around some ideas and concepts on how to achieve this... Looking to see if any suggestions come up...

    For those who have not played Dragon Age (either origins or II), templars are the order that watches over the Mages. If a mage becomes corrupt, or runs away from the mage order, the Templars hunt them down and either return them to the order (does not happen very often, for various reasons), or they kill the mage.

    They have abilities that protect them from magics in very extreme ways... mostly they have the ability to keep casters from casting, but if the caster gets a spell off, they are very resistant to the spells... they also have the ability to break a spell if it is in place (like wards or enchantments)...

    I am thinking this would include paladin levels in DDO, but how many? Other than Ogre Femurs and Beholder Plate/Docent, are there any ways to turn off a casters casting abilities? Anyone with knowledge of the templars in DA, please let me know what you think... just looking for good advice on an "Anti-Caster Melee" build...

    Just for flavor, I am thinking wearing Beholder Plate, wielding Templar's Retribution or Justice, and using the Templar shield as well... just makes sense to me...

  2. #2
    Community Member fool101's Avatar
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    I don't know anything about DA but I have a couple thoughts about the concept.

    Dwarf might be a good choice for the increased spell saves
    Battered Phiarlan Shield might be cool
    Monk 2 might be ok but probably does not fit what you are looking for
    -Anything is possible....if you don't understand the problem.
    -Better to be perceived a fool than to open ones mouth and remove all doubt.
    -Luck is simply a crossroads between circumstance and knowledge, both are things you can control.

  3. #3
    Community Member Contrex's Avatar
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    I guess the Magister Nullmagic abilities could work if you're looking for flavor.

    I'm not sure about heroic levels though.
    Rognac / Oesel / Zaegroenhali / Maloich / Eriaolys / Voidmind / Pastacide / Orangewing / Veraya / Sisutu / Peletis / Lacrimis / Clipped / Somniloquy / Hypnagogic / Othafa

    Khyber / The Hand of the Black Tower

  4. #4
    The Hatchery DethTrip's Avatar
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    That beholder plate docent would be awesome on a wf as they are immune to exhaustion. I have never run that chain. Maybe I'll have to check it out.
    If you're having fun, then you're doing it right.

  5. #5
    Community Member -Avalon-'s Avatar
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    Unfortunately, the exhaustion from the docent does affect WF... the closest reasoning anyone can think of is that it is magical exhaustion... also it is due to "Metal Fatigue" which in the case of a WF sounds more dire lol... either way, last I heard, it still happens on WF, let me know if this has changed...

    What I have found is, that if you carry a stack of lesser resto pots, the exhaustion is a minor nuisance. If you are a paladin, just keep LR memmed and cast it as need be, or grab a wand or something... LR cures exhaustion according to wiki, so this is all theory, but should also work in practice as well.

    I have been tallying up abilities that are basic "feat-like" abilities templars had access to in DA I&II: (these are closest approximations I can find)

    Bastard Sword
    Tower Shield
    Cleave
    Great Cleave
    Whirlwind Attack

    Power Attack
    Precision
    Resilient

    Shield Mastery
    Improved Shield Mastery

    Stunning Blow
    Improved Trip

    These abilities are in addition to the more magical abilities:

    Holy smite/Ghost Touch
    Cleanse/Dispel Magic/Break Enchantment
    Silence/Unknown
    Annulment/High Saves

    So, maybe a 14 Paladin/6 Fighter? 14 because of 4th level spells (Break Enchantment) and enhancements (HotD maybe for ghost touch?), plus good saves, and 6 Ftr for the extra feats and Stalwart Defender?

  6. #6
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    if your really focussed on such a flavor build my suggestions are as follows.

    6 lvls in rogue: Hear me out, assassin 1 gives the use of special poisons, on has the ability to keep casters from casting, a useful tool for being the anti caster.

    I think your right on about the armor and weapon choices, so to get heavy armor prof you also will need cleric.

    I know I know rogue cleric? what madness. However rogue and cleric do share a use for charisma and its charisma and turns along with radiant servant 1s burst your really after. The bursts which regenerate fairly timely if my memory serves removes exhaustion among other things handy to help negate a certain piece of your gears hindrances.

    So what left with 6 in cleric and 6 in rogue, well personally id say good ol fighter for feats to develop your fighting style. Or perhaps focus more into rogue or cleric. 12 rogue for assassin is definatly how i normall deal with enemy casters. Or 12 in cleric for aura as well as burst.

    As another suggested in epic levels look to the wards or the like.

  7. #7
    Community Member Mercureal's Avatar
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    I was going to tentatively suggest Rogue 6 too, for the flavour of the Assassin 1 Thoughtburn poison (can prevent spellcasting) - but it's not that functional in practice. There are a few other ways to simulate the magic resistance you describe.

    Spell Resistance: This tends to not be that effective, but there are a few ways to get it to a fairly high level. There's a new effect on armour and shields (Warding) that gives 30 or 35 SR and one of the lower level Monk ED abilitiies can give you +9 stacking SR. One of the Barbarian ED abilities gives you increasing SR as your HP goes down, and I think it tops out at 60.

    Spell Absorption Gear: The pale lavender ioun stone, the Mantle of the Worldshaper, and the warding items I mentioned above all have the spell absorption effect. I think on the highest tier of warding you get 5 charges that reset.

    High Saves: A Paladin with the right gear can get extremely high saves, and various ED abilities give you bonuses to saves, the ability to reroll some saves, and the ability to not fail saves on a roll of 1. No fail (or nearly no fail) saves would be about the best kind of magic immunity you could get.

  8. #8
    Community Member -Avalon-'s Avatar
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    Never thought about rogue/assassin... but problem with that is that it needs to be SA's to even activate...

    I was thinking about it some more, playing with the planner... and came up with a possible build. Now, this build is going to use the beholder plate to get the same effect as the thoughtburn poison, but, need to have other things to make it all work. Went with Paladin for high saves, fighter to get extra feats, HotD to get the ghost touch... but HotD also does something else. It gives 2 more uses of remove disease, which doesn't seem all that great... but, at level 1 of HotD it allows expending 1 RD to do a LR (which drops exhaustion to fatigue), and level 2 of HotD it allows use of 1 RD to do a full restore (which drops Exhaustion or Fatigue completely, along with all sorts of other stuff)... and lvl 1 gives 2 more RD's, and lvl 2 gives 2 more, plus at lvl 12 Paladin would have 3 base, so that is 7 base RD's/Restores... buy two cheap enhancements and get 4 more for total of 11 times I could cure Exhaustion.

    But, that was not enough... high saves are great, a way to cure the detriment is great... plenty of feat slots to get all I need there... but added protection: Spell Resistance. Someone mentioned dwarf, and dwarf DOES have extra bonus spell protection, but elves do as well (vs the kind that REALLY matters: Enchantments), and drow get bonus Cha as well as innate Spell Resistance... and since 1st life is when you wanna play a drow if you are going to play one, best time would be upon character creation, right?

    So, Drow 14 Pal/6 Ftr (HotD II/SD I)... and here is the build I was playing with so far... as always, give me input, this is extreme flavor build, but I kind of like efficiency as well:

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (6 Fighter \ 14 Paladin) 
    Hit Points: 382
    Spell Points: 170 
    BAB: 20\20\25\30\30
    Fortitude: 33
    Reflex: 21
    Will: 26
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    21
    Dexterity            10                    10
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11.5
    Concentration         7                    24
    
    
    Level 1 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Shield Mastery
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Resilience
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Bastard Sword
    Enhancement: Fighter Haste Boost I
    Enhancement: Paladin Saves Boost I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Hunter of the Dead I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Improved Turning I
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Shield Mastery
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Extra Smite Evil II
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Toughness III
    
    
    Level 10 (Paladin)
    Enhancement: Paladin Saves Boost II
    Enhancement: Paladin Extra Turning II
    
    
    Level 11 (Paladin)
    Enhancement: Paladin Improved Turning II
    
    
    Level 12 (Paladin)
    Feat: (Selected) Force of Personality
    Enhancement: Paladin Toughness IV
    Enhancement: Paladin Divine Might II
    
    
    Level 13 (Paladin)
    Enhancement: Paladin Extra Lay on Hands II
    
    
    Level 14 (Paladin)
    Enhancement: Paladin Extra Remove Disease I
    Enhancement: Paladin Extra Remove Disease II
    Enhancement: Paladin Hunter of the Dead II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Power Attack
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Paladin Devotion I
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Haste Boost II
    Enhancement: Paladin Extra Smite Evil III
    
    
    Level 17 (Paladin)
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Devotion II
    
    
    Level 18 (Paladin)
    Feat: (Selected) Great Cleave
    Enhancement: Paladin Charisma II
    
    
    Level 19 (Fighter)
    Enhancement: Paladin Resistance of Good III
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Paladin Redemption I

  9. #9
    The Hatchery bigolbear's Avatar
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    Anti caster focused mele build.. oky dokey.

    12 FTR(kensai), 2 paladin, 6 rogue(assassin). Race DROW. (god **** i never thought id be recomending drow as race... I guess they realy are that cool ps if you dont like drow then human or dwarf would work well.)
    5 epic -> magister! (twists -> tactics from dred, lithe from shadow dancer, wild shots from shiradi)

    gets superb saves (needed to fight casters), evasion (needed to fight casters), mele crowd control taregeting casters weak atributes. Access to all armour, weapons and sheilds as befits a templar. Has many 'combat manouvers' to take down mages just like a templar from dragon age.

    Im trying to keep tomes to a minimum, but its a complex build.
    STARTING STATS: (28 point - first life drow)
    STR: 15 (lvl up points go here)
    DEX:16 (+1 tome required here before lvl 7)
    CON:14
    INT:12 (+1 tome required here before lvl 5)
    WIS:8
    CHA:14

    Lvl order: 1 rogue.. 2 paly... 1 rogue... 12 FTR... 4 rogue.

    Feats: by lvl. (16 total, 7 general, 7 FTR, 2 epic)
    1. toughness
    3. powerattack
    5. (ftr)stunnign blow
    6. (ftr)combat expertise, 2 weapon fighting
    8. (ftr)improved 2 weapon fighting.
    9. improved improved crit- bludgeon
    10. (ftr) improved trip.
    12. (ftr) weapon focus bludgeon. greater 2 weapon fighting
    14 (ftr) weapon spec bludgeon.
    15. greater weapon focus bludgeon,
    16. (ftr) greater weapon spec bludgeon.
    18. cleave
    21. great cleave.
    24. overwhelming critical (bludgeon).

    Enhancements:
    kensai 2 - warhammer.
    assassin 1.
    toughness, saves, str, charisma, tactics.
    drow Spell resistance.

    Skills:
    Despite the rogue lvls I would not dilute this build with trying to be a trapper Its also not in theme. - Id suggest spot (for spotting casters), listen (for hearing invisable casters), UMD - to use scrols to heal your self and protect your self from magic, bluff - to beter land sneak attacks/poison, balance is always useful as is jump. Hide/move silent is also definately an option if you want to play that way.


    Epic deatiny: magister.
    This seems totaly crazy at first glance but theres something interesting here that were going to take advantage of.
    Null magic guard/strike.
    every time you are hit there is a chance that an aura will proc on you that dispells all magic in your vacinity and prevents spell casters from casting.
    You can also use wild shots from shiradi to trigger this same ability on a chosen target with a 15% success rate - wild shots can hit multiple targets.
    The sigils may well provide you with good defensive options vs incoming spells for the whole party.

    Playstyle:
    charge through mobs to get to caster - trip casters body guard, stun caster, kill caster, cleave trash. in epic lvls you will find the null magic most helpful and i think it fits what you are aiming for theme wise. There is also the assassin poison thought burn which damages int and prevents spell casting - but you must either not have agro or have stunned the enemy first to land this.

    Esential gear.
    hammer of stunning, hammer of vertigo (these will be your go to weapons) Id recomed crafted at low lvls and drow warhammer of the weapon masters at high lvls - eventualy a mornh ion your main hand and a drow hammer (vertigo) in your off hand.

    Pros/cons.
    Pros: great saves, evasion, good spell res tactical manouvers.
    cons: vulnerable to mele enemies compared to a traditional fighter.
    Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
    stuff by me: http://forums.ddo.com/showthread.php...02#post4938302

  10. #10
    The Hatchery DethTrip's Avatar
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    Here is my attempt. I went with fighter for the tactics and shield feats. Use stunning blow and trip on casters to prevent them from making you dance. Two levels of paladin allows you to add your cha bonus to saves. WF gives you some immunities as well as wf tactics to help land those stuns and trips. WF also allows you to wear the Beholder Plate Docent and not suffer exhaustion from the metal fatigue. I would upgrade the docent with solipsism (attack proc: dazed for 6 seconds) or will save +10.

    You will wield an epic Templar's Retribution and Epic Templar's Bulwark, which you could slot good luck +2 to boost saves a little more. I would recommend a shield with 30 spell resistance instead unless you could slot it somewhere else somehow. Newer shields will grant a higher AC too.

    Beyond the flavor there needs to be some function and that is provided by imp shield mastery (8% doublestrike), Imp shield bash, power attack, cleave, great cleave, fighter haste boost IV, fighter weapon feats, kensei and fighter weapon enhancments and good strength. This build will qualify for the overwhelming critical epic feat.

    Going along with the flavor of the build, you could run in the Magister ED taking

    Nullmagic Guard (Passive Bonus: When you take damage, there is a [2/4/6]% chance that a burst of antimagic energy expands from your body. Nearby enemies are subject to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds) and

    Nullmagic Strike (Passive Bonus: Offensive spells you cast, melee and ranged attacks have a [5/10/15]% chance to subject the target to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds).

    To me, this looks like a fun flavor build that will still function well. Let me know if you build it.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (18 Fighter \ 2 Paladin) 
    Hit Points: 342
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 21
    Reflex: 9
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity             8                    10
    Constitution         16                    18
    Intelligence         12                    14
    Wisdom               12                    14
    Charisma             12                    14
    
    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 Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     6
    Bluff                 1                     5
    Concentration         3                     7
    Diplomacy             1                     5
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                  1                     2
    Hide                 -1                    -5
    Intimidate            1                     5
    Jump                  7                    26
    Listen                1                     2
    Move Silently        -1                    -5
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     2
    Spot                  1                    13
    Swim                  3                     0
    Tumble                1                     1
    Use Magic Device      n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+2)
    Skill: Jump (+4)
    Skill: Tumble (+2)
    Feat: (Selected) Adamantine Body
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 3 (Paladin)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Tumble (+0.5)
    
    
    Level 5 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+2)
    
    
    Level 6 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    
    Level 9 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Stunning Blow
    
    
    Level 11 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Greater Weapon Focus: Slashing Weapons
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 13 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 14 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
    
    
    Level 15 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Improved Shield Mastery
    
    
    Level 17 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 18 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    Feat: (Fighter Bonus) Improved Shield Bash
    Feat: (Selected) Two Handed Fighting
    
    
    Level 19 (Fighter)
    Skill: Balance (+0.5)
    Skill: Jump (+1)
    Skill: Spot (+1)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Skill: Spot (+0.5)
    Skill: Swim (+2)
    Feat: (Fighter Bonus) Superior Weapon Focus: Slashing Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    Enhancement: Kensei Bastard Sword Mastery I
    Enhancement: Kensei Bastard Sword Mastery II
    Enhancement: Kensei Bastard Sword Mastery III
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Critical Accuracy III
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Kensei III
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Strategy (Stunning Blow) IV
    Enhancement: Fighter Bastard Sword Specialization I
    Enhancement: Fighter Bastard Sword Specialization II
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Strength III
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Construct Thinking I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    Enhancement: Warforged Tactics III
    Enhancement: Warforged Great Weapon Aptitude I
    If you're having fun, then you're doing it right.

  11. #11
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by -Avalon- View Post
    I have been tossing around some ideas and concepts on how to achieve this... Looking to see if any suggestions come up...

    For those who have not played Dragon Age (either origins or II), templars are the order that watches over the Mages. If a mage becomes corrupt, or runs away from the mage order, the Templars hunt them down and either return them to the order (does not happen very often, for various reasons), or they kill the mage.

    They have abilities that protect them from magics in very extreme ways... mostly they have the ability to keep casters from casting, but if the caster gets a spell off, they are very resistant to the spells... they also have the ability to break a spell if it is in place (like wards or enchantments)...

    I am thinking this would include paladin levels in DDO, but how many? Other than Ogre Femurs and Beholder Plate/Docent, are there any ways to turn off a casters casting abilities? Anyone with knowledge of the templars in DA, please let me know what you think... just looking for good advice on an "Anti-Caster Melee" build...

    Just for flavor, I am thinking wearing Beholder Plate, wielding Templar's Retribution or Justice, and using the Templar shield as well... just makes sense to me...
    1) wait for the enhancement pass.
    2) Barbarian Occult Slayer PrE
    3)????
    4) Profit

  12. #12
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    I will also mention if you are seriously wanting to wear the beholder plate but not wanting to go with the WF, I suggest getting the Sustaining Symbiot. This trinket (while unmarked for this) negates all harmful effects from any armor or weapons granted from the 2 Madness chains.

  13. #13
    Community Member Cyndrome's Avatar
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    Quote Originally Posted by Mercureal View Post

    Spell Absorption Gear: The pale lavender ioun stone, the Mantle of the Worldshaper, and the warding items I mentioned above all have the spell absorption effect. I think on the highest tier of warding you get 5 charges that reset.
    Mantle is 5 charges, an upgraded pale lavender ioun stone is 50. It recharges 15 per rest.

  14. #14
    The Hatchery DethTrip's Avatar
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    Quote Originally Posted by tunx1988 View Post
    I will also mention if you are seriously wanting to wear the beholder plate but not wanting to go with the WF, I suggest getting the Sustaining Symbiot. This trinket (while unmarked for this) negates all harmful effects from any armor or weapons granted from the 2 Madness chains.
    Wow, that is fantastic and it is a nice trinket in its own right. This has me thinking.
    If you're having fun, then you're doing it right.

  15. #15
    Community Member Buddrow's Avatar
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    Quote Originally Posted by Karavek View Post
    if your really focussed on such a flavor build my suggestions are as follows.

    6 lvls in rogue: Hear me out, assassin 1 gives the use of special poisons, on has the ability to keep casters from casting, a useful tool for being the anti caster.

    I think your right on about the armor and weapon choices, so to get heavy armor prof you also will need cleric.

    I know I know rogue cleric? what madness. However rogue and cleric do share a use for charisma and its charisma and turns along with radiant servant 1s burst your really after. The bursts which regenerate fairly timely if my memory serves removes exhaustion among other things handy to help negate a certain piece of your gears hindrances.

    So what left with 6 in cleric and 6 in rogue, well personally id say good ol fighter for feats to develop your fighting style. Or perhaps focus more into rogue or cleric. 12 rogue for assassin is definatly how i normall deal with enemy casters. Or 12 in cleric for aura as well as burst.

    As another suggested in epic levels look to the wards or the like.
    Attack bonuses for this build would be way too gimp. Your end game to hit would be very weak.
    Farm astral diamonds in game. I've been playing for only a year + a bit but I already have 2 astral diamonds. 3 more and I'll be able to do something with them.

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