Hello everybody!
My beloved Snemeis is getting there again: it's almost time to TR another time, and I'll TR as soon as the new enhancement system will go live on Sarlona.
This life is a complete success, and I'm very happy about it. Just for reference, the build I'm using now is an evasion favored-soul ( https://www.ddo.com/forums/showthrea...-completionist ).
Next life I wanted to melee, and I was thinking about a paladin. I prefer to have evasion almost on every life, because it makes thing so much easier...
Therefore I was studying the Solar Phoenix and crunching down numbers to see if I can reach a decent self healing rate even without paladin past-life feats.
Here are the numbers, if you guys wanna check the math I'll try to build a toon around the concept.
Code:
Human: Tier 1/3/4 Improved Recovery (22 AP at least)
1.1*1.1*1.1 = 1.331 healing amp
Paladin Knight of the Chalice: Tier 3/4/5 Vigor of Life (42 AP, lvl 5 paladin at least)
1.1*1.1*1.1 = 1.331 healing amp
Shintao Monk: Tier 1/2 Bastion of Purity (10 AP, lvl 6 monk at least)
1.05 * 1.05 * 1.05 = 1.157625 healing amp
Dragon touched armor: healing amp 10%, 20%
1.1 * 1.2 = 1.32 healing amp
Jidz-Tet'ka: Insight healing amp 25% in fire stance
1.25 healing amp
Total:
1.331 human * 1.331 pally * 1.157625 shintao * 1.32 dragon touched * 1.25 Jidz-Tet'ka
= 3.38 rounded
This uses 74 AP, it's not like I got plenty, but it takes me just 2 gear slots, and not the important ones.
On the other hand this thing would already heal 3 or 6 HP per hit, which should be enough to sustain the toon, definetely better than a cleric aura, and that's before the healing spell power, if I'll bother to take the gear for it.
If you guys think the numbers are correct I'll try to build a STR 18 -CHA 16-CON 16 based pally around the idea, probably 14pal/6mnk.
* ------------- true build here -------------- *
Apparently it's not worth going further than monk 4, because you don't get any better unarmed damage until level 8 and because it's not worth the effort in term of healing amplification.
With 3 Shintao core enhancements (monk 6) you can get 3.38 healing amp, while with 2 core enhancements (monk 3) you can still get 3.22, which is the same in term of healing from the fist of light (1d2 goes into 3 or 6 HP healed in both cases).
The build here:
https://www.ddo.com/forums/showthrea...ix-flies-again!
suggests 15pal/4mnk/1ftr or 1rog (mainly to put UMD into the build, which I don't like).
That build is pretty solid therefore I'll copy from it a lot, almost everything except I won't be doing half-elf, but human instead.
Also that build does without the new Adept/Master/Grandmaster feats, which instead I'd like to have instead of Cleave and Great cleave and Extended Spell.
* --------------------- last update -------------------- *
The build in https://www.ddo.com/forums/showthrea...ix-flies-again is very balanced and it's not easy to change the level progression or the feats to get something useful.
Since I don't have a monk past life i'll be swapping the monk past life feat with a dodge, which is always nice on a self healing melee.
I'll keep the rest unchanged, and I'll play around with the enhancements.
Just for reference here is the result:
Code:
Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page
Level 20 Lawful Good Human Male
(1 Fighter \ 15 Paladin \ 4 Monk)
Hit Points: 304
Spell Points: 301
BAB: 19\19\24\29\29
Fortitude: 23
Reflex: 17
Will: 18
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 14 17
Constitution 14 17
Intelligence 8 11
Wisdom 14 18
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 Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Wisdom used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 7
Bluff 2 4
Concentration 6 26
Diplomacy 2 4
Disable Device n/a n/a
Haggle 2 4
Heal 2 27
Hide 2 3
Intimidate 2 4
Jump 7 21.5
Listen 2 4
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 5 7
Swim 3 7
Tumble 3 4
Use Magic Device n/a n/a
Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Spot (+3)
Skill: Tumble (+1)
Feat: (Selected) Dodge
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Fighter
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Wizard
Feat: (Monk Bonus) Power Attack
Feat: (Human Bonus) Toughness
Level 2 (Paladin)
Skill: Heal (+2)
Level 3 (Paladin)
Skill: Heal (+2)
Feat: (Selected) Cleave
Level 4 (Monk)
Ability Raise: STR
Skill: Concentration (+3)
Skill: Jump (+1)
Feat: (Monk Bonus) Two Weapon Fighting
Level 5 (Paladin)
Skill: Heal (+2)
Level 6 (Paladin)
Skill: Heal (+2)
Feat: (Selected) Extend Spell
Level 7 (Monk)
Skill: Concentration (+3)
Skill: Jump (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 8 (Paladin)
Ability Raise: STR
Skill: Heal (+3)
Level 9 (Paladin)
Skill: Concentration (+2)
Skill: Heal (+1)
Feat: (Selected) Stunning Fist
Level 10 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Level 11 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+3)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Level 13 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+2)
Level 14 (Paladin)
Skill: Concentration (+2)
Skill: Heal (+1)
Level 15 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 16 (Paladin)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Level 17 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Level 18 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Feat: (Selected) Great Cleave
Level 19 (Paladin)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Level 20 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+2)