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  1. #1
    Community Member knightgf's Avatar
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    Default Glorious zealot - 18 Pal/1 Rog/1 Wiz

    First of all, I must extend my congratulations to myself for attempting and succeeding in capping a paladin. Personally, I always hated trying to make paladins because of how complex the builds are and how tight they are on feats and such, but I somehow managed to make it work. The goal of this build was to create a paladin that was good at survival, yet could also do traps and try to do more DPS. A word of warning though: This build is quite backloaded. The low levels will be a pain in the arse to deal with until you get to, say, gianthold. That being said, let's cut to the **** and get down to the build info:

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (18 Paladin \ 1 Rogue \ 1 Wizard) 
    Hit Points: 330
    Spell Points: 447 
    BAB: 18\18\23\28\28
    Fortitude: 20
    Reflex: 13
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (30 Point)       (Level 1)             (Level 20)
    Strength             15                    21
    Dexterity            10                    12
    Constitution         16                    21
    Intelligence         16                    18
    Wisdom                8                    10
    Charisma             10                    16
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +3 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +3 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     5
    Bluff                 1                     3
    Concentration         4                     5
    Diplomacy             5                     7
    Disable Device        8                    25
    Haggle                5                     7
    Heal                  2                     2
    Hide                  1                     1
    Intimidate            5                    24
    Jump                  7                     9
    Listen                0                     5
    Move Silently         1                     1
    Open Lock             5                    10
    Perform               n/a                   n/a
    Repair                4                     4
    Search                8                    30
    Spellcraft            4                     4
    Spot                  0                     5
    Swim                  3                     5
    Tumble                5                     5
    Use Magic Device      5                    16
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Heal (+2)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Deity) Follower of Vulkoor
    
    
    Level 3 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Paladin)
    Ability Raise: CON
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 5 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 6 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Cleave
    
    
    Level 7 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Paladin)
    Ability Raise: CON
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Wizard)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    
    
    Level 14 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 17 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    
    
    Level 18 (Paladin)
    Skill: Disable Device (+1)
    Skill: Intimidate (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 19 (Paladin)
    Skill: Use Magic Device (+3)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Open Lock (+3)
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Drow Charisma (Rank 1)
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Drow Charisma (Rank 1)
    Enhancement: Drow - Spell Resistance (Rank 1)
    Enhancement: Drow - Keen Senses (Rank 1)
    Enhancement: Drow - Keen Senses (Rank 2)
    Enhancement: Drow - Keen Senses (Rank 3)
    Enhancement: Sacred Defender (Pal) - Holy Bastion (Rank 1)
    Enhancement: Sacred Defender (Pal) - Divine Righteousness (Rank 1)
    Enhancement: Sacred Defender (Pal) - Sacred Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Redemption (Rank 1)
    Enhancement: Sacred Defender (Pal) - Glorious Stand (Rank 1)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 1)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 2)
    Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 3)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 1)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 2)
    Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 3)
    Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 1)
    Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 2)
    Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 3)
    Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 1)
    Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 2)
    Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 3)
    Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 1)
    Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 2)
    Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 3)
    Enhancement: Sacred Defender (Pal) - Charisma (Rank 1)
    Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 1)
    Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 2)
    Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 3)
    Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 1)
    Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 2)
    Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Fiendslayer I (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Fiendslayer II (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Improved Courage of Heaven (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Fiendslayer III (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Turning (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Turning (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 1)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 2)
    Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 3)
    Enhancement: Knight of the Chalice (Pal) - Strength (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 1)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 2)
    Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 3)
    Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 1)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 2)
    Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 3)

    A couple notes for building this character:


    • The first decision I made for this character in terms of stat points was to max constitution. Being a drow has it's advantages, but also it's disadvantages, so I figured the first thing that was important to do was max out it's survivability by maxing out my con.
    • Drow is a strange choice, I know. I mostly picked it for Role-Playing reasons. But it does have it's bonuses. Originally, I was going to do a TWF build in which I would fight using rapiers and shortswords, using the enhancement line for the weapons on the drow enhancement tree as well, but I realized I didn't have enough build points for DEX, plus I also learned the enhancements weren't working anyways, so I went to THF.
    • The first level had to be rogue for the nice bonus skill points. They can come in handy, for sure.
    • This character was previously a Favored Soul, so it does have some bonus spellpoints. Your past lives will all be benefical in some way, if you have any.
    • I highly recommend using 32 point builds for these kind of characters.
    • The build is a bit high on INT due to the low skill points paladins and wizards have.
    • STR didn't have as much of an investment compared to con or even int, mostly because paladins don't do much DPS, but it was still important.


    Next, a couple notes for leveling the character up to the wizard level taken later on:


    • Focus on offensive enhancements. You'll also want to put some action points in drow keen senses, it will come in handy.
    • You'll be resetting your enhancements every now and then to become more effective. Don't hesitate to do so!
    • Don't worry too much about the sacred defender line until mid to high levels. You'll have enough defense at these levels, although investing some AP into lay on hands is a big plus.
    • You MUST have gear (And probably buffs, too) if you are to find and disarm traps, and open locks. Otherwise, you won't find sheet. You may want to invest more in open lock ranks than I did, although opening locks isn't that huge of a deal compared to finding and disarming traps. Regardless of your choice to invest, picking locks will not be easy and will take time. You won't be able to spot traps, either.
    • Sly Flourish is a good enhancement line to take because the +1.5W extra damage and the +3 critical range is nice. In a way, it is like a mini-smite. It will reduce your threat, of course, but it's not that big of a deal.
    • Use heavy armor at all times.
    • Greataxes are a nice two-handed weapon to use, although greatswords, greatclubs and other two-handed weapons are suitable if they can do more damage.


    More notes for taking my wizard level at 13:


    • I took the extend spell feat so that my divine favor and zeal spells would last longer. It's real nice to have.
    • The force damage from eldarich strike isn't much, even if you use a impulse item, but the fact that it's a cleave attack and deals +1 damage is nice. It can fit well into extending your chain of attacks.
    • The improved mage armor enhancement is excellent; being able to extend your armor class by an additional 10% is always nice.
    • Since this build is a two-handed fighter, the shield spell really comes in handy for adding extra AC. The arcane spell failure is kinda annoying, but you could always use a shield wand in it's place for no chance of failure.
    • Unfortunately, I failed to invest enough gear to make UMD worthwhile for heroic levels (Apart from using scrolls of find traps, when needed). However, taking a level of wizard allows you to use a small variety of useful wands and scrolls. While the scrolls have a chance of failure, anything level 4 and below isn't bad to try and use for combat purposes. (Fire shield, displacement and a few other scrolls and wands are worth carrying.)
    • There are lots of small bonuses this level has that are nice. One last one I like to mention is it gives magical training, which gives your cure spells a 5% chance to crit, an extra 100 SP and echoes of power.


    Now, my final notes for the rest of the paladin levels:


    • If you invest in the Spell Resistance line for both the drow and paladin enhancements, you will be impressed. It is a handy defense that can help your build survive vs. magical attacks. It's not 100% reliable, but it's way more reliable than plain old spell resistance, as per the spell. It puts a smile on my face to see that blue shield deflect a magical attack.
    • The melee damage your build does at these levels may not be great, but it's 'good enough' for most things if you sequence your attacks right.
    • I usually drop divine sacrifice at these levels in favor of something else. If you use divine might, I usually recommend just sticking to the first 2 tiers, since 30 seconds is too little and 1 minute ok.
    • I highly recommend investing in making your remove disease effects act as greater restoration. Those negative levels can be nasty, and while carrying around a few sets of deathblock goggles is nice, nothing beats being able to restore negative levels like greater restoration. Regular restoration would deplete your remove disease uses quickly, even if you invest a bit.


    This was a very interesting build to try out. It slightly exceeded my expectations once I got past the low levels, mostly because of the little bonuses I either overlooked or was undiscovered. Your thoughts?

  2. #2
    Community Member kuro_zero's Avatar
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    16 build points generally not worth it, especially for a MAD class like paladin. It comes down to 28HP (30 when cap is raised) in exchange for 16 DEX to qualify for TWF line or 16 CHA for net gain of +3STR via divine might, +3 will and reflex save, and +3 fort save. With plethora of +10 stat, +1 exceptional, +3 insight bonus to CON in addition to +50 False Life, +20-40 Vitality, and +45 from GS sinking those 6 build points makes little sense. Only argument I can see for 16 start CON is to qualify for epic toughness with +5 CON tome.

    I would aim for Sealed Life in KotC to grant immunity to level drain over remove disease enhancements. Unless you're using a shield the higher defensive stance enhancements do little for you.

    I prefer fighter over wizard. Still gets extra feat but gives access to haste boost and extra action boost.

    All minor points compared to simply not seeing a whole lot of synergy with the level split. You have Paladin saves but not leveraging that with 2rog or 2mnk for evasion. You splashed wizard for extra metamagic feat but not taking quicken and emp heal are missing to leverage the extra SP and magical training/echos you get from it for added survivability.

    As you mentioned it doesn't even work as an easy way to get a paladin PL if simply going to 20 and TRing.

    What I'm getting as your build goal is a Pal PL life with decent THF DPS and survivabilty while being able to trap?
    Officer of Disciples of the Apocalypse on Sarlona
    Himawari Life 3 - 1 FvS | Svipul Life 3 - 1 FvS | Chikaze Life 2 - 2 PAL / 2 MNK / 4 FVS
    Completionist Project: GLaDOS - Life 14 of ??: Bladeforged 'Zeus' - Started 22/02/14

  3. #3
    Community Member knightgf's Avatar
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    Quote Originally Posted by kuro_zero View Post
    16 build points generally not worth it, especially for a MAD class like paladin. It comes down to 28HP (30 when cap is raised) in exchange for 16 DEX to qualify for TWF line or 16 CHA for net gain of +3STR via divine might, +3 will and reflex save, and +3 fort save. With plethora of +10 stat, +1 exceptional, +3 insight bonus to CON in addition to +50 False Life, +20-40 Vitality, and +45 from GS sinking those 6 build points makes little sense. Only argument I can see for 16 start CON is to qualify for epic toughness with +5 CON tome.

    I would aim for Sealed Life in KotC to grant immunity to level drain over remove disease enhancements. Unless you're using a shield the higher defensive stance enhancements do little for you.

    I prefer fighter over wizard. Still gets extra feat but gives access to haste boost and extra action boost.

    All minor points compared to simply not seeing a whole lot of synergy with the level split. You have Paladin saves but not leveraging that with 2rog or 2mnk for evasion. You splashed wizard for extra metamagic feat but not taking quicken and emp heal are missing to leverage the extra SP and magical training/echos you get from it for added survivability.

    As you mentioned it doesn't even work as an easy way to get a paladin PL if simply going to 20 and TRing.

    What I'm getting as your build goal is a Pal PL life with decent THF DPS and survivabilty while being able to trap?

    • Perhaps you are right on the CON part; maybe I did overinvest. It wouldn't have been too bad with just 14 I suppose. Still, im not too worried, considering that I will probably TR into a different class.
    • I would like sealed life, though I would have to take out some hard-to-find enhancement points to meet the amount of points needed to get to that tier to purchase it. I guess you could say my way is cheaper.
    • This was a good argument I had on my mad. I compared the two, and they certainly were good choices! I still wanted to go with 18 paladin, so taking both was not a option if I wanted to attempt traps and such. After some thinking, I figured I would try wizard out. The way I see it, the fighter class had a good bonus feat, but not-so-many choices for enhancements, whereas the wizard class had a 'ok' bonus feat and good choices for enhancements.
    • I do realize that my defensive bonuses matter little when dealing with challenging epic endgame stuff. I would probably be better off investing in something like harbored in light for the extra PRR bonus.
    • I was thinking about taking a 2nd level of rogue instead of either a fighter or even wizard splash. However, I wanted to wear heavy armor for as much as I could, and while one could simply switch to robes for when evasion is needed and put your armor back on, I simply felt it wasn't worth bothering to do, even if I had room for a feat like quick draw to don my armor faster.
    • You pretty much hit the bullseye for my build goal.


    One more thing I might add: I'm not sure just how far i'll get at epic levels. I do realize there will be even greater challenges at epic levels than whatever I faced in heroic levels, but I am not too concerned. Truthfully, I believe epic levels in this game still need a lot of work, and that heroic levels have more benefit to focus on than epic levels, even with epic reincarnation (Mostly because of the rate one can epic reincarnate).
    Last edited by knightgf; 03-16-2014 at 11:13 PM.

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