EDIT: this post has been updated for U29.
Update 23 really buffed up paladins: Turbine introduced the
Vanguard PrE, improved KotC and Sacred Defender, and upgraded the Holy Sword spell, making it one of the best DPS bonuses in DDO. There's never been a better time to play a classic S&B pally. This thread supplants my
Sacred Defender builds; rather than retread everything I said there, I'll just spotlight some of the key changes lately. This thread will be devoted to pure pallies for the Vanguard capstone and the extra lvl 4 spell slots (Zeal, Holy Sword, CSW, Death Ward).
The main goals of any DDO tank build have always been good DPS, good survivability, and enough threat to hold onto mob aggro. U23 has really improved the DPS of paladins in general and S&B pallies in particular (thanks to Vanguard), while keeping the survivability and tanking capabilities they've always had. U23 also improved the defensive benefits of medium & heavy armor by improving
PRR and adding
MRR; in particular, MRR means you no longer have to feel pigeon-holed into having Evasion to get good protection from Reflex-based spell damage. EDIT: the U28 balance changes eliminated armor MRR, which makes other sources of MRR more important.
Now, all of that being said, my recommendation is that you are still better off using 2H weapons to start and switch to S&B later on. Why? Partly because the DPS bonuses for 2H weapons are pretty front-loaded: +1.5x STR mod to dmg; higher base weapon dmg; +10 dmg from Power Atk (after BAB 5+) vs +5 to 1H weapons. Partly because there are a number of good low-lvl 2H weapons to use, esp.
Carnifex. And partly because you have few APs to spend early on, so it's better to split them between two PrEs (KotC and SD) rather than all three. And partly because Vanguard is a backloaded PrE, IMO, which doesn't start hitting its potential until lvl 12.
So this build presumes you use 2H weapons thru lvl 11, then switch to S&B and tier-5 Vanguard at lvl 12. For an example of a S&B pally starting from lvl 1, see
ED37's VG pally thread. Or just rearrange the feat order & Enhancements yourself.
Code:
Sacred Vanguard (U29)
Paladin 20
Lawful Good Human
Stats
28pt 32pt Level Up
---- ---- --------
Strength 16 16 4: STR
Dexterity 8 8 8: STR
Constitution 14 16 12: STR
Intelligence 10 10 16: STR
Wisdom 8 8 20: STR
Charisma 16 16 24: STR
28: STR
Skills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Intim 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Concent 2 2 2 2 2 2 2 2 2 2 2 22
UMD 2 1 1 1 1 1 1 1 1 1 11
Tumble 1 1
------------------------------------------------------------
12 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Feats
1 : Power Attack
1 Human : Two Handed Fighting
1 Deity : Follower of: Sovereign Host
3 : Force of Personality
6 : Improved Two Handed Fighting
6 Deity : Unyielding Sovereignty
9 : Improved Critical: Slashing
12 : Greater Two Handed Fighting
12 Swap : Exotic Weapon: Bastard Sword replaces Force of Personality
15 : Shield Mastery
18 : Improved Shield Mastery
21 Epic : Overwhelming Critical
24 Epic : Empower Healing Spell
26 Destiny: Guardian Angel OR Perfect Two Handed Fighting
27 Epic : Epic Damage Reduction OR Stunning Blow
28 Destiny: Elusive Target OR Perfect Two Weapon Fighting
29 Destiny: Deific Warding OR Dire Charge
30 Epic : Quicken Spell OR Improved Shield Bash
30 Legend : Scion of: Plane of Water OR Arborea
Spells
- Cure Light Wounds, Divine Favor, Protection from Evil, Bless
- Resist Energy, Angelskin, Remove Paralysis, <Any>
- Cure Moderate Wounds, Prayer, Magic Circle Against Evil, Dispel Magic
- Holy Sword, Zeal, Cure Serious Wounds, Death Ward
Enhancements (80 AP)
Vanguard (41 AP)
- To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II, Vicious Shield II, Shield Champion
- Shield Specialization, Shield Smash III
- Shield Specialization, Stunning Shield III, Missile Shield III, Melee Power Boost III
- Shield Specialization, Follow Up III, Fatal Bulwark, Shield Riposte III
- (none)
- Shield to the Face, Disorienting Smash II, Shield Charge III, Armored Strength
Knight of the Chalice (23 AP)
- Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven
- Extra Turning II, Extra Smite II
- Divine Might III, Exalted Cleave III
- Improved Restoration I, Divine Sacrifice I, Exalted Smite I
- Empowered Smite
Sacred Defender (13 AP)
- Holy Bastion, Sacred Defense
- Extra Lay On Hands III, Durable Defense III
- Inciting Defense II
- Tenacious Defense III
Human (3 AP)
- Damage Boost
- Improved Recovery
Leveling Guide
- Hum0 Damage Boost; Hum1 Improved Recovery; SD0 Holy Bastion
- SD1 Extra Lay On Hands I, II, III; (Bank 1 AP)
- SD1 Durable Defense I; SD0 Sacred Defense; SD1 Durable Defense II, III; SD2 Inciting Defense I
- SD2 Inciting Defense II; SD3 Tenacious Defense I, II, III
- KoC0 Slayer of Evil; KoC1 Extra Smite I, II; KoC1 Extra Turning I
- KoC1 Extra Turning II; KoC0 Courage of Heaven; KoC2 Exalted Cleave I, II
- KoC2 Exalted Cleave III; KoC2 Divine Might I
- KoC2 Divine Might II, III
- KoC3 Exalted Smite I; KoC3 Divine Sacrifice I; KoC0 Slayer of Evil II; KoC3 Improved Restoration I
- KoC4 Empowered Smite; KoC4 Censure Demons; KoC4 Passion I
- KoC3 Vigor of Life; KoC2 Melee Power Boost I, II
- Reset Knight of the Chalice
- Vanguard: To the Fore!, Shield Combat I, Vicious Shield I, Shield Combat II
- Shield Specialization, Shield Smash III
- Shield Specialization, Stunning Shield III, Missile Shield III, Melee Power Boost III
- Shield Specialization, Follow Up III, Fatal Bulwark, Shield Riposte III
- (none)
- Armored Strength
- Van5 Shield to the Face; Van5 Shield Charge I, II
- Van5 Shield Charge III; Van5 Disorienting Smash I, II; KoC0 Slayer of Evil
- KoC1 Extra Smite I, II; KoC1 Extra Turning I, II
- KoC2 Exalted Cleave I, II, III; KoC0 Courage of Heaven
- KoC2 Divine Might I, II
- Van0 Vicious Shield II; KoC3 Divine Sacrifice I; KoC3 Exalted Smite I
- KoC0 Slayer of Evil II; KoC2 Divine Might III; KoC3 Improved Restoration I
- Van0 Shield Champion; KoC4 Empowered Smite; KoC0 Improved Courage of Heaven
Destiny (24 AP)
Divine Crusader
- Endless Turning III, Interrogation, Purge the Wicked
- Consecration III
- Sacred Ground, Blessed Blades
- No Regret, Crusade
- Castigation, Heavenly Presence, Celestial Champion
- Strike Down
Twists of Fate (18 fate points)
- Grim Precision (Tier 3 Shadowdancer)
- Legendary Shield Mastery (Tier 2 Sentinel)
- Rejuvenation Cocoon (Tier 1 Primal)
- Legendary Tactics (Tier 1 Dreadnought)
If you have a +2 INT tome at lvl 7, max Concentration and put remaining pts into Balance or Heal.
Epic feats: as you can see, I listed a lot of options, which will largely depend on whether you want to emphasize DPS or survivability; I list the survivability option first, DPS option second. As for your Scion choice: Arborea is the no-brainer DPS boost (+2 Enhancement bonus, +20 Melee Power); while Plane of Water is +20 MRR and +2d20 cold dmg, so it adds both survivability & DPS, but downside is needing to slot Glaciation gear (you can reach approx. 500 Glaciation Spellpower in current endgame, so approx. 125 cold dmg per hit).
The listed Twists are a best-case scenario and presumes you've leveled almost all of your EDs. But the only must-have IMO is Legendary Shield Mastery for the extra doublestrike & PRR; so fill in the rest as you see fit while leveling.