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  1. #1
    2016 DDO Council Member Strimtom's Avatar
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    Default Wisdom Mana Paladin ~ The Build that doesn't need to exist

    Hello young people. Strimtom here back at you with another build idea. Listen to me blather on about this idea right here.



    TL;DW
    • Paladin is still fun
    • Really strong in elite, much weaker in reaper
    • Good in parties
    • Not enough damage


    In the video I talk extensively about the issue with KoTC. Here is a quick summary:

    • Too many defensives
    • Not enought melee power
    • Cleaves don't use offhand weapons
    • No hit chance or damage
    • Tree too expensive


    To fix it, I recommend either:

    1. Add 5 melee power to core 5, 5 more melee power to Capstone, condense the 3 points of healing amp into 2 points that do 30 each and combine with energy drain. Shift some defensive into sacred defender.
    2. Change light damage scaling into the same as EK, but scaling with light spellpower. Add attacks in tree that add light damage scaling off light spellpower.
    3. Add a few spells into the paladin spell list that do light spell damage.


    I say to use light spellpower mostly because if they just add 30 meleepower and +10 to hit and damage, people will just play this over fighter and it doesn't help paladin feel unique.

    Mana Paladin
    Paladin 20
    Lawful Good Aasimar


    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . .8. . . .+7. . . .4: WIS
    Dexterity . . . 16. . . .+7. . . .8: WIS
    Constitution. . 12. . . .+7. . . 12: WIS
    Intelligence. . .8. . . .+7. . . 16: WIS
    Wisdom. . . . . 20. . . .+7. . . 20: WIS
    Charisma. . . . 14. . . .+7. . . 24: WIS
    . . . . . . . . . . . . . . . . .28: WIS


    Skills
    . . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Intim . . . .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .19
    UMD . . . . . . . . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. 1. 1. 10
    . . . . .------------------------------------------------------------
    . . . . . 4. 2. 2. 2. 2. 2. 3. 3. 3. 3. 3. 3. 3. 3. 4. 4. 4. 4. 4. 4



    Feats

    .1. . . . : Two Weapon Fighting
    .3. . . . : Completionist
    .6. . . . : Knight's Training
    .9. . . . : Improved Critical: Slashing
    12. . . . : Improved Two Weapon Fighting
    15. . . . : Greater Two Weapon Fighting
    18. . . . : Precision


    .1 Aasimar: Bond of the Fallen

    .1 Deity. : Follower of: Sovereign Host
    .6 Deity. : Unyielding Sovereignty


    Spells

    1. Cure Light Wounds (4), Divine Favor (6), Lesser Restoration (14), Bless (18)
    2. Angelskin (8), Remove Paralysis (10), Resist Energy (16), Owl's Wisdom (19)
    3. Cure Moderate Wounds (11), Prayer (12), Remove Curse (19), Remove Blindness (19)
    4. Holy Sword (14), Zeal (15), Death Ward (19), Cure Serious Wounds (20)


    Enhancements (80+10 AP)

    Knight of the Chalice (46 AP)
    • Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
      1. Extra Turning II, Divine Light III, Extra Smite II
      2. Exalted Cleave III, Melee Power Boost III
      3. Improved Restoration III, Vigor of Life, Exalted Smite III
      4. Censure Demons, Vigor of Life, Empowered Smite
      5. Censure Outsiders, Holy Retribution III, Vigor of Life, Avenging Cleave III, Sealed Life

    Falconry (28 AP)
    • Snow Owl, Wisdom, Well Rounded
      1. Rugged I, Practiced Accuracy II, Hunter's Knowledge, Out in Nature III
      2. Killer Instinct I, Diving Strike I
      3. Killer Instinct II, Strike for the Eyes: Strike I, Conditioning, Eyes of the Eagle
      4. Deadly Instinct III, No Mercy III, Expose Weakness

    Aasimar (16 AP)
    • Stronger Bonds, Wisdom, Stronger Bonds II, Wisdom, Stronger Bonds III
      1. Fight the Wicked, Improved Recovery
      2. Fight the Wicked
      3. Fight the Wicked, Blessings I, Improved Recovery
      4. Divine Form
    All my builds in one place!
    Personal stream http://www.twitch.tv/strimtom and I stream my show every day. Check my Discord to find the schedule.

  2. #2
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    Quote Originally Posted by Strimtom View Post
    I say to use light spellpower mostly because if they just add 30 meleepower and +10 to hit and damage, people will just play this over fighter and it doesn't help paladin feel unique.
    I think warpriest/warsoul/enlightened spirit already have dibs on adding light damage on hit. Maybe a mixture of melee power and good damage on hit? A 3.5 PnP KoTC is supposed to be able to channel the energy of the celestial planes of lawful good, and 3.5 Holy Sword is supposed to make a paladin's weapon good-aligned and deal good damage vs. evil.

    Light Warriors is Final Fantasy! I'm also not sure you want to put all your eggs in paladin scaling into heroic damage procs. Heroic proc damage at cap even as powerful as EK is ... nice, but not powerful enough to carry a build.

    Ty for your video! It captures the pros and cons of a TWF paladin very well and explains use and costs of falconry perfectly.
    Last edited by Tilomere; 11-04-2019 at 02:53 PM.

  3. #3
    Critical Failed AaronThePaladin's Avatar
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    I agree with quite a bit on this topic as well.

    Paladins should have more of a splash to make them feel unique compared to the other melee classes. Vanguard and sacred defender are a hit or miss because Fighters get their own versions of those trees. But with regards to the KOTC, definitely they should have some kind of a better scaling rather than Melee power. Paladins don't get as large of a buff to that as say a fighter or Barbarian does. The idea for KOTC damage scaling to match light power is a good idea, or at least have it deal out good damage like in 3.5 pnp as Tilomere stated. The question is though; how to make Good damage scale. It could be a match to level or the religious lore feat; essentially a higher connection to a paladins deity would strengthen their damage to a specific source (Good or Light in this case)

    I'm actually running a 14/6 Paladin Sorcerer right now for the Vanguard & Eldritch Knight trees. Its not a bad combination especially when EK gets the reductions to Spell Failure; running about 15% or so with Heavy armor, none with medium. When epics hit following the divine crusader for example where there are skills that scale with light and fire spell power; buffing up those two benefit for both that tree and the EK.
    It's an odd build I think, haven't found too many examples with it and i'm still experimenting (casual player) but it seems to really add to the paladins viability. Hell, with the sorcerer spells you can focus in getting verbal spells to beef up your offensive and defensive capabilities and never worry about the spell failure unless you want to nab a few extra attack options. Plus the extra spell points from a high Charisma as a sorcerer are a bonus for the paladin.

    All in all though; definitely Paladins needs another look at and a rework to their abilities from their trees and some movement or adjustments to what and where their sources are coming from. Makes them way more viable later on.
    Never trust your instincts, they think the same way you do.

  4. #4
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    Another option for Paladin is Inquisitive with falconry.

  5. #5
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    Quote Originally Posted by Coffey View Post
    Another option for *everything* is Inquisitive with falconry.
    Fixed for you

  6. #6
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    Quote Originally Posted by Kyodaemon View Post
    Fixed for you
    Thanks all classes in DDO are perfect now

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