Page 1 of 6 12345 ... LastLast
Results 1 to 20 of 104
  1. #1
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default U45 THF Paladin for Racial Lives

    Build Purpose:

    Pick up racial past lives on a high DPS and survivable melee platform.
    Perform exceptionally well in some raids: Shroud, Killing Time, Strahd, Too Hot to Handle
    Perform adequately in other raids.
    Perform adequately in high reaper content.


    Out of Scope:

    Purple Dragon Knight build with Charisma Focus
    Iconics which require a +1 Heart (Silvanus/Maul Builds)


    Tome requirements:

    +3 Dexterity - if you don't have this take Power Attack at level 3 instead of Precision OR spend more build points on dexterity.

    If you play race with a Dexterity penalty you can lower your pick of Strength or Constitution OR take Power Attack.

    Non 36 point builds can also just take Power Attack and potentially drop Intimidate or UMD.


    Skills
    Heal, Intimidate - Max these out, if solo leveling take Balance instead of Intimidate
    UMD, Jump (If you stay capped more than leveling you can get away with just 1 UMD and skip Jump)


    Enhancements



    Knight of the Chalice (41 points, the Maetrim planner has an incorrect cost for Divine Might)

    Divine Might - Despite current itemization not allowing for the full attack/damage, the tactics bonus is still reason enough to justify this choice.

    Exalted and Avenging Cleave - These are on the same timer as Cleave and Great Cleave, so don't take the corresponding feats.

    Holy Combatant II - Required only if using a Greatsword.

    Censure Outsiders - This stuns most reapers (not dooms)

    Holy Retribution - Usable all the way to level 30 R10.

    Champion of Good (Capstone) - Fully stacked on Undead or Evil Outsiders you'll have 125 extra Melee Power. To put it in perspective, that's a double Master's Blitz.


    Sacred Defender (31 Points)

    Turn your stance off for:
    Running in Fury of the Wild (you lose rage benefits)
    When not tanking a raid boss and you don't need the extra defenses. The +6 Strength doesn't justify the extra threat, plus it's likely you'll have a Primal Scream available from another party member.

    You can take Charisma or Constitution. I chose Charisma for Lay on Hands, Saves, and another charge of Confront any Foe from Crusader destiny.

    Epic Defensive Fighting stacks with your Stance benefits. Turn them both on every time you log into the character. (Exception - competence HP which you shouldn't take for this reason)

    Be careful with your Stance in raids, 150% threat can be problematic for tanks. It's OK to turn off the stance if you are at risk of pulling aggro of a dangerous boss. (No you didn't have aggro on Arraetrikos, he is random)

    Core 4 adds various resurrection options to your spell list.
    Core 5 is exceptional for your survivability.


    Leftover Enhancements (8 points, plus tomes and past lives)

    Your pick of racial/universal.

    Melee Power boost, attack and damage, more smites, and Lead the Charge from Chalice are nice.

    I like Falconry for Sprint boost.

    You could also pick up Deflect Arrows from Vistani (you're not using daggers, just taking a small side trip)

    Bladeforged and Half Orc have extremely strong racial AP and you should definitely take a large amount of their trees.

    If you take Vangaurd I will log into your account and delete all your shields.


    Feat Considerations

    You can drop Empower healing and Intensify for Toughness and Epic Toughness.
    Stunning Blow works well for me as a result of past lives, if you have trouble you can take Power Attack or Precision to have both feats as needed.
    Perfect THF has been changed to Strikethrough + Melee Power and is quite worth taking now.
    Quicken is essential in my mind for the speed.


    Spell List

    1) Lesser Restoration
    2) Angleskin, Righteous Command, Resist Energy
    3) Magic Circle, Remove Curse, Prayer
    4) Holy Sword, Zeal, Cure Serious, Your choice of: Deathward, Break Enchantment, Neutralize Poison (good for underdark drow to prevent their poison stun)


    Notes on New and Changed Spells

    Prayer now scales to 5, the debuff portion has no save and can help your entire group land tactics and spells.
    Angelskin now gives Sacred (stacking with most things) to AC and PRR
    Righteous Command gives up to 15 Melee Power (new spell in U45)


    Destiny

    Fury

    I've had good results with Adrenaline + Exalted Smite.


    Dread

    Much higher DPS in general. Especially so if you have helpless monsters. You should always be under boost, even if just sprint boost, for the +1W and helpless damage multiplier.


    Crusader

    I tried Crusader for the first time in ~4 years, it's great! Quite useful for increasing solo reaper to 4 without much struggle and vastly helping during R6-ish with random melee types and no tank or healer.

    Bombard did little to nothing R4 up, it may have use on Elite or lower.

    Spending points in this destiny has some awkward "off by one" issues high in the tree. Gaining/losing Strength could help the above layout by removing Bow and Interrogation for Smite the Wicked.


    Fatesinger

    This is surprisingly strong for being forced to level the Arcane sphere. The epic moment in combination with Confront any Foe is possibly the highest melee burst DPS available.


    Classes: 20 Paladin

    Str:· · 16 (All Level Ups Here)
    Dex:· · 10 (+3 Dexterity tome required for Precision)
    Con:· · 18
    Int:· · 10
    Wis:· · ·8
    Cha:· · ·14


    Feats:

    I recommend
    Sovereign Host Deity for the level 6 "Big Heal" ability.

    More advanced options are discussed later in the thread in comments. I've adjusted this list to be more friendly to new/returning players who are still gaining familiarity with current game meta.

    Feel free to adjust to your own personal taste.


    1) Two Handed Fighting
    3) Precision (Requires 13 DEX by this level. You can take Power Attack instead and that's OK)
    6) Improved Two Handed Fighting (Unyielding Sovereignty)
    9) Improved Critical: Slashing
    12) Greater Two Handed Fighting
    15) Force of Personality
    18) Quicken Spell or Toughness
    21) Overwhelming Critical
    24) Epic Toughness (Toughness if you took Quicken Spell)
    26) Perfect Two Handed Fighting
    27) Blinding Speed
    28) Perfect Two Weapon Fighting (This gives you 5% doublestrike even if you are Two Handed Fighting)
    29) Dire Charge
    30) Your choice of what was already mentioned or one of:
    Empower Healing (Good for EE or lower, maybe R1 if you slotted devotion)
    Quickdraw
    Improved Sunder (requires Power Attack, this is mainly for raids)
    Power Attack (If you have high to-hit and fortification bypass, toggle between this and Precision as needed)
    30) Scion of Aborea



    Active Destiny Tree
    ------------------------------------------------------------------------------------------
    Legendary Dreadnought - Points spent: 24
    1 Core ·(0) Shrug Off Punishment
    2 Core ·(0) Action Hero
    3 Core ·(0) Unstoppable
    4 Core ·(0) Unmovable
    5 Core ·(0) Thick Skinned
    6 Core ·(0) Combat Brute
    7 Tier1 (1) Legendary Tactics
    8 Tier1 (1) Legendary Tactics
    9 Tier1 (1) Legendary Tactics
    10 Tier1 (1) Extra Action Boost
    11 Tier1 (1) Extra Action Boost
    12 Tier1 (1) Extra Action Boost
    13 Tier1 (1) Action Boost Attack
    14 Tier2 (1) Action Boost Power
    15 Tier2 (1) Momentum Swing
    16 Tier2 (1) Momentum Swing
    17 Tier2 (1) Momentum Swing
    18 Tier3 (2) Lay Waste
    19 Tier3 (1) Action Boost Haste
    20 Tier3 (1) Action Boost Haste
    21 Tier3 (1) Action Boost Haste
    22 Tier5 (2) Devastating Critical
    23 Tier5 (2) Advancing Blows
    24 Tier6 (2) Master's Blitz: Masters Blitz: PRR
    25 Tier4 (2) Unusual Tactics
    ------------------------------------------------------------------------------------------

    OR

    ------------------------------------------------------------------------------------------
    Fury of the Wild - Points spent: 24
    1 Core ·(0) Adrenaline I
    2 Core ·(0) Brawn I
    3 Core ·(0) Adrenaline II
    4 Core ·(0) Brawn II
    5 Core ·(0) Adrenaline III
    6 Core ·(0) Adrenaline Overload
    7 Tier1 (1) Primal Scream
    8 Tier1 (1) Primal Scream
    9 Tier1 (1) Primal Scream
    10 Tier1 (1) Tunnel Vision
    11 Tier2 (1) Acute Instincts
    12 Tier2 (1) Acute Instincts
    13 Tier2 (1) Acute Instincts
    14 Tier1 (1) Tunnel Vision
    15 Tier3 (1) Malicious Weapons
    16 Tier3 (1) Malicious Weapons
    17 Tier3 (1) Malicious Weapons
    18 Tier1 (1) Tunnel Vision
    19 Tier4 (1) Sense Weakness
    20 Tier4 (1) Sense Weakness
    21 Tier4 (1) Sense Weakness
    22 Tier4 (1) Overwhelming Force
    23 Tier5 (2) Devastating Blow
    24 Tier5 (1) Fury Eternal
    25 Tier5 (1) Strong Swings
    26 Tier6 (2) Unbridled Fury
    27 Tier6 (1) Bloodbath
    28 Tier4 (1) Overwhelming Force
    ------------------------------------------------------------------------------------------

    OR

    Note: I'm running a little different than this currently...picking up a point of strength to even me out and dropping less useful things near the bottom of the tree. Bow is also optional, it's just a nice to have to help out a bit in Project Nemesis and other ranged only times.

    ------------------------------------------------------------------------------------------
    Divine Crusader - Points spent: 24
    1 Core ·(0) Just Cause
    2 Core ·(0) Aura of Purification
    3 Core ·(0) Extraordinary Virtue
    4 Core ·(0) No Remorse
    5 Core ·(0) Sword of Justice
    6 Core ·(0) Zeal of the Righteous
    7 Tier1 (1) Endless Turning
    8 Tier1 (1) Endless Turning
    9 Tier1 (1) Endless Turning
    10 Tier1 (1) Purge the Wicked
    11 Tier2 (1) Consecration
    12 Tier2 (1) Consecration
    13 Tier2 (1) Consecration
    14 Tier2 (2) Confront Any Foe
    15 Tier3 (2) Sacred Ground
    16 Tier1 (1) Interrogation
    17 Tier4 (2) Crusade
    18 Tier4 (2) No Regret
    19 Tier5 (2) Castigation
    20 Tier5 (2) Celestial Champion
    21 Tier6 (2) Strike Down
    22 Tier6 (1) The Book of War: Wrath of the Divine
    23 Tier4 (1) The Book of War: Longbow
    ------------------------------------------------------------------------------------------







    Build in Action!


    Low gear/life version:






    Moderately geared with some past lives:






    https://www.twitch.tv/tobril (I'm playing this build as of 3-10-2020 and for the next month or so)



    1-20, aka I didn't talk about the leveling process one bit :P

    Here's a video a friend of mine recorded to discuss his experiences leveling the build.

    The original audience of this post was for experienced builders and did not take into account the sudden influx of new/returning players.

    Last edited by Tobril; 07-15-2020 at 05:14 PM.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  2. #2
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default Gearing

    Entry Level

    This list makes use of relatively easy and/or old gear that is all bound to account and relatively recyclable.

    Head: Umber Brim
    Neck: Family Recruit Sigil
    Trinket: Slavelords (Sheltering, Resistance, Shatter 20, 4 Strength)
    Cloak: Mantle of Fury
    Belt: Vistani Fighter Sash
    Ring (Swap) Celestial Ruby (Dexterity)
    Gloves: Hammerfist
    Boots: Flightfoot Greaves
    Ring (Perm) Celestial Topaz (Charisma)
    Bracers: Bracers of the Fallen Hero
    Armour: Enforcer Plate
    Goggles: Garstone

    Weapon: Barovian/Nightmother/Syranian

    More options and discussions here: https://www.ddo.com/forums/showthrea...hout-raid-gear


    Some Raiding

    This is just one possibility and illustrates how you can slide into a stronger list once you collect raid gear and the "correct" artifact.

    Strength gearing is currently driving me a bit mad. I'm listing multiple ideas for inspiration purposes. Feel free to experiment and work with what you have.

    Head: Arcsteel Brim
    Neck: Family Recruit Sigil
    Trinket: Bloodrage Chrism
    Cloak: Mantle of Fury
    Belt: Slavelords (Sheltering, Resistance, Shatter 20, 4 Strength)
    Ring (Swap) Celestial Ruby (Dexterity)
    Gloves: Hammerfist
    Boots: Flightfoot Greaves
    Ring (Perm) Celestial Topaz (Charisma)
    Bracers: Brand of Kalok Shash
    Armour: Enforcer Plate
    Goggles: Collective Sight (Wisdom, Insightful Strength)

    Missing/Problems: Overlapping Sheltering, low HP


    Head: Mask of the Vulkoorim
    Neck: The Family's Blessing (Raid Necklace for Part of the Family)
    Trinket: Bloodrage Chrism
    Cloak: Cloak of the City's Champion
    Belt: Slavelords (Sheltering, Positive Spellpower, Heal 22, 4 Charisma)
    Ring (Swap) Celestial Sapphire (Constitution)
    Gloves: Hammerfist
    Boots: Softsole Slippers
    Ring (Perm) Signet of ir'Wynam
    Bracers: Sunken Chains
    Armour: Enforcer Plate
    Goggles: Collective Sight (Strength, Insightful Strength)

    Missing: Blurry, Quality Damage, Accuracy, Relentless Fury, Quality Tactics



    Best I can do so far for Strength:

    Head: Mask of the Vulkoorim
    Neck: The Family's Blessing (Raid Necklace for Part of the Family) (Have the other neck and/or True Seeing scrolls as needed)
    Trinket: Bloodrage Chrism
    Cloak: Cloak of the City's Champion (Cloak of Balance with CON, use when freedom needed or to add a bit of DPS)
    Belt: Slavelords (Sheltering, Positive Spellpower 185, Shatter 20, 4 Strength)
    Ring (Swap) Celestial Ruby (crafted stat overlaps with other slots...maybe Intelligence and a swap for LGS INT skills to search doors?)
    Gloves: Hammerfist
    Boots: Sunken Slippers (Charisma) (Softsole Slippers for more Confront any Foe, Piston Boots for higher tactics)
    Ring (Perm) Celestial Topaz (Charisma)
    Bracers: Brand of Kalok Shash
    Armour: Enforcer Plate
    Goggles: Collective Sight (Constitution, Insightful Strength)

    Missing: True Seeing, Relentless Fury
    Other Requirements: Swap a feat for Force of Personality to correct a soft Will save.



    Weapon: Sanctity/Blackrazer/Salt LGS


    End Game

    This is provisional for a Charisma based PDK. New gear is coming and any final list is subject to frequent tinkering.

    Head: Executioner Helm
    Neck: Family Blessing (Raid Necklace)
    Trinket: Bloodrage Chrism
    Cloak: Cloak of Balance
    Belt: Slavelords (Sheltering, Resistance, Shatter 20, 4 Charisma)
    Ring (Swap) Celestial Sapphire (Constitution)
    Gloves: Hammerfist
    Boots: Softsole Slippers
    Ring (Perm) Radiant Ring of Taer Valaestas
    Bracers: Hallowed Castigator OR Slavelords (Strength, Armour Piercing, Stunning, Quality PRR || MRR)
    Armour: Enforcer Plate
    Goggles: Collective Sight (Charisma, Insightful Constitution)

    Weapon: Upgraded Blackrazer (Maybe Tremor)


    Filigrees

    Option 1

    5 prowess
    5 Sanctified (60 seconds of 30 Melee Power after a Smite or Confront any Foe)
    1 Your pick

    Option 2

    5 prowess
    6 Full Sucker Punch and One Against Many (Raid, 2 Sucker Punch, 3 One Against Many)

    Option 3

    5 prowess
    3 Sucker Punch/ One Against Many (focus on Melee Power)
    3 To **** and Back/Embraced by Light (focus on your choice of Charisma or Amp)
    Last edited by Tobril; 04-11-2020 at 05:18 PM.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  3. #3
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    Get rid of Exalted Smite, it's terrible and a huge noob bait. Divine sacrifice with 1 AP invested does almost the same thing and doesn't need charges.
    Get rid of the metamagics outside of maybe Empowered Heal, they are a waste and there are better things to work with.
    Slot in Quick Draw, it'll dramatically reduce the wait time after using your Spells and SLA's. For Paladin Lay on Hands and Remove Disease are treated as SLA's along with Dire Charge.
    Force of Personality is a must have around mid to late heroics and definitely into Epics. Humans can take it as the bonus feat at level 1, everyone else can get it at level 15 where Sharn gear becomes available and we get access to eas Charisma boosting items.

    18 vs 14 CON isn't going to change anything but the extra CHA does. Dragonborn will require a few more points into Dex.

    Base stat distribution before racial bonus's.
    STR: 18
    DEX: 10
    CON: 14
    INT: 10
    WIS: 8
    CHA: 16

    43 Points will be in KoTC, 31 in Sacred Defender leaving 6 point spare for Racial or whatever. Some races let you take useful stuff, otherwise put in bonus things.


    Character name: Paladin
    Classes: 20 Paladin, 10 Epic
    Race: Human · · · · · · · ·Alignment: Lawful Good

    · · ·Start Tome Final
    Str:· · 18· · 8 · ·36 · · ·HP:· · · · 873 · · ·AC:· · 59
    Dex:· · 10· · 8 · ·19 · · ·PRR: · · · ·26
    Con:· · 14· · 8 · ·22 · · ·MRR: · · · · 7 · · ·+Healing Amp:· ·120
    Int:· · 10· · 8 · ·18 · · ·Dodge: · ·1/25 · · ·-Healing Amp: 4294967251
    Wis:· · ·8· · 8 · ·16 · · ·Fort:· · · 10% · · ·Repair Amp:· · · 15
    Cha:· · 16· · 8 · ·30 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 20
    DR:
    Immunities: Natural Disease, Magical Disease, Super-Natural Disease, Fear, Energy Drain, Magical Controls and Compulsion

    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Paladin(1)· · · ·Standard: Two Handed Fighting
    · · · · · · · · · · · ·Human Bonus: Empty Feat Slot
    · · · · · · · · · · · ·Follower of Faith: Follower of the Sovereign Host
    2 · · Paladin(2)· · · ·
    3 · · Paladin(3)· · · ·Standard: Precision
    4 · · Paladin(4)· · · ·Strength: +1 Level up
    5 · · Paladin(5)· · · ·
    6 · · Paladin(6)· · · ·Standard: Improved Two Handed Fighting
    · · · · · · · · · · · ·Deity: Unyielding Sovereignty
    7 · · Paladin(7)· · · ·
    8 · · Paladin(8)· · · ·Strength: +1 Level up
    9 · · Paladin(9)· · · ·Standard: Improved Critical: Slashing Weapons
    10· · Paladin(10) · · ·
    11· · Paladin(11) · · ·
    12· · Paladin(12) · · ·Standard: Greater Two Handed Fighting
    · · · · · · · · · · · ·Strength: +1 Level up
    13· · Paladin(13) · · ·
    14· · Paladin(14) · · ·
    15· · Paladin(15) · · ·Standard: Force of Personality
    16· · Paladin(16) · · ·Strength: +1 Level up
    17· · Paladin(17) · · ·
    18· · Paladin(18) · · ·Standard: Quick Draw
    19· · Paladin(19) · · ·
    20· · Paladin(20) · · ·Strength: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Empty Feat Slot
    · · · · · · · · · · · ·Strength: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
    27· · Epic(7) · · · · ·Epic Feat: Blinding Speed
    28· · Epic(8) · · · · ·Epic Destiny Feat: Perfect Two Weapon Fighting
    · · · · · · · · · · · ·Strength: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Dire Charge
    30· · Epic(10)· · · · ·Epic Feat: Empty Feat Slot
    · · · · · · · · · · · ·Legendary: Scion of Arborea

    Enhancements: 80 APs, Racial 4, Universal 1
    ------------------------------------------------------------------------------------------
    Knight of the Chalice - Points spent: 43
    1 Core ·(1) Slayer of Evil I
    2 Tier1 (2) Holy Combatant I
    3 Tier1 (1) Improved Second Strikes
    4 Tier1 (1) Improved Second Strikes
    5 Tier1 (1) Shieldbeaker
    6 Tier1 (1) Shieldbeaker
    7 Core ·(1) Courage of Heaven
    8 Tier2 (2) Adept Combatant
    9 Core ·(1) Slayer of Evil II
    10 Tier1 (1) Shieldbeaker
    11 Tier2 (2) Divine Might
    12 Tier2 (2) Divine Might
    13 Tier2 (2) Divine Might
    14 Tier3 (2) Holy Combatant II
    15 Tier4 (2) Knight's Training
    16 Tier3 (2) Ability I: +1 Strength
    17 Tier4 (2) Ability II: +1 Strength
    18 Core ·(1) Improved Courage of Heaven
    19 Tier2 (2) Exalted Attack: Exalted Cleave
    20 Tier4 (1) Censure Demons
    21 Core ·(1) Slayer of Evil III
    22 Tier1 (1) Improved Second Strikes
    23 Tier5 (2) Ascendancy
    24 Tier5 (1) Censure Outsiders
    25 Tier4 (2) Vigor of Life I
    26 Tier5 (2) Vigor of Life II
    27 Tier5 (2) Avenging Attack: Avenging Cleave
    28 Tier5 (1) Holy Retribution: Holy Retribution
    29 Core ·(1) Champion of Good
    ------------------------------------------------------------------------------------------
    Sacred Defender - Points spent: 31
    1 Core ·(1) Holy Bastion
    2 Tier1 (1) Extra Lay on Hands
    3 Tier1 (1) Extra Lay on Hands
    4 Tier1 (1) Extra Lay on Hands
    5 Tier1 (1) Improved Sacred Defense I: Durable Defense
    6 Tier1 (1) Improved Sacred Defense I: Durable Defense
    7 Tier1 (1) Improved Sacred Defense I: Durable Defense
    8 Core ·(1) Sacred Defence
    9 Tier2 (1) Bulwark Aura
    10 Tier2 (1) Bulwark Aura
    11 Tier2 (1) Improved Sacred Defense II: Resilient Defense
    12 Tier2 (1) Improved Sacred Defense II: Resilient Defense
    13 Tier2 (1) Improved Sacred Defense II: Resilient Defense
    14 Tier3 (1) Greater Sacred Defense I: Strong Defense
    15 Tier3 (1) Greater Sacred Defense I: Strong Defense
    16 Tier3 (1) Greater Sacred Defense I: Strong Defense
    17 Core ·(1) Divine Righteousness
    18 Tier3 (2) Ability I: +1 Charisma
    19 Tier2 (1) Bulwark Aura
    20 Core ·(1) Redemption
    21 Tier4 (2) Ability II: +1 Charisma
    22 Tier4 (1) Greater Sacred Defense II: Hardy Defense
    23 Tier4 (1) Greater Sacred Defense II: Hardy Defense
    24 Tier4 (1) Greater Sacred Defense II: Hardy Defense
    25 Tier4 (1) Reinforced Defense I: Reinforced Armor
    26 Tier4 (1) Reinforced Defense I: Reinforced Armor
    27 Tier4 (1) Reinforced Defense I: Reinforced Armor
    28 Tier4 (1) Swift Defense
    29 Core ·(1) Glorious Stand
    ------------------------------------------------------------------------------------------


    I've run this build and others very similar to it dozens of times now. It's how I got the majority of my Racial and Epic past lives, it's super strong for soloing R1 content to get the 195% First time bonus on quests.
    I haven't had a problem with the +150% Threat generation but I can see how it might be an issue if the Raid tank isn't really good, so be ready to disable as needed.

    This is what we get from it.
    Sacred Defense
    +25 PRR / MRR
    +3 Saving Throw
    +6 Strength
    +6 Constitution
    +10% Movement Speed
    +150% Melee Threat Generation

    Your build was almost the same as mine, just you had some noob bait in there and some wasted feat slots. I don't bother slotting Stunning Blow because it's overshadowed entirely by dire charge in epics, and in heroics things are dead within a few swings and it doesn't work on lots of stuff that Paladin's like to fight, namely undead.
    Last edited by palladin9479; 03-25-2020 at 04:02 PM.

  4. #4
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    For epics, Legendary Dreadnought or Divine Crusader. LD will do a bit more damage, DC makes you practically invincible and is incredibly useful for soloing Reaper content. Most of the time I'm in Divine Crusader, if I'm in a group with a healer that isn't using crossbows, then I can switch to LD.

    Divine Crusader


    Divine Crusader - Points spent: 24
    1 Core ·(0) Just Cause
    2 Tier1 (1) Endless Turning
    3 Tier1 (1) Endless Turning
    4 Core ·(0) Aura of Purification
    5 Tier1 (1) Endless Turning
    6 Core ·(0) Extraordinary Virtue
    7 Core ·(0) No Remorse
    8 Core ·(0) Sword of Justice
    9 Core ·(0) Zeal of the Righteous
    10 Tier1 (2) Ability I: +1 Strength
    11 Tier2 (1) Consecration
    12 Tier2 (1) Consecration
    13 Tier2 (1) Consecration
    14 Tier3 (2) Sacred Ground
    15 Tier2 (2) Confront Any Foe
    16 Tier4 (2) No Regret
    17 Tier4 (2) Crusade
    18 Tier5 (2) Castigation
    19 Tier5 (2) Celestial Champion
    20 Tier6 (1) The Book of War: Wrath of the Divine
    21 Tier2 (2) Ability II: +1 Strength
    22 Tier1 (1) Purge the Wicked
    ------------------------------------------------------------------------------------------


    Strike Down and Celestial Bombardment deserve mention. SD will do a lot of damage, the 500 Light damage scales with 200% melee power meaning it's 3,000-4,000 damage on top of the regular hits. It costs 2 points through and Confront and Foe is so ridiculous that I found I was rarely using SD. Celestial Bombardment is a super fun crown control spell, it's damage won't be much on Paladin but it's three sequential reflex saves that everyone around you (cause EDF) must make or they fall down. It works on stuff that Trip and Dire Charge don't and it's only 20SP. Problem is the 60s cooldown making it super situational. So if someone wants those they can forgo the +2 Strength for them.

    No Remorse also deserves mention because it's probably the strongest part of that ED. No Remorse gives you, and everyone around you, a heal whenever a monster dies that had your Aura of Purification on it. The amount of HP healed is the CR of the monster, meaning a CR60 monster gives everyone 60 * Heal Amp HP. For a KoTC Paladin with ~300 Heal Amp that's 240 HP that is not reduced by reaper. If we kill a group of seven CR60 monsters, that is 1680 HP. Anyone standing nearby also gets healed, the more things that die the more HP that gets restored. No Remorse turns every monster into a portable Mass Cure Serious Wounds. Consecration is also a nice bonus as it heals anyone standing on it and gives them a +10% damage bonus, boss's like to jump away from it though.



    Active Destiny Tree
    ------------------------------------------------------------------------------------------
    Legendary Dreadnought - Points spent: 24
    1 Core ·(0) Shrug Off Punishment
    2 Core ·(0) Action Hero
    3 Core ·(0) Unstoppable
    4 Core ·(0) Unmovable
    5 Core ·(0) Thick Skinned
    6 Core ·(0) Combat Brute
    7 Tier1 (1) Legendary Tactics
    8 Tier1 (1) Legendary Tactics
    9 Tier1 (1) Extra Action Boost
    10 Tier1 (1) Extra Action Boost
    11 Tier1 (1) Legendary Tactics
    12 Tier1 (1) Extra Action Boost
    13 Tier1 (2) Ability I: +1 Strength
    14 Tier2 (2) Ability II: +1 Strength
    15 Tier3 (1) Action Boost Haste
    16 Tier3 (1) Action Boost Haste
    17 Tier3 (1) Action Boost Haste
    18 Tier3 (1) Critical Damage
    19 Tier3 (1) Critical Damage
    20 Tier3 (1) Critical Damage
    21 Tier4 (2) Unusual Tactics
    22 Tier5 (2) Advancing Blows
    23 Tier5 (2) Devastating Critical
    24 Tier6 (2) Master's Blitz: Masters Blitz: PRR
    ------------------------------------------------------------------------------------------



    Lay Waste is noob bait, especially on a THF, due to it's stupid reset conditions. Momentum Swing is nice and KoTC can reset it pretty reliably, but Confront and Foe is much better. Action Boost Haste is nice due to Paladin not getting it naturally, the other two are more noob bait and should be avoided like the plague.

    Note on Blitz with THF builds, I have a love / haste relationship with that ability. If I'm solo I'm running DC for the near invulnerability No Remorse gives, if I'm in a group then it's hit or miss if Inquisitive's are kiting monsters everyone or Fire Sorcs are blowing them up. Either of those happen then Blitz becomes extremely difficult to maintain, if I can keep that from happening then it's pretty impressive how much melee power a KoTC can run with. Other week we were doing a PN raid and I had over 400 melee power and CAF was tearing everything apart.

  5. #5
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    I have good luck with the knockdown from Lay Waste, as well as having an extra stun cooldown for casters and such just out of Dire Charge range.

    While I haven't put twists in the post yet, (oops) 100% agree Confront any Foe is really useful for burning down Dooms during the prowess activation. It's also better now that it no longer "loses" charges.

    Quick Draw hitting spells and SLAs must be new, it used to just help boost activation. I'll have to take it for a spin next life. Intensify could easily go by the wayside for this, as it's literally only for CSW.

    Stunning Blow could also be Improved Sunder and a slight change to your dread enhancements could be useful as well. I had pretty good results fooling with it on Lammania after the Sunder changes.
    Last edited by Tobril; 03-25-2020 at 05:26 PM.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  6. #6
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    I have the other action boosts in dread primarily for cheap prowess activations in quests with more than two dozen packs and in other places where I'd like to be under boost while saving the more effective boosts for bosses or Dooms.

    Momentum swing is a little better than it used to be after the THF pass with regards to animations.

    Destiny choice is certainly a matter of group composition. I rarely have trouble with a failure to launch and maintain due to my own circumstances.

    Fury allows for some interesting execute phase damage that dread can't even come close to matching. Fortunately a couple of buttons is all it takes to swap
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  7. #7
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    I have good luck with the knockdown from Lay Waste, as well as having an extra stun cooldown for casters and such just out of Dire Charge range.
    Lay Waste is really nice, the issue is the same as bombardment, 60s cooldown. Only momentum swing can reset it and only some of the time (25%), momentum swing itself has a 60s cooldown that can be reset by alternating two 6s cleaves with a 50% chance each. It's the whole resting thing, and there are other places to put points that give a bigger return.

    For KoTC Paladin Sanctified Fervor is better then Prowess. Prowess is +50 melee power for 10s of a 20s action boost, or 50% of the time while under any action boost. Fervor is +25 melee power for 60s anytime you use any smite. Confront and Foe is a smite, which is why it activate that ability. Paladin's natural smites recharge every 60s and with Endless Turn Undead TU charges reset every 96, that means you can have Fervor up 100% of the time. Smite evil doesn't have to actually hit anything to activate the ability, you can smite air while running and it'll still give you the +25 Melee Power.

    Quick Draw hitting spells and SLAs must be new, it used to just help boost activation. I'll have to take it for a spin next life. Intensify could easily go by the wayside for this, as it's literally only for CSW.
    Quick Draw is something not spoken about but it's secondary effects are a result of a nerf Turbine did a very long time ago. Way back in the day we could reset animation frames by just switching weapons, think of it as twitching but faster and done by just pushing 1, then 2, then 1, then 2 and so forth. To "fix" this they forced a delay every time you "change" weapons, which had the other effect of putting that delay after almost everything with a unique animation. Lay on Hands, Remove Disease, Consecration, Power Surge, One with the Blade, lots of stuff the game considers "casting" for some reason.


    Momentum swing is a little better than it used to be after the THF pass with regards to animations.
    Normally I use Momentum Swing a lot, it's a pillar of my DPS combo in most builds. Since playing around with the new KoTC enhancements in epics I found that I rarely use Momentum Swing anymore, to the point I just stopped putting points into it. Strike Down counts as a "Cleave" so would also reset Momentum, I use to use Strike Down + Avenging + Exalted and always had it reset within 3~8 seconds. Confront Any Foe has become so powerful (it already was pretty strong), I'm standing at over 30 charges, that happen to recharge too, and I just walk up to stuff and it dies. So now I no longer use Momentum or Strike Down, just CAF or if needed the two normal cleaves.

    For those wondering, CAF rolls a double strike on each of it's three hits, meaning near cap it's going to be hitting 5 to 6 attacks per charge in an AoE cone in front of the player. It does 3 attacks at +3W and 10D10 (average 55) light power that scaled with 300% melee power. Now factor in double strikes, each which get the same treatment and your looking at a giant pile of damage to everything in front of us that we can use every 2~3 seconds. CAF's recast is actually shorter then it's 1s animation, and attempting to use it during the animation will just waste a charge, so it's best to wait until your regular attack fires to push it again.

    Destiny choice is certainly a matter of group composition. I rarely have trouble with a failure to launch and maintain due to my own circumstances.

    Fury allows for some interesting execute phase damage that dread can't even come close to matching. Fortunately a couple of buttons is all it takes to swap
    Yes each destiny does its own thing. In that PN run I was LD because I knew the people I was with and didn't have to worry about the support from DC. DC also has a ton of offensive power just not as much as LD. Fury I've always seen as a one trick pony, it lets you dump a ton of damage on demand for about a minute, then your pretty much done for awhile. LD has better damage consistency, if we can keep the blitz going and the fire sorcs don't deprive us of mobs to build stacks on.

  8. #8
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    There are some alterations for the gear, don't have the time now but it seems your trying to force in a slavers belt and the Bloodrage Chrism. The Chrism is nice but it's usefulness has gone down, only the +10% Doublestrike is useful. When I get a moment I'll put up some pretty easy options. Slavelords I think is for the +20 DC and +4 Quality to Strength, Legendary Vistani Fighter's Sash gives +Stunning, +Trip, +Deadly and +Vitality in one slot.

  9. #9
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    Quote Originally Posted by palladin9479 View Post
    There are some alterations for the gear, don't have the time now but it seems your trying to force in a slavers belt and the Bloodrage Chrism. The Chrism is nice but it's usefulness has gone down, only the +10% Doublestrike is useful. When I get a moment I'll put up some pretty easy options. Slavelords I think is for the +20 DC and +4 Quality to Strength, Legendary Vistani Fighter's Sash gives +Stunning, +Trip, +Deadly and +Vitality in one slot.

    I can make Charisma/PDK work great...sadly Strength is driving me insane trying to get ghostly, blurry, shatter, stunning, an artifact, saves, devotion, and close to max Strength+Constitution. 30 PRR/MRR has been absolutely critical for dicey moments in R7-R8, with R10 being basically rocket tag so far if something slips by a tank.

    My current gearset isn't anything listed above as I've been tweaking and trying different setups each life. The main idea was to spark a bit of imagination to "work with what you have" vs. demand a specific setup with no alternatives.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  10. #10
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    Quote Originally Posted by palladin9479 View Post
    For KoTC Paladin Sanctified Fervor is better then Prowess. Prowess is +50 melee power for 10s of a 20s action boost, or 50% of the time while under any action boost. Fervor is +25 melee power for 60s anytime you use any smite. Confront and Foe is a smite, which is why it activate that ability. Paladin's natural smites recharge every 60s and with Endless Turn Undead TU charges reset every 96, that means you can have Fervor up 100% of the time. Smite evil doesn't have to actually hit anything to activate the ability, you can smite air while running and it'll still give you the +25 Melee Power.

    CAF's recast is actually shorter then it's 1s animation, and attempting to use it during the animation will just waste a charge, so it's best to wait until your regular attack fires to push it again.

    Confront any Foe seems to have been fixed as a result of the THF rework. (I'm not seeing lost charges anymore when spamming)

    I've been working on martial lives so my head is all about Dread right now...dumping Confront any Foe charges during prowess activation brings down R10 doom no problem. (at least until the next one around the corner shows up :P)

    Exalted smite is more for Fury than anything, it could easily be replaced with the Melee Power boost and +hit/damage. Most of the time the Smite recharge from Holy Retribution is a reminder to re-up sanctified.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  11. #11
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    The thing with Exalted Smite is that it's 6AP for something that Divine Sacrifice can do with 1AP. It's noob bait because lots of people like to think it's good and end up wasting points. Smites in general are bad in DDO, they don't scale well past level 10 or so. Just use regular smite to activate Fervor while your running around and call it a day, spend the AP in better spots .

    The Sheltering on the belt isn't giving you any PRR, that Armor your wearing is giving you +54 PRR of the same type that the belt has. Since we mentioned using Strength at the top I was focusing purely on that as it's basically what I build almost all my melee's around. Here is what I'm currently running with, not perfect though.

    Weapon: BlackRazor with 8 Filigree slots, Ruby of Cold Iron, Ruby of Adamantine
    Eyes: Legendary Collective Sight (+10 Ins Strength +21 Wisdom), Sapphire of Armored Agility +2
    Head: Tiara of Madness with Solipsism
    Neck: Legendary Family Recruit Sigil
    Trinket: Echo of the Icon, Sapphire of Resistance +8
    Body: Legendary Enforcers Plate, Golem's Heart
    Back: Legendary Mantle of Fury, Globe of True Imperial Blood
    Wrist: Brand of Kalok Shash with 3 Filigre slots, Topaz of Power +250, Diamond of Dexterity +8, Topaz of Blindness Immunity
    Belt: Legendary Vistani Fighter's Sash, Topaz of Deathblock
    Ring1: Legendary Celestial Topaz Ring (Charisma +21), Draconic Soul Gem
    Ring2: Legendary Deathwarden, Sapphire of Spell Agility +15
    Feet: Legendary Softsole Slippers, Topaz of Feather Falling
    Hands: Legendary Hammerfist, Sapphire of Good Luck +2

    Set Bonus's active,
    Legendary Part of the Family
    +15% Artifact Bonus to Double Strike
    +25 Artifact Bonus to Melee Power
    +10% Artifact bonus to Fortification Bypass
    +15% Artifact bonus vs Helpless

    Legendary Adherent of the Mists
    +20 Profane Bonus to PRR
    +20 Profane bonus to Positive Healing Amplification
    +10 Profane bonus to Melee Power
    +20 Profane bonus to Universal Spell Power

    Filigree:
    Minor Artifact
    Slot1: [Combo] Sucker Punch/One Against Many: Strength (Rare) +2 Strength +4 Melee power
    Slot2: One Against Many: Melee Power (Rare) +5 Melee Power (Set Bonus +10 Melee Power)
    Slot3: Sucker Punch: Melee Power (Rare) +5 Melee Power (Set Bonus +10 Melee Power)

    Those 3 give a combined +24 Melee Power +2 Strength.

    Blackrazor
    Slot1: Sanctified Fervor: Strength (Rare) +1 Strength +2 PRR
    Slot2: Sanctified Fervor: Melee Power +3 Melee Power (been looking for a rare version of this for awhile)
    Slot3: Sanctified Fervor: Charisma (Rare) +1 Charisma +2 MRR
    Slot4: Sanctified Fervor: Healing Amplification +10 Healing Amplification
    Slot5: Sanctified Fervor: Wisdom +1 Wisdom

    Those 5 give the following for set bonus
    +5 Healing Amplification
    +5 Melee Power
    +2% Doublestrike
    +25 Melee Power for 60s after Smite activation

    Slot6: Prowess Melee Power (Rare) +5 Melee Power
    Slot7: Prowess Attack and Damage (Rare) +1 Attack/Damage +2 PRR
    Slot8: Prowess Strength (Rare) +1 Strength +2 PRR

    Set Bonus
    +5 PRR
    +5 Melee Power

    That setup gives pretty much everything you could ask for. The Chism is the only real alternative as it's just trading out the Mists set bonus for 10 more Double Strike, would also free up one ring to do whatever someone wanted with. All of it can be gotten from regular quests, and if someone doesn't have the Brands then hey can use Legendary Bracers of the Fallen Hero to accomplish much of the same thing. Raid items in DDO aren't inherently "better" then quest items, they just provide different stat options.

    Also you shouldn't have Prowess + Fervor, it's one or the other because you can really lose power by chasing too many set bonus's. I'm seriously thinking about removing the Prowess and going with 2 Long Shadows for 10 Melee Power then slotting a single +5 Melee Power Filigree, would be trading 1 Strength and 5 PRR for 5 Melee Power.

  12. #12
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    For twists, these really depend on what I'm doing at the time but here is what I'm generally running.

    Divine Crusader ED
    Slot1(3): Endless Lay on Hands (this one us super important)
    Slot2(3): Grim Precision (+15% Fort Bypass)
    Slot3(2): Running with the Wind (+6 Double Strike)
    Slot4(1): A Dance with Flowers (+1W)
    Slot5(1): Legendary Tactics (+6 DC)

    Legendary Dreadnought
    Slot1(3): Endless Lay on Hands (this one us super important)
    Slot2(3): Grim Precision (+15% Fort Bypass)
    Slot3(2): Confront any Foe
    Slot4(1): A Dance with Flowers (+1W)
    Slot5(1): Endless Turning


    That puts us at 103% Fortification Bypass, virtually nothing in this game has more then 100% Fortification meaning we can now crit Undead, Slimes, Constructs, Plants and the rest like normal monsters. The third slot is flexible as it is where Momentum Swing used to go, as I'm not slotting Action Boost Haste I don't need Extra Action Boost's either, so its a little bit of Double Strike. I don't use Sense Weakness and frankly it's never been very good. It was used in the mid to high end reaper teams because those guys don't leave the Airship unless one member has Mass Hold Monster, and then they only do content where the monsters can be Held in the first place. That style has largely ceased existing as now those guys just use teams of Inqusitives, Fire Sorcs, Necro Wizards or Necro Clerics instead. Most trash mobs die in a few swings anyway so Sense does nothing for you, the few that would survive are immune to mind control anyway (Charm, Dominate, Paralyze, Confusion, Dance). Helpless isn't nearly as common as some people think, Trip, Knockdown, Daze and Dance effects don't count. So really unless there is a DC Wizard in the group doing Mass Hold Monster on every batch before the rando Inqusitive starts firing and scattering the mobs, Sense Weakness isn't gonna do much for anyone.

  13. #13
    Community Member Ballrus's Avatar
    Join Date
    Sep 2013
    Posts
    499

    Default

    Quote Originally Posted by palladin9479 View Post
    ...I don't use Sense Weakness and frankly it's never been very good...
    If you have the tools to make things helpless, it's very good.
    No fun, no $$$

  14. #14
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    Quote Originally Posted by Ballrus View Post
    If you have the tools to make things helpless, it's very good.
    . It was used in the mid to high end reaper teams because those guys don't leave the Airship unless one member has Mass Hold Monster, and then they only do content where the monsters can be Held in the first place. That style has largely ceased existing as now those guys just use teams of Inqusitives, Fire Sorcs, Necro Wizards or Necro Clerics instead. Most trash mobs die in a few swings anyway so Sense does nothing for you, the few that would survive are immune to mind control anyway (Charm, Dominate, Paralyze, Confusion, Dance). Helpless isn't nearly as common as some people think, Trip, Knockdown, Daze and Dance effects don't count. So really unless there is a DC Wizard in the group doing Mass Hold Monster on every batch before the rando Inqusitive starts firing and scattering the mobs, Sense Weakness isn't gonna do much for anyone.
    The only things it would be useful on are those that are immune to it in the first place. And "helpless" is a lot less common then believe thing, daze, trip, knockdown, dance, those aren't "helpless". The only reliable one is Mass Hold Monster and it's been about four or five months since I've seen someone use that in a reaper group. Of course your really hinting at Dire Charge, which means trash mobs, meaning their already dead in a few swings. So again, as a Twist, Sense Weakness is pretty bad in today's meta.

    Fun fact, Overwhelming Force's no save knockdown is considered "Helpless" so it works on stuff that would otherwise by immune, of course it's only on an Adrenaline use, meaning it survived the damage so probably a boss and therefor likely immune to it in the first place. The old broken Ear Smash used to be a prime source since it's technically "sleep" but was bugged, worked on almost everything and the target didn't wake up after taking damage. The devs fixed that recently.
    Last edited by palladin9479; 03-26-2020 at 09:09 AM.

  15. #15
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    Quote Originally Posted by palladin9479 View Post
    The thing with Exalted Smite is that it's 6AP for something that Divine Sacrifice can do with 1AP. It's noob bait because lots of people like to think it's good and end up wasting points. Smites in general are bad in DDO, they don't scale well past level 10 or so. Just use regular smite to activate Fervor while your running around and call it a day, spend the AP in better spots .

    The Sheltering on the belt isn't giving you any PRR, that Armor your wearing is giving you +54 PRR of the same type that the belt has. Since we mentioned using Strength at the top I was focusing purely on that as it's basically what I build almost all my melee's around. Here is what I'm currently running with, not perfect though.

    Weapon: BlackRazor with 8 Filigree slots, Ruby of Cold Iron, Ruby of Adamantine
    Eyes: Legendary Collective Sight (+10 Ins Strength +21 Wisdom), Sapphire of Armored Agility +2
    Head: Tiara of Madness with Solipsism
    Neck: Legendary Family Recruit Sigil
    Trinket: Echo of the Icon, Sapphire of Resistance +8
    Body: Legendary Enforcers Plate, Golem's Heart
    Back: Legendary Mantle of Fury, Globe of True Imperial Blood
    Wrist: Brand of Kalok Shash with 3 Filigre slots, Topaz of Power +250, Diamond of Dexterity +8, Topaz of Blindness Immunity
    Belt: Legendary Vistani Fighter's Sash, Topaz of Deathblock
    Ring1: Legendary Celestial Topaz Ring (Charisma +21), Draconic Soul Gem
    Ring2: Legendary Deathwarden, Sapphire of Spell Agility +15
    Feet: Legendary Softsole Slippers, Topaz of Feather Falling
    Hands: Legendary Hammerfist, Sapphire of Good Luck +2

    Set Bonus's active,
    Legendary Part of the Family
    +15% Artifact Bonus to Double Strike
    +25 Artifact Bonus to Melee Power
    +10% Artifact bonus to Fortification Bypass
    +15% Artifact bonus vs Helpless

    Legendary Adherent of the Mists
    +20 Profane Bonus to PRR
    +20 Profane bonus to Positive Healing Amplification
    +10 Profane bonus to Melee Power
    +20 Profane bonus to Universal Spell Power

    Filigree:
    Minor Artifact
    Slot1: [Combo] Sucker Punch/One Against Many: Strength (Rare) +2 Strength +4 Melee power
    Slot2: One Against Many: Melee Power (Rare) +5 Melee Power (Set Bonus +10 Melee Power)
    Slot3: Sucker Punch: Melee Power (Rare) +5 Melee Power (Set Bonus +10 Melee Power)

    Those 3 give a combined +24 Melee Power +2 Strength.

    Blackrazor
    Slot1: Sanctified Fervor: Strength (Rare) +1 Strength +2 PRR
    Slot2: Sanctified Fervor: Melee Power +3 Melee Power (been looking for a rare version of this for awhile)
    Slot3: Sanctified Fervor: Charisma (Rare) +1 Charisma +2 MRR
    Slot4: Sanctified Fervor: Healing Amplification +10 Healing Amplification
    Slot5: Sanctified Fervor: Wisdom +1 Wisdom

    Those 5 give the following for set bonus
    +5 Healing Amplification
    +5 Melee Power
    +2% Doublestrike
    +25 Melee Power for 60s after Smite activation

    Slot6: Prowess Melee Power (Rare) +5 Melee Power
    Slot7: Prowess Attack and Damage (Rare) +1 Attack/Damage +2 PRR
    Slot8: Prowess Strength (Rare) +1 Strength +2 PRR

    Set Bonus
    +5 PRR
    +5 Melee Power

    That setup gives pretty much everything you could ask for. The Chism is the only real alternative as it's just trading out the Mists set bonus for 10 more Double Strike, would also free up one ring to do whatever someone wanted with. All of it can be gotten from regular quests, and if someone doesn't have the Brands then hey can use Legendary Bracers of the Fallen Hero to accomplish much of the same thing. Raid items in DDO aren't inherently "better" then quest items, they just provide different stat options.

    Also you shouldn't have Prowess + Fervor, it's one or the other because you can really lose power by chasing too many set bonus's. I'm seriously thinking about removing the Prowess and going with 2 Long Shadows for 10 Melee Power then slotting a single +5 Melee Power Filigree, would be trading 1 Strength and 5 PRR for 5 Melee Power.

    I realized a goof on the middle setup and need to figure out something else.

    Adherents is such a good set I struggle to get away from it. Unfortunately it ends up being a little HP light and the individual options are somewhat weak...similar to people using Ender because the set is so good despite what it takes to get there.

    Why do you have Wisdom slotted if you're taking Force of Personality? The hat for Shatter alone also seems a bit weak. (I'm struggling to include Shatter as well and it's rather frustrating) Too bad Paladin doesn't have Charisma to-hit/damage somewhere to make gearing easier. (and not just on a silly looking race)

    Prowess gains more in Dread for sure. 10 seconds to kill a pack, move on, reboost and repeat. I can see doing more static bonuses instead of Prowess if staying Paladin and Crusader.

    I'll put in a few more notes about Exalted Smite being mainly for Fury while trying to pick up more Strikethrough, which is the reason I was able to get away from Boulder's Might. Otherwise I agree that regular Smite is fine for Sanctified and the points are better spent elsewhere.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  16. #16
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    Quote Originally Posted by palladin9479 View Post
    For twists, these really depend on what I'm doing at the time but here is what I'm generally running.

    Divine Crusader ED
    Slot1(3): Endless Lay on Hands (this one us super important)
    Slot2(3): Grim Precision (+15% Fort Bypass)
    Slot3(2): Running with the Wind (+6 Double Strike)
    Slot4(1): A Dance with Flowers (+1W)
    Slot5(1): Legendary Tactics (+6 DC)

    Legendary Dreadnought
    Slot1(3): Endless Lay on Hands (this one us super important)
    Slot2(3): Grim Precision (+15% Fort Bypass)
    Slot3(2): Confront any Foe
    Slot4(1): A Dance with Flowers (+1W)
    Slot5(1): Endless Turning


    That puts us at 103% Fortification Bypass, virtually nothing in this game has more then 100% Fortification meaning we can now crit Undead, Slimes, Constructs, Plants and the rest like normal monsters. The third slot is flexible as it is where Momentum Swing used to go, as I'm not slotting Action Boost Haste I don't need Extra Action Boost's either, so its a little bit of Double Strike. I don't use Sense Weakness and frankly it's never been very good. It was used in the mid to high end reaper teams because those guys don't leave the Airship unless one member has Mass Hold Monster, and then they only do content where the monsters can be Held in the first place. That style has largely ceased existing as now those guys just use teams of Inqusitives, Fire Sorcs, Necro Wizards or Necro Clerics instead. Most trash mobs die in a few swings anyway so Sense does nothing for you, the few that would survive are immune to mind control anyway (Charm, Dominate, Paralyze, Confusion, Dance). Helpless isn't nearly as common as some people think, Trip, Knockdown, Daze and Dance effects don't count. So really unless there is a DC Wizard in the group doing Mass Hold Monster on every batch before the rando Inqusitive starts firing and scattering the mobs, Sense Weakness isn't gonna do much for anyone.

    My Dread layout:

    4 Martial Hymn or Sense Weakness depending on the quest
    3 Meld
    2 Confront any Foe
    1 A Dance of Flowers
    1 Cocoon (A bit weak and on the chopping block in high reaper)

    I used to run Grim Precision and swapped for more survivability, though in R4 and down I'd agree with Grim...raids too.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  17. #17
    The Hatchery Wipey's Avatar
    Join Date
    Nov 2010
    Posts
    2,102

    Default

    Quote Originally Posted by palladin9479 View Post
    That setup gives pretty much everything you could ask for.
    No accuracy, no Deception. The idea was the worst gearset for paladin ?

    No Smites, No Quicken. No Meld or Sense Weakness. FoP and Quick Draw, what ?

    Sorry it's not a good "advice". Funny comments on helplessness and "meta" too.

    Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer

  18. #18
    Community Member
    Join Date
    Mar 2006
    Posts
    1,823

    Default

    Quote Originally Posted by Wipey View Post
    No accuracy, no Deception. The idea was the worst gearset for paladin ?

    No Smites, No Quicken. No Meld or Sense Weakness. FoP and Quick Draw, what ?

    Sorry it's not a good "advice". Funny comments on helplessness and "meta" too.

    Let's stay civil please and make notes as the the reaper level in question...some gearing, twists, etc become better on different settings.
    Sarlona: Tobril | Syg | Trogbril | Warmachyne | Sql

    YouTube | Twitch

  19. #19
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    Why do you have Wisdom slotted if you're taking Force of Personality?
    I was playing around with Celestial Bombardment and it's DC is WIS based, that's all.

    Adherents is such a good set I struggle to get away from it. Unfortunately it ends up being a little HP light and the individual options are somewhat weak...similar to people using Ender because the set is so good despite what it takes to get there.
    It can be dropped just a nice all around set if we're already wearing that stuff. And there is no difference in HP, I'm already well over 2K outside of reaper and much higher in. If I go tank mode it's over 3K. The boots back and belt are pretty standard, the rest is just optional.

    The hat for Shatter alone also seems a bit weak.
    Shatter is super rare and annoying to fit, that tiara was about the best that could be done. Thankfully we can swap it out for Brim if HR isn't needed. I'd like to get Shatter on a ring or craft a decent helm with it.
    Last edited by palladin9479; 03-26-2020 at 12:33 PM.

  20. #20
    Community Member
    Join Date
    Jan 2010
    Posts
    651

    Default

    Quote Originally Posted by Wipey View Post
    No accuracy, no Deception. The idea was the worst gearset for paladin ?

    No Smites, No Quicken. No Meld or Sense Weakness. FoP and Quick Draw, what ?

    Sorry it's not a good "advice". Funny comments on helplessness and "meta" too.
    Huh, most of that is terrible on a Paladin. Accuracy I have swaps in for crazy tier content, otherwise powercreep has us hitting on 2's and higher up to mid Legendary Reaper. Deception on a melee without Sneak Attack dice wuh?

    For Accuracy I use these two.

    https://ddowiki.com/page/Item:Legend...tial_Ruby_Ring

    https://ddowiki.com/page/Item:Legendary_Umber_Brim

    If accuracy is such an issue that we need both of those, then we're not hitting HR so ditching the Tiara isn't a loss. It's really just for HR on content that we can get HR to land reliable, which is everything up to mid tier Reaper.

    Can also use this,

    https://ddowiki.com/page/Item:Silver_Dragonscale_Helmet

    From the OP

    Pick up racial past lives on a high DPS and survivable melee platform.
    Perform exceptionally well in some raids: Shroud, Killing Time, Strahd, Too Hot to Handle
    Perform adequately in other raids.
    Perform adequately in high reaper content.
    The first three operate under very different circumstances then the last one and require different gear sets. Hell the first one is different then the middle two. If someone is in the last one, then they should already know what their doing enough to make their own gear choices as the situation demands.
    Last edited by palladin9479; 03-26-2020 at 12:36 PM.

Page 1 of 6 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload