Some folks on the discord were talking about dual wielding shield characters from pnp DnD which reminded me of one of my favorite 4e characters and inspired me to try my hand at designing a universal enhancement tree.
Disclaimer #1: No Idea how well or poorly balanced this is many if not most of the numbers will need ajusting
Disclaimer #2: Yes DDO is riddled with bugs and defunct content that has been power crept into near oblivion, I know that more Functional content is much more important than just more content but I was inspired and I don't see any harm in putting up new ideas for consideration.
That Said I give you the Shield Disciple
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Core abilities:
Student of Shields
AP cost: 1, Ranks: 1, Progression: 0, Requires: Character level 1
You gain shield proficiency (general)
You may equip Shields in your main hand and make attacks with them as though they were 1 handed weapons, shields you equip to your main hand to not grant a shield bonus to AC or damage reduction.
Study of Shields
AP cost:1, Ranks: 1, Progression:5, Requires: Character level 3, Student of Shields
Shields you equip to your main hand are considered 1 handed melee weapons in addtion to shields for the porposes of equipment reqirements (you can activate weapon attacks and qualify for weapon fighting styles)
Multi-Shield Defense
AP cost: 1, Ranks: 1, Progression: 10, Requires: Character level 6, Study of Shields
While blocking Shields you equip in your main hand grant you a Shield Bonus to Spell Resistance Equal to the Shield Bonus of the Shield.
Ground Pound
AP cost: 1, ranks: 1, Progression: 20, Requires Character level 12, Multi-Shield Defense
Activated shield attack: You leap into the air and strike the ground damaging all Enemies around you with each shield you have equipped (acts as a 360 degree cleave for each sheild you have equipped)
Cooldown: 90 Seconds
Improved Multi-Shield Defense
AP cost: 1, Ranks: 1, Progression: 30, Requires Character level 18, Ground Pound
While blocking Shields you equip in your main hand grant you a Shield Bonus to Acid, Fire, Electric, Cold, Sonic, and Force Absorption equal to the damage reduction of the shield.
Master of Shields
AP Cost: 1, Ranks: 1, Progression: 40, Requires Character level 20, Improved Multi-Shield Defense
+1 to hit and for each shield you have equiped
The cooldown on your Ground pound is reduced by 15 Seconds.
The cooldown on your spinning shields is reduced by 10 seconds.
Shields you Equip gain +1 to their Enhancement bonus, Plus an additional +1 for every 5 epic levels you have.
Tier 1:
Offhand Shield Style
AP cost: 2, Ranks: 1, Progression: 1, No Requirements
Multi-selector;
Buckler: While you have a buckler equipped in your off hand you gain +5% Sheild bonus to movement speed and +2 to tumble and balance
Normal Shields: While you have a small or large shield equipped in your off hand you gain +10% to your secondary shield bash chance
Tower Shields: While you have a tower Shield equipped in you off hand you gain +1 Maximum hp for each point spent in this tree.
Shield Mastery
AP cost:1, Ranks 3, Progression: 1, No Requirements
+5%/+10%/+15% Shield Armor Class and +1/2/3 Tower Shield Maximum Dexterity bonus
Missile Magnet
AP Cost: 1, Ranks 3, Progression:1, No Requirements
you gain 2%/4%/6% missile deflection for each shield you have equipped.
The Big One
AP Cost: 2, Ranks 1, Progression: 1, Anti-requisite: This one works too
You gain Tower Shield Proficiency
While you have a large or tower shield equipped in your Mainhand and nothing equipped in your offhand you treat it as a 2 handed weapon, gaining 1.5x ability modifier to damage, strikethough and benefiting from the 2 Handed fighting line of feats.
Shield Finesse
AP cost: 2, Ranks 1, Progression: 1, No Requirements
You can use your dexterity modifier to hit with Bucklers and small shields. You treat Bucklers and small shields as light melee weapons.
Tier 2:
Mainhand Shield Style
AP Cost 2, Ranks 1, Progression: 5, Requires: Offhand Shield Style
Multi-Selector;
Buckler: While you have a buckler equipped in your main hand you gain +5% Sheild bonus to attack speed and 5% dodge, and +2 tumble and jump. You can now swashbuckle with a buckler in your main hand, while swashbuckling with a buckler in your main hand, the buckler in your main hand gets +2 critcal threat range and +1 critical threat multiplyer)
Normal Shields: While you have a small or large shield in your main hand it gains +1 to its critical threat range
Tower Shields: While you have a tower shield equipped in your main hand you gain a Mainhand bonus to Tactics DCs equal to its Enhancement bonus.
Armor Mastery
AP cost 1, Ranks 3, Progression: 5, Requires: Shield Mastery
+1/2/3 Armor Class and Armor Maximum Dexterity bonus
Magic Missile Magnet
AP cost 1, ranks 3, Progression: 5, Requires: Missile Magnet
While you have at least one shield equipped you and allies within 10/20/30 feet of you gain protection from magic missiles.
Shield Swipe
AP cost 2, Ranks 1, Progression: 5, No Requirements
Mainhand shield cleave attack: you swing your mainhand shield and attack enemies in front of you
Shares a cooldown with Cleave
Bash Control
AP cost 2, Ranks 1, Progression: 5, Requires: Shield Finesse
You can use your dexterity modifier to for damage rolls with Buckers and small shields.
Tier 3:
Improved Offhand Shield Style
AP Cost 2, Ranks 1, Progression: 10, Requires: Mainhand Shield Style
Multi-Selector;
Buckler (Requires: Offhand Shield style; Buckler): While you have a buckler equipped in your off hand you gain an additional 5% shield bonus to movement speed and +2 to tumble and balance.
Normal Shields (Requires: Offhand Shield style; Normal Shields): While you have a small or large Shield equipped in your off hand you gain an additional 10% chance to secondary shield bash.
Tower Shields (Requires: Offhand Shield Style; Tower shields): While you have a tower Shield equipped in your off hand you gain a Shield bonus to PRR and MRR equal to the shield bonus of the shield.
This One Works Too
AP Cost 2, Ranks 1, Progression: 10, Anti-Requisite: The big one
You can no longer make secondary shield bashes, you now treat shields equipped to your offhand as though they were 1 handed melee weapons (you make weapon attacks and benefit from fighting styles as though you have a 1 handed weapon equipped), Shields you equip to your offhand gain doublestrike equal to 1/4th your secondary shield bash chance.
Meditation of the Shield
AP cost 2, Ranks 1, Progression: 10, Requires: Fighter Level 1 or Monk level 1
Adds all Shields to your Kensei Weapon Focus: Martial Arts. You gain Bucklers, small shields and heavy shields as centered weapons.
Shield Sweep
AP cost 2, Ranks 1, Progression: 10, Requires: Shield Swipe
Offhand shield cleave attack: You swing your offhand shield and attack enemies in front of you, enemies struck by this attack must make as saving throw against your trip attack, if you have improved trip that is used instead.
Shares a cooldown with Great Cleave
Tumble Modification
AP cost 2, Ranks 1, Progression: 10, No Requirements
Multi-Selector;
Rolling Ball of Steel: you gain +5 tumble for each shield you have equipped
Steadfast Stand: You gain -5 tumble for each shield you have equipped, while blocking you gain +2 to all saving throws for each shield you have equipped
Tier 4:
Improved Mainhand Shield Style
AP Cost 2, Ranks 1, Progression: 20, Requires: Improved Offhand Shield Style
Multi-Selector;
Buckler (Requires: Mainhand Shield style; Buckler): while you have a buckler equipped in your main hand you gain an additonal +5% Shield bonus to your attack speed and a +5 shield bonus to your armor's maximum dexterity Bonus, and +2 tumble and jump.
Normal Shields (Requires: Mainhand Shield Style; Normal Shields): While you have a small or large shield equipped in your main hand it gains +1 to its critical multiplier.
Tower Shields (Requires: Mainhand Shield Style; Tower Shields): While you have a Tower Shield Equipped to your main hand cooldowns on your tactical abilities are reduced by 10%
Offhand Doublestrike
AP cost 1, Ranks 3, Progression: 20, No Requirements
+3%/+6%/+10% offhand doublestrike while you have a shield equipped in your offhand.
Mainhand Doublestrike
AP cost 1, Ranks 3, Progression: 20, Requires: Offhand Doublestrike
+3%/+6%/+10% mainhand doublestrike while you have a shield equipped in your mainhand.
Spinning Shields
AP cost 2, Ranks 1, Progression: 20, Requires: Shield Sweep
make a 360 degree cleave attack with each shield you have equipped.
30 second cooldown.
Improved Tumble Modification
AP cost 2, Ranks 1, Progression: 20, Requires: Tumble Modification
Improved Rolling Ball of Steel(Requires: Rolling Ball of Steel): Your tumble speed in increased by 20%. If you are holding a movement key when you finish a tumble you immediately tumble again.
Improved Steadfast Stand (Requires: Steadfast Stand): While blocking you gain 2.5% resistance to all damage for each shield you have equipped (this does not stack with barbarian damage reduction)
Tier 5:
Perfect Shield Style
AP cost 2, Ranks 1, Progression: 30, Requires: Improved Mainhand Shield Style
Multi-Selector;
Buckler: While you have a Buckler equipped in both hands you can tumble through enemies, and you make a basic attack against each enemy you tumble through (which buckler is used for this attack is chosen at random each time you tumble).
Normal Shields: While you have a Small or Large shield equipped in both hands your offhand shield gains +1 to critical threat range and multiplier and you gain a +20% shield bonus to secondary shield bash speed, if you have this one works too you gain a +10% shield bonus to attack speed)
Tower Shields: While you have a tower shield equipped in both hands enemies must make 2 saving throws against all of your tactical abilities.
This one is Mine
AP cost 2, Ranks 1, Progression: 30, No Requirements
Multi-Selector
This one is my favorite: You gain shields as a favored weapon
This one is mine forever: Shields you equip are immune to durability damage (includes oozes, rust monsters, ordinary damage and death)
Improved Ground Pound
AP cost 1, Ranks 1, Progression: 30, Requires: Ground Pound
Multi-Selector
Sundering Pound: Enemies hit by your Ground Pound must make a saving throw against your sunder attack, if you have improved sunder they must make a save against that instead.
Unbalancing Pound: Enemies hit by your Ground Pound must make a saving throw against your trip attack, if you have improved trip they must make a save against that instead.
Stunning Pound(Requires: Stunning Blow): Enemies hit by your Ground Pound must make a saving throw against your Stunning Blow attack.
Frequent Pounding: The Cooldown on your Ground Pound is reduced by 45 seconds.
Aerial Maneuvers
AP cost 2, Ranks 1, Progression: 30, Requires: Steel Parachute
While you are benefiting from your steel parachute you can tumble in midair.
Steel Parachute
AP cost 2, Ranks 1, Progression: 30, No Requirements
As long as you have 2 Shields equipped you have featherfalling. Additionally while you have 2 Shields equipped you can activate this ability to jump while in midair, when you do all items currently equipped in your hands are unequipped and you cannot equip weapons or shields until you land.
Honorable Mentions: (things I could not fit in/figure out where to put)
Grin and Bare it
AP cost 1, Ranks 1, Progression: ?, No Requirements
While you have at least one shield equipped taking damage does not interrupt your actions.
Hide Behind
AP cost 1, Ranks 3, Progression: ?, No Requirements
2 versions that I could not decide between perhaps a multiselector?
You gain +5%/+10%/+15% Enhancement bonus to Concealment for each shield you have equipped(rank 3 Requires: level 20)
You gain +1%/+2%/+3% Shield bonus to Concealment for each shield you have equipped.