PDA

View Full Version : Guaire BladeSworn Paladin (A build by request)



sigtrent
08-14-2007, 04:42 PM
From Sigtrent's Build Request Thread (http://forums.ddo.com/showthread.php?t=117232)

Build Name:Bladesworn Paladin
Author: Sigfried Trent
Requester: Guaire
Last Updated: 07/12/10

Key Words [Paladin, DPS, THF, Warforged]

Objectives
The objective was to re-work the requester’s warforged Paladin. It’s not clear from my notes what the parameters were but my take on it was a multi class build with a sorcerer level for healing and mana, as well as a fighter splash for extra feats. These days Paladin is a much stronger class and there are far more reasons not to multiclass, especially for a warforged paladin.

Design
First up I decided to focus more on offense than defense, and to really take advantage of the warforged enhancements for DPS builds. This meant going pure paladin and Knight of the Chalice which meant less feats to work with and an overall more focused build.

Strength is maximized and con taken as a secondary stat. Charisma is just enough to build on and wisdom a near minimum for spell casting. It takes a while to get any mana or charisma benefit to speak of, but with items and tomes it finishes decently on both accounts.

I went with adamantine body to give the build some durability in the early levels and to help mitigate the fact that it will draw lots of agro and is somewhat hard for anyone but an arcane to heal. While lay on hands help a bit, this is a paladin that gives up nearly all hope of self healing.

Pretty much anything that enhances DPS was taken, although the usual paladin charisma based bonuses are missing. Divine might is pretty minimal and smites could be better, but base damage is pretty enormous, especially against evil outsiders. With the right great sword this build can deliver devastating hits.

Some attention was paid to making this a hate tank. It should have the HP to manage it so long as there is an arcane caster who can play healer. The modest defenses mean that you will take strong damage end game. Regular healing is workable but arcane repair works with the transformation and is simply going to be more mana efficient.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(20 Paladin)
Hit Points: 362
Spell Points: 304
BAB: 20\20\25\30\30
Fortitude: 20
Reflex: 10
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 18 25
Dexterity 8 10
Constitution 16 19
Intelligence 8 10
Wisdom 10 12
Charisma 12 14

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 5
Bluff 1 2
Concentration 3 4
Diplomacy 1 2
Disable Device n/a n/a
Haggle 1 2
Heal 0 1
Hide -1 -5
Intimidate 1 2
Jump 4 9
Listen 0 1
Move Silently -1 -5
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 0 1
Swim 4 -3
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Paladin)
Skill: Balance (+2)
Feat: (Selected) Adamantine Body
Enhancement: Follower of the Lord of Blades
Enhancement: Paladin Extra Smite Evil I


Level 2 (Paladin)
Skill: Balance (+0.5)
Enhancement: Warforged Brute Fighting I
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Healer's Friend I


Level 3 (Paladin)
Skill: Balance (+0.5)
Feat: (Selected) Toughness
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Racial Toughness I
Enhancement: Paladin Toughness I


Level 4 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Toughness II


Level 5 (Paladin)
Skill: Balance (+0.5)
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Energy of the Templar I


Level 6 (Paladin)
Skill: Balance (+0.5)
Feat: (Selected) Power Attack
Enhancement: Paladin Knight of the Chalice I


Level 7 (Paladin)
Skill: Balance (+0.5)
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Divine Might I
Enhancement: Warforged Power Attack I


Level 8 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Racial Toughness II


Level 9 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Paladin Extra Smite Evil III


Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Paladin Exalted Smite II
Enhancement: Warforged Constitution I


Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Paladin Courage of Good II
Enhancement: Paladin Energy of the Templar II


Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Two Handed Fighting
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Knight of the Chalice II
Enhancement: Warforged Great Weapon Aptitude I
Enhancement: Warforged Great Weapon Aptitude II


Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Paladin Extra Smite Evil IV


Level 14 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Paladin Exalted Smite III


Level 15 (Paladin)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Warforged Power Attack II
Enhancement: Warforged Great Weapon Aptitude III


Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Bladesworn Transformation


Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Enhancement: Warforged Power Attack III


Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Paladin Knight of the Chalice III


Level 19 (Paladin)
Skill: Jump (+1)
Enhancement: Paladin Divine Sacrifice III
Enhancement: Paladin Exalted Smite IV


Level 20 (Paladin)
Ability Raise: STR
Skill: Jump (+1)
Enhancement: Paladin Weapons of Good
Enhancement: Warforged Brute Fighting II




Play
The builds job is to get in close and devastate enemies so that's what you should do. You will want a healer, although you can solo if you have enough potions or candy canes or the like. A little physical dodging may well be a good idea. Power attack may make attacking on the mode unreliable against high AC targets so keep that in mind.

Variations
A 28pt build is pretty easily done by simply starting with 16 Str and perhaps an extra point of Con or Cha. You could forgo the Adamantine body and get the full THF line. I tend to feel that early game defense makes the build more playable and that GTHF is good not especially valuable.

Blazer
08-14-2007, 05:05 PM
As someone who has played paladins in DDO, I have one minor observation regarding the skill selection. Concentration for a pally - unlike for a cleric, sorc, wizard - is not necessary. While he can cast spells, his role is as a front line combatant. As such Balance, despite it being a crossclass skill, is of more use. The spells he casts are pre-combat spells the majority of the time, the only exception being a mid-fight Divine Favor. I've never had problems casting DF in the middle of a fight on my paladins and I've never put points in Concentration.

Now, as someone who knows nothing about Warforged, would this build be better suited with Toughness over Adamantine Body?

sigtrent
08-14-2007, 06:57 PM
As someone who has played paladins in DDO, I have one minor observation regarding the skill selection. Concentration for a pally - unlike for a cleric, sorc, wizard - is not necessary.

Now, as someone who knows nothing about Warforged, would this build be better suited with Toughness over Adamantine Body?

Thanks for the skill tip.. usualy on 8 int fighter types I find skill selection is pretty irrelivent one way or another.

As to Adamantine.. its 6pts of armor over composite (the default) so I don't think 25 hp or so is going to be better than that for a combat character. I might take toughness at level 15 with this, depends on if there were another feat they wanted to try out.

Dworkin_of_Amber
08-15-2007, 10:36 AM
Suggestions:

1) Modify Starting Stats. 12 Wis is not really necessary. Paladin Spellcasting ability is tied to current Wis, not base wis... and 10 Wis vs. 12 Wis @ L14 is about 21 SP... really not worth it. Also, Adamantine body caps Dex @ +1, so go 8 Dex to start...

STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
DEX: 8 + 4 (Item) = 12 (+1)
CON: 15 + 1 (Tome) + 2 (Warforged Con) + 6 (Item) = 24 (+7)
INT: 8
WIS: 10 + 6 (Item) = 16 (+3)
CHA: 14 + 1 (Tome) + 3 (Paladin CHA 3) + 6 (Item) = 24 (+7)

BAB: 13
Hit Points: 20 (Heroic) + 120 (Pal 11) + 4 (Sorc 1) + 10 (Fgt 1) + 98 (Con Bonus) = 252 Hit Points without False Life Item

To Hit: 13 (BAB) + 9 (Str) + 5 (Weapon) + 3 (Divine Favor) + 4 (Greater Heroism) = +34 to hit without Bladesworn Transformation or Power Attack


2) Skill Points. Not concentration. Jump & Balance would be a much better investment.

3) Spells. You didn't list them, but Picking Repair Light & Shield/NightShield might be good ideas. Or replace Repair Light with Jump.


Sounds like a neat build. With the above tweaks, I think it would be a bit stronger of a build, and work out quite nicely. Taking Toughness is definately needed, but it is hard to fit in before L15.... but then again, no body feat is also a strong option... of course, then you would need to up the Dex a bit.

sigtrent
08-15-2007, 01:16 PM
Suggestions:

Thanks, I love getting comments/suggestions.



1) Modify Starting Stats. 12 Wis is not really necessary. Paladin Spellcasting ability is tied to current Wis, not base wis... and 10 Wis vs. 12 Wis @ L14 is about 21 SP... really not worth it. Also, Adamantine body caps Dex @ +1, so go 8 Dex to start...

STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
DEX: 8 + 4 (Item) = 12 (+1)
CON: 15 + 1 (Tome) + 2 (Warforged Con) + 6 (Item) = 24 (+7)
INT: 8
WIS: 10 + 6 (Item) = 16 (+3)
CHA: 14 + 1 (Tome) + 3 (Paladin CHA 3) + 6 (Item) = 24 (+7)

I hear you there.. but that is a lot of +6 items (and a +4) you are wearing. Generaly speaking most characters I play have a challenging time finding room to wear 3 pure stat items. Granted with a WF its easier but I try to make the builds without assuming 1750 or too many high end items. I also tend to keep an eye on keeping the character decently strong from level 1 on. Pal Cha 3 costs you 6ap though so you have to loose a couple other enhancements to make room for that.

Still, you help the requester find a way to eek out 4 more Str for the build which could be good since that is what he was after. Much appreciated.

Girevik
08-15-2007, 02:01 PM
I posted (or typed anyway) this earlier, but it was lost due to forum maintenance. Oh Well.

Two comments:

(1) A Typo: You wrote Two Weapon when you meant Two Handed in the intro. And,

(2) I agree that Toughness really should be worked in. With both Paladin and Warforged Toughness Enhancements available, plus the fact that he (or she) is Warforged and may be relying on self-healing or non-primary healing for support, a larger pool of hit-points is definitely not a bad thing.

rimble
08-15-2007, 04:26 PM
(2) I agree that Toughness really should be worked in. With both Paladin and Warforged Toughness Enhancements available, plus the fact that he (or she) is Warforged and may be relying on self-healing or non-primary healing for support, a larger pool of hit-points is definitely not a bad thing.

There is no Warforged Toughness Enhancement, not sure why people keep saying that, I've seen it come up a couple times.

sigtrent
08-15-2007, 05:10 PM
(1) A Typo: You wrote Two Weapon when you meant Two Handed in the intro. And,

(2) I agree that Toughness really should be worked in. With both Paladin and Warforged Toughness Enhancements available, plus the fact that he (or she) is Warforged and may be relying on self-healing or non-primary healing for support, a larger pool of hit-points is definitely not a bad thing.

Thanks! Got the typoe fixed.

Well, the best way to add toughness here is to take another fighter level at 3 or 12 and use the fighter feat for the current selection and use the level feat for toughness. I was trying to keep the MC down to a minimum due to the user's request, but I don't think it would significantly change the build to do so. There is no WF toughness BTW as much as I might wish there was. Thats a dwarf only goody.

Girevik
08-16-2007, 08:51 AM
There is no WF toughness BTW as much as I might wish there was. Thats a dwarf only goody.

Oops. My bad. My pally is Dwarven, so I have access to both chains. I guess that was my version of "Let them eat cake."

(I had just looked at a friend's Warforged Barb's Enhancement choices over the weekend and saw the Toughness choices, and misremembered them as Warforged instead of Barbarian.)

Dworkin_of_Amber
08-16-2007, 09:03 AM
Paladin 11 / Sorcerer 1 / Fighter 2 does make a lot of sense.

1) The whole "going past Paladin 11" arguement
2) Fighter 2 grants Bonus Feat, Fighter's STR 1, and a few other Enhancements.

-----------------

As for the items, they should be that hard... and if +6 Items and Tomes are a bit much, then go with +5 and no Tome, to stay even numbers.

Wis: Helm/Ring
Con: Neck/Belt/Ring
STR: Belt/Gloves/Ring
Dex: Gloves/Boots/Ring
Cha: Helm/Cloak/Ring.

This would usually look like: Wis: Helm, Cha: Cloak, Str: Gloves, Dex: Boots, Con: Neck... leaving Bracers, Belt, Goggles, and Trinket open for Chaosguarde, True Seeing, Kardin's Eye/ResistanceItem/FeatherFall, Spectacular Optics, and Rings open... so plenty of room for items.


And if I were going to build this, I would probably ignore a Body Feat, and ignore AC completely, as you are already going 2-Handed Fighting... This would free up bracers to not have to go Chaosguarde as well. Maybe picking up some Warforged Power Attack enhancements

Taerdra
08-23-2007, 09:18 AM
I have a similar Evasion based build. Couple of callouts that mirror others:

1) Agree on F2 as a better option than P12. Fighter STR 1 allows you to start with an 18 STR, and max out at 30. Also, it creates feat room for Toughness and a Body Feat.
2) Have to include the PA enhancements. PA is a must on any DPS build. PA 3 gives you +6 damage on every swing. You can get your to-hit high enough to use PA all the time -- at higher levels at least.
3) I would suggest changing stats to the below. I don't see CHA 14 as a huge benefit and it is very costly in terms of build points (4 build points for +1 Saves vs. 30 STR).
18 STR
8 DEX
16 CON
8 INT
10 WIS
12 CHA.

This creates a lot more focus on DPS/damage, but I think your build is trying to create balance for the toon where if you go this way there really isn't a good balance to strike. With all the changes to Paladin and the choice of 2H, you have to go DPS and max it out.

Also, your to-hit numbers don't include the Transformation piece, just the initial Follower enhancement.

sigtrent
08-23-2007, 01:11 PM
Paladin 11 / Sorcerer 1 / Fighter 2 does make a lot of sense.

1) The whole "going past Paladin 11" arguement
2) Fighter 2 grants Bonus Feat, Fighter's STR 1, and a few other Enhancements.


The main reason to go to pally 12 is 30pt resists. The requester specificaly mentioned wanting to cast resists on himself when needed. (I probably didn't mention that in the build though.)

I'd definately be taking a fighter levle at 15 with this guy.

sigtrent
08-23-2007, 01:14 PM
This creates a lot more focus on DPS/damage, but I think your build is trying to create balance for the toon where if you go this way there really isn't a good balance to strike. With all the changes to Paladin and the choice of 2H, you have to go DPS and max it out.

Also, your to-hit numbers don't include the Transformation piece, just the initial Follower enhancement.

The requester had a build he was "re-making" so I used that as a starting point trying to keep what it had while adding more DPS. 14 cha isn't quite as expensive as 18 str.. I only like to take 18s when the build is expresly supposed to be a balls to the walls specialist.

I didn't go for the PA enhancments because I didn't feel totaly secure in the to-hit numbers. But i think its a good way to go if you know you will have Greater Heroism available.

Transformation is factored in there (its in taken into account in the strength score and BAB listing)

Dworkin_of_Amber
08-23-2007, 01:22 PM
Sigtrent - 30 point resists are obtained at Paladin 11, as are the Bulwark and Resistance 3 Enhancements. So given that, you can take Fighter 2 @ Level 14 for the Bonus Feat and not loose out on anything (other than the Paladin 12 Enhancements which, as far as I can remember aren't really worth it... I think the only one worth taking is Lay on Hands 3)

Dworkin

Taerdra
08-23-2007, 04:14 PM
The requester had a build he was "re-making" so I used that as a starting point trying to keep what it had while adding more DPS. 14 cha isn't quite as expensive as 18 str.. I only like to take 18s when the build is expresly supposed to be a balls to the walls specialist.

Got you on the re-make... I think CHA is expensive because it gives you +1 to saves that are already good to great whereas STR gives you +1 BAB and +2 damage w 2H. In terms of the build, STR seems like a better value but I see your point better now.


I didn't go for the PA enhancments because I didn't feel totaly secure in the to-hit numbers. But i think its a good way to go if you know you will have Greater Heroism available.

To my thinking GH is pretty common, but I run in mostly guild groups. It lowers your to-hit to 26 without GH, not godlike but when you hit it will hurt.


Transformation is factored in there (its in taken into account in the strength score and BAB listing)

Now I see it... I think your STR would go to 28 though and therefore give you a +9 bonus to hit -- looks like you're counting +10. On the damage side, I think you should be higher:

13 STR (1.5x9 for 2H)
10 PA
5 Weapon
4 Divine Favor
====
32 or 36 (if transformed)

It would be great if they gave a 3rd faith enhancement (say @ lvl 12 or 16) that increased the usage of your bonus ability. To your point, it would make the enhancement much more valuable.

sigtrent
08-23-2007, 04:48 PM
Sigtrent - 30 point resists are obtained at Paladin 11, as are the Bulwark and Resistance 3 Enhancements. So given that, you can take Fighter 2 @ Level 14 for the Bonus Feat and not loose out on anything (other than the Paladin 12 Enhancements which, as far as I can remember aren't really worth it... I think the only one worth taking is Lay on Hands 3)


Ahhh, thats right! I forgot its 3/7/11, not sure why I was thinking 12.. Thanks for setting me straight, I'll tune it up wiht that in mind.

sigtrent
08-23-2007, 05:10 PM
Thanks to your input I made some changes...

Added a fighter level
Took Toughness
Adjusted enhancments (added power attack, fighters strenght, toughness mostly taking from Extra Smite, and misc fighter things)
Took charisma down 2 points, added 1 str and 1 con
Changed skill from concentration to balance

Thanks for the assistance!

llevenbaxx
09-05-2007, 10:18 AM
Ive been leveling a 2 hand ftg pal/ftr MC(currently 6/2) and have been told that its a better to go with cleave/grt cleave over the two hand ftg feats.

Any opinions on one or the other?

Also, for a WF, is it really extremely important to be able to get the greater resist line? With quick switch docents of greater resist for all the elements and maybe rings or cloaks of improved resists for BB and the rare times you need two.

From a pure DPS standpoint, would it be viable to go pal8/ftr6 and get both lines along with ftr strII. I mean aside from resists, the best affect from DF(until cap is raised only) and the transformation enhancement(also after cap is raised), what are you really giving up?

Dworkin_of_Amber
09-05-2007, 12:45 PM
If you want to assume availability of all the Greater Resist Docents, then no, I don't think it is as important for Paladin 11.

8/6 is a decent split, but I'll counter with 7/7. This gives the most overall flexibility with Enhancements and future growth. It offers FAM 2 & FTSM 2, along with BoG & RoG 2, Pal CHA 2 & Fgt STR 2.... it's a good split for this type of build, especially going Greatsword for Lord of Blades.

Taerdra
09-12-2007, 09:41 AM
Ive been leveling a 2 hand ftg pal/ftr MC(currently 6/2)...

Sorry for taking your comment out of its original context, but I am curious...

Has anyone with a similar WF build had trouble healing and survival around that? I have done a build mainly focused around 2H fighting feats/evasion, WF'd, currently 4P/1F/1Rogue, and last few times I have played I've noticed that healing is becoming more and more of a problem. I will take 2 of 3 Healer Friends, but I'm really now very concerned that the build will become unmanageable at the higher levels when damage taken spikes.

Anybody having similar experiences with this type of alt? Sigtrent's won't have same issue, but now that someone has mentioned a similar build I am curious as to people's experiences on that front.

llevenbaxx
09-12-2007, 10:50 AM
Sorry for taking your comment out of its original context, but I am curious...

Has anyone with a similar WF build had trouble healing and survival around that? I have done a build mainly focused around 2H fighting feats/evasion, WF'd, currently 4P/1F/1Rogue, and last few times I have played I've noticed that healing is becoming more and more of a problem. I will take 2 of 3 Healer Friends, but I'm really now very concerned that the build will become unmanageable at the higher levels when damage taken spikes.

Anybody having similar experiences with this type of alt? Sigtrent's won't have same issue, but now that someone has mentioned a similar build I am curious as to people's experiences on that front.

Well, with my build(currently pal8/ftr2, straight 2 hand weapon fighter) I have DR3/adam, a +3 prot item and use w/e means I can to keep my AC up. This works fine at level appropriate content currently.

At the Gianthold level there is for sure reason to worry about the viability of a non dwarf/barb 2hand fighter. Basically it comes down to aggro management, you cant be getting pounded fight in and fight out. I too will have Healers friend II and around 275-300 hps but the idea(for really any character) is to be able to control your own aggro.

The only way ive come up with to do this(for this build) is in weapon choice. In big groups of monsters Im not going to be DPS but more of a support fighter, using cleave and G.cleave with destruction, paralyzing etc until the herd thins a little. If I cant find ways to mitigate the damage I take enough to not be a drain on the party, the character will be a failure imo. Also working on my collection of greater bane GSs, if you can kill fast enough, they wont be swinging back.:)

I also have found using solid tactics like doorway fighting etc are a boon whenever possible. Not sure about this part but it would seem that the GS has more reach that one hand weapons. While grouped up with sword & board(or really with anyone more defensive than you) melees, fight from behind them. This is especially affective at choke points. Stand just behind them and swing away, cant confirm but I seem to get great cover from them.

My last suggestion would be to go with low damage instakill(vorpal/disrupt/smit) weapons with cleave and Gcleavefor large groups. I have used this a little and I think it will work nicely at later levels.

EDIT: Also, mostly leveling in PUGs I have seen a huge difference in groups with no CC as compared to even just a little CC. Makes all the difference in the world. This will be a group dependant build, of that I have no doubt.

All simple suggestion I see people not doing on a regular basis.

Taerdra
09-12-2007, 12:13 PM
To be honest, aggro management was not a problem -- even pulled out a shield in certain spots and had a good intimi-tank around. It was more that I crossed a point of no return where it just became too difficult to get me back up to a safe level. At that point the toon became a really odd mana-sponge and serious drain on resources. Now, this was on SC hard as a lvl 6, but I've done that many times and never had that issue.

Heal and other things at a later level will obviously make this a smaller issue, but it really made my toon feel disabled. I think I'll play a few more levels before deciding whether to keep him or not, but I thought I would ask as it bothered me. It was a guild group so no real complaints, just an issue for me I guess. *shrug*

llevenbaxx
09-12-2007, 12:31 PM
To be honest, aggro management was not a problem -- even pulled out a shield in certain spots and had a good intimi-tank around. It was more that I crossed a point of no return where it just became too difficult to get me back up to a safe level. At that point the toon became a really odd mana-sponge and serious drain on resources. Now, this was on SC hard as a lvl 6, but I've done that many times and never had that issue.

Heal and other things at a later level will obviously make this a smaller issue, but it really made my toon feel disabled. I think I'll play a few more levels before deciding whether to keep him or not, but I thought I would ask as it bothered me. It was a guild group so no real complaints, just an issue for me I guess. *shrug*


Could be just a hp issue. If you are getting hit just once or twice and are in risk of going down, I know that would give me a very unsettled feeling on a melee character. Mod Fort item would really be a must also.

The term "Mana-sponge" screames bad aggro to me though. Good luck to you anyway.:o

jmonty
09-12-2007, 05:44 PM
As someone who has played paladins in DDO, I have one minor observation regarding the skill selection. Concentration for a pally - unlike for a cleric, sorc, wizard - is not necessary.

dratz.. i've put my 1 skill point every level into concentrate. :(

Magus_d
10-05-2007, 10:53 AM
I was wondering if someone would comment on the changes I made to this, is it viable, or am I gimping myself.

I'm using this build exactly except I am taking Weapon Focus: Slashing and Improved Crit:Slashing for my two fighter feats. Instead of Power Attack and the Two-handed line I'm taking the Improved DR feat that stacks with the DR 2/Adamantine of the heavy body feat.

Since I'm not taking the Two-handed feats I'm going sword and board. I have nothing fancy item wise, just whatever I loot or have stuffed in my bank.

sigtrent
10-05-2007, 11:32 AM
Since I'm not taking the Two-handed feats I'm going sword and board. I have nothing fancy item wise, just whatever I loot or have stuffed in my bank.

I wouldn't say its gimpy, just different. You are playing a much more Tank like character rather than a DPS character and there's nothing wrong wtih that, and you should still be able to deal decent damage.