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    Community Member Dworkin_of_Amber's Avatar
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    Default The Paladin Build Guide v2.1

    Update: 8/12/2010 - For some reason, this post has been necro'ed recently. While there is some good basic information still in this posting, it is now 2.5 years old, and the game has changed SIGNIFICANTLY!!!! PLEASE, PLEASE, PLEASE do not use this thread to base a build off of. Read for some good basic info, but Junts' Paladin Guide is MUCH more up to date.



    NOTE: I am currently in the process of updating the entire Build Guide. I will add additional information as I complete the revisions. This includes revisiting and updating all of the Build Templates for Level 16, as well as other modifications due to the every-changing needs and directions of DDO as a whole. As always, any suggestions or feedback is welcome.



    The Paladin in Dungeons and Dragons 3.5 edition is a powerhouse against the forces of evil, if built right. So to get you off on the right foot, here are a few pointers.


    ==========What is a Paladin in DDO?==========
    While many may be familiar with the PnP Paladin, the DDO Paladin is a bit of a different beast. DDO Paladins are, usually, front-line melee characters, with limited spell-casting for buffs, healing wand usage, and Lay on Hands for Emergency Healing. Paladins, in general, will have a higher “standing, unbuffed, unstanced” AC than most other classes, but fully buffed and stanced, the Fighter will usually surpass the Paladin in AC, but the Paladin will still have a respectable AC on his own.

    The Paladin’s Aura is beneficial to the entire party, including himself, providing bonuses to AC, All Saves, and vs. Fear, and possibly even to boost Concentration. Think of the Paladin as a front-line fighter than can self-heal, cast most of his own buffs, and use Lay on Hands for emergency burst healing to save himself or someone else in the party.

    The Paladin won’t always be the on the top of the kills list, but he can be, but they make very good melee fighter-types, and their versatility in spell-casting and wand/scroll usage makes them a boon to every party.

    Think of the Paladin as a Melee Fighter, not bound by Multi-Classing Restrictions, as in PnP, with no mount. Yes, this means that the DDO Paladin can Multi-Class without losing their Paladin Abilities, including Rogue!


    ==========Tips for Playing a Paladin in DDO==========
    The Paladin is a versatile, self-healing melee class, with some of the best overall saves in the game, so use that to your advantage. Paladins make one of the best classes for "pulling" (moving ahead of the party to get the monster's attention, then moving backwards to bring them a few at a time back to the rest of the party to kill), as their saves will help prevent enemy casters from hitting them with hold, command, or instant death spells. Paladins are also excellent hunters for enemy spellcasters, especially Evasion-Paladins, as their saves will help them to avoid the enemy spellcasters' spells, allowing them to close in for the kill quickly. Paladins can also help off-load the burden of casting certain buff spells, specifically the Resist Energy spells, thus saving the Cleric or Arcane Caster's spell points for healing and killing. And always remember that a Paladin's Lay on Hands can be used on any party member, and will heal Warforged without the normal healing penalty, even Warforged that are immune to normal cure and heal spells.


    ==========Choosing a Race for your Paladin==========
    Any of the common races make fine Paladins, and all have one or more traditions amongst them as paladins in the service of good. However the vast majority of Paladins in Eberron are Human. This is an important choice for players, as all races in DDO, are quite playable as Paladins, and each have their plusses and minuses. Yes, even Warforged, with their -2 Wisdom & -2 Charisma can make excellent Paladins.


    ==========The Human Paladin==========
    Advantages:
    • +1 Feat
    • +1 Skill Point/Level
    • +1 to 2 Stats
    • Human Versatility
    • 3 Dragonmark Lines to Choose

    Characteristics:
    • Usually Sword-and-Board.
    • Human Adaptability allows better balance of starting stats vs. Tomes/Items/Class Enhancements.
    • Usually has the highest CHA of all Paladins.
    • Mark of Passage is very common for “Utility/Evasion” Paladin Builds.

    Dragonmark Options:
    • Mark of Making - Repair Light, Repair Serious, Reconstruct.
    • Mark of Passage - Expeditious Retreat, Dimension Door, Teleport.
    • Mark of Sentinel - Shield of Faith, Protection from Energy, Globe of Invulnerability.

    Preferred Weapons:
    • Often uses Bonus Feat for Exotic Weapon: Khopesh

    Cons:
    • +1 to 2 Stats instead of +2 to 1 stat

    Common Builds:
    • IntimiTank.
    • Evasion Paladin.
    • Evasion Paladin with Rogue Skills
    • 2-Handed DPS Paladin.


    ==========The Dwarven Paladin==========
    Advantages:
    • Axe/Armor/Tactics/Toughness Enhancements
    • Racial Saves
    • Con Bonuses

    Characteristics:
    • Usually sticks to Dwarven Axes, but will use other axes, and occasionally 2-handeds.
    • Often has a higher Dexterity, due to Racial Armor Mastery.
    • Usually has the most hit points of all Paladins.

    Dragonmark Options:
    • Mark of Warding - Fire Trap, Glyph of Warding, Greater Glyph of Warding

    Preferred Weapons:
    • Axes: Dwarven Axe, Hand Axe, Great Axe

    Cons:
    • Lower CHA
    • Poor Dragonmark

    Common Builds:
    • IntimiTank.
    • 2-Handed DPS Paladin.



    ==========The Warforged Paladin==========
    Advantages:
    • Con Bonuses
    • Racial Immunities
    • Follow of Lord of Blades

    Characteristics:
    • Usually goes with Great swords for the Lord of Blades Enhancements.
    • Lowest CHA and WIS of most Paladins, but Immunities make up for it.
    • High DR + High Saves + WF Immunities can create a nearly unstoppable build.

    Dragonmark Options:
    • none

    Preferred Weapons:
    • Great sword

    Cons:
    • Body Feat is costly
    • Lower CHA & WIS
    • No Dragonmark

    Common Builds:
    • IntimiTank.
    • 2-Handed DPS Paladin.


    ==========The Elven Paladin==========
    Advantages:
    • Longsword Enhancements
    • Follower of Sovereign Host
    • Arcane Archer
    • Dragonmark of Shadow

    Characteristics:
    • Elven Paladins are almost exclusively Longsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
    • Usually tied with Drow for the lowest Hit points of all Paladins, but higher Dexterity, and occasionally 2-Weapon Fighters.
    • Elven Arcane Archer provides an option for a Ranged Paladin.
    • Mark of Shadow is very powerful mark for Displacement.

    Dragonmark Options:
    • Mark of Shadow - Invisibility, Displacement, Shadow Walk

    Preferred Weapons:
    • Longsword or Longbow

    Cons:
    • Lower CON

    Common Builds:
    • Evasion Paladin.
    • Evasion Paladin with Rogue Skills.
    • Two-Weapon Paladin.
    • Displacement Paladin.
    • Ranged Paladin.


    ==========The Drow Paladin==========
    Advantages:
    • Shortsword Enhancements
    • Follower of Vulkoorim
    • Starting 10 CHA
    • Drow SR

    Characteristics:
    • Elven Paladins are almost usually Shortsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
    • Usually tied with Elves for the lowest Hit points of all Paladins, but higher Dexterity, and occasionally 2-Weapon Fighters.
    • Drow also start with 10 in CHA, INT, and DEX... making a higher Charisma cost less.
    • Drow SR can help augment a Paladin's Saves for survivability.

    Dragonmark Options:
    • none

    Preferred Weapons:
    • Rapier or Shortsword

    Cons:
    • Lower CON
    • No Dragonmark

    Common Builds:
    • Evasion Paladin.
    • Evasion Paladin with Rogue Skills.
    • Two-Weapon Paladin.


    ==========The Halfling Paladin==========
    Advantages:
    • +1 To-Hit
    • +Dexterity Bonuses
    • +1 AC Size Bonus
    • Dragonmark of Healing

    Characteristics:
    • Halfling Paladins tend to be Finesse Fighters, and very often 2-Weapon due to Racial Dexterity, and low starting STR.
    • Usually have some of the best saves of all Paladins.
    • Mark of Healing is useful for healing/utility Paladin.

    Dragonmark Options:
    • Mark of Healing - Cure Light, Cure Serious, Heal

    Preferred Weapons:
    • None. Halfling Racial Weapon is for Throwing Weapons, which does not translate well.
    • Many Halflings go Rapier/Shortsword or Longsword-and-Shield.

    Cons:
    • STR penalty usually means Dexterity-based or TWF, Intimidate Penalty.

    Common Builds:
    • Evasion Paladin.
    • Two-Weapon Paladin.
    • Healing Paladin.


    ==========Important Level Points for Paladin Builds==========
    Listed Below are the important “Break Points” for Paladins. These are the levels at which a Paladin gains Key Abilities, Feats, Spells, or Enhancements.

    Toughness Enhancements:
    • Paladin 1 - Toughness 1 (+5 Hit Points)
    • Paladin 4 - Toughness 2 (+15 Hit Points)
    • Paladin 7 - Toughness 3 (+30 Hit Points)
    • Paladin 10 - Toughness 4 (+50 Hit Points)


    Class Stat Enhancements (Charisma):
    • Paladin 2 - Stat +1
    • Paladin 6 - Stat +2
    • Paladin 10 - Stat +3


    Paladin Break Points:
    • Paladin 1 - Limited Divine Wand Usage, Paladin Aura (+1 AC, +1 Saves)
    • Paladin 2 - Divine Grace (Cha Bonus to Saves), Lay on Hands, Enhancement: CHA +1
    • Paladin 3 - Divine Health (Disease Immunity) & Fear Immunity, Enhancement: Resistance/Bulwark of Good 1, Enhancement: +1 Lay On Hands
    • Paladin 4 - Level 1 Spells, Turn Undead, Divine Favor +1/+1
    • Paladin 6 - Enhancement: CHA +2, Divine Favor +2/+2
    • Paladin 7 - Enhancement: Resistance/Bulwark of Good 2
    • Paladin 8 - Level 2 Spells, Enhancement: +1 Lay on Hands
    • Paladin 9 - Divine Favor +3/+3 (Cap)
    • Paladin 10 - Enhancement: CHA +3
    • Paladin 11 - 30-point Resist Energy, Enhancement: Resistance/Bulwark of Good 3
    • Paladin 12 - Level 3 Spells, Enhancement: +1 LoH
    • Paladin 14 - Level 4 Spells



    ==========Notes on Multi-classing a Paladin in DDO==========
    Given that DDO has removed the penalties associated with Multi-Classing that exist in PnP, Paladins are a class well-suited to Multi-Classing. As a Paladin can be mixed in with 6 of the remaining 8 classes (Barbarian and Bard are not allowed due to Alignment Restrictions), many offer the Paladin a great deal of flexibility, versatility, and melee power. Fighter/Paladin mixes are very popular to maximize both DPS potential and Armor Class. Paladin/Rogue or Paladin/Rogue/xxx are also popular options to mix the Paladins high saves with Evasion, and many times with full UMD or even Open/Disable/Search. Other, less common options, include Ranger for Two-Weapon Fighting or Sorcerer for more Spell Points.


    Common Options for Multi-Classing:
    • Fighter 1-3 - Splash for Tower Shield, Bonus Feats & Enhancements, a little more DPS focus
    • Fighter 7-9 - Max AC build or 2-Handed with Moderate AC & Saves
    • Fighter 12/14 - Primary Fighter with Paladin Splash for Wand Usage, Divine Grace, Divine Health, Spell Casting
    • Ranger 1/2 - Dexterity Based/Ranged Build for Bow Strength, or Free TWF
    • Ranger 14 - Paladin 2 Splash for Saves & Heavy Armor
    • Rogue 2 - Evasion, +1 Dexterity, +1d6 Sneak Attack, +Skill Points (UMD)
    • Sorcerer 1 - SP, 3x L1 Spells, Arcane Wand Usage



    Uncommon Options for Multi-classing
    • Cleric 1 - More Turn Undead, Full Divine Wand Usage, Divine Vitality 1, More SP
    • Wizard 1 - Same as Sorcerer, but uncommon due to lower INT than CHA for most Paladins
    • Sorcerer 6/8 - Self-buffing melee fighter



    ==========Building a Paladin==========
    Paladins can be one of the more challenging classes to plan out for building, as their reliance on 5 of the 6 Stats require many critical decisions while rolling. Some important decisions must be made on the eventual class breakdown of your Paladin to help determine your stats. Strength and Constitution are stats that should be kept high whenever possible, due to the nature of Melee Combat in DDO. Dexterity depends on your build, as most Paladins will target between 12 and 20 Dexterity, fully equipped at Level 14/16. 12 Dexterity is sufficient for most Pure Paladins, as that will max out their Full Plate, with Max AC Builds and Evasion Paladins usually targeting 20 Dexterity. Intelligence is usually of little concern for the Paladin, as his Class Skill list is poor, however Combat Expertise requires 13 INT, and is usually taken in the Fighter/Paladin builds. Wisdom is the key to spell points and casting spells. Paladins are Divine casters, and must have 10 Wisdom + 1 Wisdom per Spell Level, so the highest Wisdom a Paladin will ever need to cast spells is 14 Wisdom. Remember: A Paladin’s ability to cast spells is based on his current Wisdom, so 8 Base Wisdom and a +6 Wisdom Item will allow a Paladin to cast any Paladin Spell in the Game! Charisma is also important to all Paladins, as Divine Grace adds his Charisma Modifier to all saves, as well as the Charisma Modifier powering Lay on Hands and Smite Evil. It is generally accepted that 20-24 Charisma is a good target for most Paladins, as higher Charisma will usually come at the cost of other stats, which can be more important to the Paladin. Remember that the Paladin can gain up to +3 Charisma from his Enhancements by level 10, and while no current DDO Race offers Charisma as a Racial Stat, Humans are allowed +1 to 2 different Stats, which is a common reason for the popularity of Human Paladins.

    Taken all together, the “typical” Paladin will start with 16-17 Strength, 8-13 Dexterity, 12-16 Constitution, 8 or 12/13 Intelligence, 8-11 Wisdom, and 12-14 Charisma.


    ==========Paladin Feats==========
    As the Paladin is a Melee class, many of the feats are easy to select, such as Weapon Focus, Improved Critical, and Toughness. Beyond those, the feats differ depending on the Build and role of the Paladin. Paladins that splash Rogue will typically take Skill Focus: UMD, while healing/casting oriented Pure Paladins will take Mental Toughness / Improved Mental Toughness and Extend Spell. AC-focused builds will often take Combat Expertise and Dodge, and Skill Focus: Intimidate for IntimiTanks, along with Shield Mastery and Improved Shield Mastery. Module 6 will also offer the Paladin Force of Personality, which substitutes his Charisma modifier in place of Wisdom for the Will Save. This can be a useful feat for higher Charisma builds, or builds that are not as dependant on their Wisdom for casting, or have sufficient Wisdom without an item to cast the needed spells, thus potentially freeing an item slot. Dragonmarks are also a good consideration for Halflings, Elves, and Humans, as the Halfling Healing Mark provides strong Healing abilities, the Elven Shadow Mark offers Displacement, and the Human Passage Mark gives Expeditious Retreat and Dimension Door.

    Paladins usually do not need to invest their feats into Saves-based Feats, such as Luck of Heroes or Iron Will, but Bullheaded is a common choice for IntimiTanks due to the bonus to Intimidate. Other specialty Multi-classed Paladin builds may take feats to complement their other classes, such as Nimble Fingers of Skill Focus: Disable for Rogue skills enabled Paladins.


    ==========Paladins and Armor Class==========
    AC is a highly debated subject for DDO, but to break the discussion down, when you are talking the current "end-game" in DDO (Gianthold, Orchard, Stormreaver, etc)... than AC less than 50 is basically not worth worrying about, and that 55 is the real "magic number" to go from getting hit almost all the time to getting hit rarely. This target number may change with the upcoming Mod 6, but for now we will use 55 as the "Magic Number"

    Ok, so given a Magic Number of 55 AC, then what does this mean for the Paladin? Paladins can certainly hit 55 AC, if they really focus on AC, have some very high-end gear, raid loot, and Combat Expertise... but most players do not have access to that type of gear. So, what other numbers "Matter". Outside of the Gianthold, 40-45 AC is a great target range, very easily hit by Paladins with easily obtainable gear. On Normal, many Evasion Paladins have reported tanking Velah on Normal and never getting hit with around a 45 AC!

    So, if you are going to focus on AC, then you need to focus on it completely, with Combat Expertise, and probably a 12F/4P or 11P/5F or 7F/7P split to really focus on AC. If you are not building a primarily AC-focused Paladin, then avoid Feats such as Dodge and Combat Expertise, and focus on DPS or Utility, or whatever your desired role for your Paladin, and don’t worry about AC.

    Rule of Thumb: 42-45 AC is great for everything up to the Desert. 55 AC is needed from the Gianthold on.
    Last edited by Tolero; 03-09-2011 at 08:25 PM.
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    Reserved for future additions.....
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    Reserved for future additions......
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    Once again want to say thanks for this.
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    thank you dworkin for your insights into the paladin class

    I am proud to say I have a Dworkin of Amber paladin !!!

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    Community Member Mithran's Avatar
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    Default Interesting

    I'll be interested to see if my builds measure up.

    One objection I have at first blush is that Intimidate is a cross-Class Skill for Paladins, so unless you're splashing Rogue or Fighter levels, the Intimidate Skill will prove ineffective, and a waste of Skill points at higher levels. With the splash, it works well because a well-built Paladin will have a high Charisma and therefore a nice buff to the Intimidate with the proviso that the splash of Rogue or Fighter is mandatory.

    I will commend Dworkin on his suggestion of Skill Focus: UMD for my main, Fedaykin. I'm thinking of maybe swapping it out when PrC's are added, but that depends on how the PrC's pan out.
    The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory. - Sun Tzu

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    Glad to see your back Dworkin.

    Few people have the Paladin Class knowledge base you have and display.

    You took a long time off.....don't do that again.
    "Multi-Classing: If you don't know what you are doing...please don't do it."
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    Community Member Dworkin_of_Amber's Avatar
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    Quote Originally Posted by Mithran View Post
    I'll be interested to see if my builds measure up.

    One objection I have at first blush is that Intimidate is a cross-Class Skill for Paladins, so unless you're splashing Rogue or Fighter levels, the Intimidate Skill will prove ineffective, and a waste of Skill points at higher levels. With the splash, it works well because a well-built Paladin will have a high Charisma and therefore a nice buff to the Intimidate with the proviso that the splash of Rogue or Fighter is mandatory.

    I will commend Dworkin on his suggestion of Skill Focus: UMD for my main, Fedaykin. I'm thinking of maybe swapping it out when PrC's are added, but that depends on how the PrC's pan out.
    Thanks Mithran.

    While some of these build may be getting a little long in the tooth, and not quite as competitive in the post-Mod 8 world, I think the basic frameworks are still valid... just might need some tweaking. But I still stand by my recommendation on UMD for *ANY* character that can possibly fit it in (and if you can't, I would think long and hard about the build before proceeding).

    UMD is, without a doubt, one of the most overpowered and most important skills in DDO. By allowing it to be leveled as a cross-class skill, UMD allows builds and equipment that can make builds shine. If for no other reason, the ability to ignore Race-Restrictions alone make UMD a worthwhile investment (unless, of course, you have the bajillions of plat and Large Scales, and you can uber-twink out your character with named/static/crafted/raid items and never have to worry about a random drop).

    Let me put it another way, unless you are rolling a Cleric, or a pure-DPS-monster-Barbarian, I would question any build I see without UMD as a ranked-up skill. And even the monster-DPS Barbarian... would a single Rogue level really detract from DPS that much to offset the gains from a full 19 ranks of UMD?

    1 Level of Rogue or Bard, with just 10 INT, for most builds, is enough to max out UMD. Assume only 8 CHA... 19 (Ranks) - 1 (CHA) + 1 (Voice of the Master) + 3 (Golden Cartouche) + 4 (Greater Heroism) = 26 UMD. 26 UMD means *ANY* Race or Alignment Restricted Item in the game can be equipped (For those that have a UMD Check). And 26 UMD also means CSW wands on a 2 (If you can't natively use a wand)... and in a real pinch, a Raise Dead scroll on a 10 or better. And that is with Static Loot drops only! Get a Head of Good Fortune, Seven-Fingered Gloves, +CHA Skills GreenSteel Item, etc, and it only gets better.

    And I am sorry, even if you only have a 50% chance to succeed on a Raise Dead Scroll, if you have even a 25% chance to succeed, you should carry Raise Dead Scrolls at *ALL TIMES*!!! Just one Raise Dead can save the party from a total wipe. While they are not the be-all-end-all, scrolls and potions are too cheap (even for plat-strapped players like me) to not carry. The number of times I have run the Shroud, or other high-level content, and heard Fighters and Rogues, and Paladins asking for Lesser Restores, or Neutralize Poison, or Remove Curse/Disease/Blindness... HOLY **** PEOPLE!?!?! Yes I may have 4 capped character, and between all of my characters I don't think I could scrape together 100k plat to save my life, but EVERY one of my characters, no matter what level or class, carries basic potions, and scrolls (if they can use them). Lesser Restore Pots are some of the cheapest out there, yet so few people carry them. Instead, they would rather waste the Cleric's mana on Lesser Restores for their Strength Damage, instead of drinking a 600 GP potion, and saving the Cleric's mana for, oh, I don't know, healing the party, or a raise dead, or a Blade Barrier!?!?

    How many times do you see LFM's up for a group of 5 waiting for a Cleric? You know what, most of the time, if the party was properly equipped with potions, scrolls, and such, a Cleric is not needed. There are very few quests, outside the Raids, where a Cleric is required if the party is properly outfitted...

    sorry /rant off

    Dworkin
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    Community Member Dworkin_of_Amber's Avatar
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    Quote Originally Posted by Dexxaan View Post
    Glad to see your back Dworkin.

    Few people have the Paladin Class knowledge base you have and display.

    You took a long time off.....don't do that again.
    LOL. Thanks Dexxan... RL is finally calming down.
    I'll try not to be gone so long. I know I need to update some builds, but we'll see when I get time.

    Dworkin
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    Default Don't forget to

    prepare to update for Level 20, not 16 soon!

    The game changes dramaticly with the prestige enhancements, capstones, and the upping of the tomes' + number.

    Suddenly, that "take 1 for UMD" might not have been a good idea if you went for the Chalice Prestige Enhancement and are needing that capstone for more oomph to the baddies.

    (But rogue abilities have their own benefits; was just making an updated example.)

    And I look forward to your posts as I wonder which way my soon to be created drow Paladin will go when staying pure class....

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    I know an update is LOOOOONG overdue, but I have been waiting to see how things fall out first. I know many want to get some ideas ahead of time, but we don't have all the PrE information yet, and while Capstones look interesting, it is a bit early to tell yet.

    My gut feeling, is that while the Paladin Capstone is nice, the Tier-3 PrE is more important, and those last 2 levels (assuming 18 Paladin) can be far better used with a MC splash than the benefit of the Capstone.

    Look at it this way... is an extra 1d6 or 2d6 and the "Good" alignment for DR more important than say, Evasion, Full UMD, Monk Wisdom to AC Bonus, Tower Shield, 2 Fighter Bonus Feats, Free TWF, or many of the other benefits that can be gained from MultiClassing those last 2 levels? I guess it depends on the build, but I would think long and hard before committing to Paladin 19 or 20.

    Yes, I understand the class purists, and they will play pure class regardless, but let's be honest, to powergame in DDO on Elite and in Raids, you have to Min/Max as much as you can, and get every bit of everything out of your stats, classes, feats, and items. So, even at that point, is Paladin 18 really worth the benefit of the Tier 3 PrE, vs. going with Paladin 12 for Tier 2 PrE, leaving 8 levels for other class(es).

    Is Paladin 18 / Fighter 2 (or Rogue 2, or Monk 2) better than, say Paladin 12 / Fighter 6 / Rogue 2 (or Monk 2). Pal 12/Fgt 6 gives access to 2 different PrE's, one at Tier 1, one at Tier 2... plus Evasion/UMD or Monk AC.... that is a LOT of extra stuff to gain over PrE Tier 3!!!

    Or, for the TWF Pally... what about Pal 12 / Rng 6 / Mnk 2 - For Tempest 1, a Tier 2 Pally PrE, and Monk AC Bonus... vs. Pal 18 / Mnk 2, giving up Tempest 1? A Hard Choice, but don't let the Capstone divert you. I would say for *ANY* Paladin, to look long and hard at the Pros and Cons of what you do with your last 4 levels.

    If you are Pure Paladin 16, then look at what 2 more, and then 4 more levels of Pally get you, vs. what 2 levels or 2/2 (I don't think 3/1 works well in most cases, but maybe) levels of other classes get you.

    For example, a Knight of the Chalice SnB Build:
    4 Levels of Paladin Give Me:

    • 40 Hp Base
    • +x/+x/+x Base Saves
    • +1 Level 1 Spell
    • +1 Level 2 Spell
    • +1 Level 3 Spell
    • +2 Level 4 Spell
    • +1 Smite Evil
    • AP's Available: +1 Extra Smite, +1 Extra Exalted Smite,
    • Knight of the Chalice 3 - +1 To Hit, +2d6, +1 Saves vs. Evil Outsider
    • Capstone - +1d6 vs Non-Good, +2d6 vs. Undead

    2 Levels of Paladin Give Me:

    • 20 hp Base
    • +x/+x/+x Base Saves
    • +1 Level 1 Spell
    • +1 Level 3 Spell
    • AP's Available: +1 Extra Smite, +1 Extra Exalted Smite,
    • Knight of the Chalice 3 - +1 To Hit, +2d6, +1 Saves vs. Evil Outsider

    2 Levels of Rogue Give Me:

    • 12 Hp Base
    • +0/+3/+0 Base Saves
    • Evasion
    • UMD as Class Skill, possibly Maxxed out (As well as Balance/OL/DD/Search/Spot/Etc
    • +1d6 Sneak Attack
    • AP's Available: +1 Dex, +1 Sneak Attack Damage

    2 Levels of Monk Give Me:

    • 16 Hp Base
    • +x/+x/+x Base Saves
    • Wisdom Bonus to AC
    • Kama Proficiency
    • Unarmed Combat
    • Tier 1 Monk Stance
    • AP's Available:1 Wis

    2 Levels of Fighter Give Me:

    • 20 Hp Base
    • +x/+x/+x Base Saves
    • Tower Shield Proficiency
    • 2 Bonus Fighter Feats
    • Intimidate as Class Skill
    • AP's Available: +1 STR, ....


    I'm not listing everything here... but an idea of what to look at.

    So look at the "4 Pally Levels Get Me", and compare it to "2 Pally Levels + 2 XXXX Levels", and the various permutations (Pal/Rog, Pal/Mnk, Pal/Fgt).... then what about no more pally, and 4 levels of the other classes, or 2/2 split of the others.... and see what looks best for you, and your gameplay style. To me, Evasion and UMD are VERY VERY VERY hard to turn down, but that matches my gameplay style. I love my Holy Avenger, and his ability to UMD damn near anything... that "yeah, I can do that!" mentality... Rez Scrolls, Heal Scrolls, Greater Teleport Scrolls, Restoration Scrolls, L10 Shield Wands, etc... But maybe that isn't important to you... YMMV

    Just some thoughts.

    Dworkin
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

  17. #17
    Community Member Dworkin_of_Amber's Avatar
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    Default

    ****, I guess I need an entirely new section for Monk 2 vs. Rogue 2...
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

  18. #18
    Community Member Dworkin_of_Amber's Avatar
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    While I know some of this is outdated, I am bumping this thread given the expected influx of new F2P players.
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

  19. #19
    Community Member Mithran's Avatar
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    Default Finduilas

    I thought this should be included in the Thread. This build was heavily influenced by my chats with Dworkin, over the years, here. She's been fun to play and I'm curious to see how she works at 20. I pulled the Seven-Fingered Gloves from a Titan run and made her Air/Air/Air Goggles for +6 to Charisma Skills. I don't know what the effect would be of substituting Skill Focus: Intimidate for Combat Expertise. Even as it is, she accidentally pulled Xy'zzy from the Hounds, yesterday (for eight seconds).

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Finduilas 
    Level 20 Lawful Good Drow Female
    (18 Paladin \ 2 Rogue) 
    Hit Points: 334
    Spell Points: 272 
    BAB: 19\19\24\29\29
    Fortitude: 20
    Reflex: 22
    Will: 14
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 20)           (Level 20)
    Strength             16                 22                   22
    Dexterity            15                 19                   22
    Constitution         12                 14                   14
    Intelligence         11                 14                   14
    Wisdom                9                 12                   12
    Charisma             15                 18                   18
    
    Tomes Used
    +2 Tome of Dexterity used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +2 Tome of Strength used at level 16
    +2 Tome of Constitution used at level 16
    +3 Tome of Intelligence used at level 16
    +3 Tome of Dexterity used at level 20
    +3 Tome of Wisdom used at level 20
    +3 Tome of Charisma used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 10                   11
    Bluff                 3                  4                    4
    Concentration         1                  2                    2
    Diplomacy             7                  8                    8
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  4                    4
    Heal                  0                  1                    1
    Hide                  3                  6                    6
    Intimidate            7                 27                   27
    Jump                  7                 10                   10
    Listen                0                  1                    3
    Move Silently         3                  6                    6
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                1                  2                    2
    Search                1                  2                    4
    Spot                  4                  5                    7
    Swim                  7                 10                   10
    Tumble                7                 10                   10
    Use Magic Device      7                 27                   27
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Intimidate (+8)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Haste Boost I
    Enhancement: Drow Melee Attack I
    Enhancement: Elven Dexterity I
    Enhancement: Silver Flame Exorcism
    Enhancement: Follower of the Silver Flame
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Courage of Good II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Extra Smite Evil III
    Enhancement: Paladin Extra Smite Evil IV
    Enhancement: Paladin Knight of the Chalice I
    Enhancement: Paladin Knight of the Chalice II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Balance I
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Energy of the Templar II
    Enhancement: Rogue Dexterity I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    Enhancement: Paladin Divine Might I
    
    
    Level 17 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Skill Boost I
    Enhancement: Elven Dexterity II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Exalted Smite IV
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Knight of the Chalice III
    Last edited by Mithran; 09-28-2009 at 07:40 PM.
    The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory. - Sun Tzu

  20. #20
    Community Member Dworkin_of_Amber's Avatar
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    Default

    Quote Originally Posted by Mithran View Post
    I thought this should be included in the Thread. This build was heavily influenced by my chats with Dworkin, over the years, here. She's been fun to play and I'm curious to see how she works at 20. I pulled the Seven-Fingered Gloves from a Titan run and made her Air/Air/Air Goggles for +6 to Charisma Skills. I don't know what the effect would be of substituting Skill Focus: Intimidate for Combat Expertise. Even as it is, she accidentally pulled Xy'zzy from the Hounds, yesterday (for eight seconds).
    Mithran,

    Looks like a solid build. How are you liking KotC? I like that PrE, on paper, but the Enhancement requirements seem VERY stiff to me, and seem like they could limit the options of the build... but I haven't looked that deeply into it.

    I think she should be a good competent build at Level 20, but I do wonder if CE is really worth it, if you are primarily TWF? I don't know your gear loadout, so I am not sure what kind of AC you are looking at (but it should be 55-ish "around town", and low to mid 60's self-buffed with CE)... Of course, what Feat do you really need? I don't know that +3 Intimidate is really that big of a deal for you.

    I think that any Evasion Paladin that is primarily TWF (and has good weapons to play with) should be in good shape for Mod 9 and the foreseeable future. I do have concerns for the SnB builds (including my own), as the Damage output just isn't there...
    Benedict, Beldin, Dworkin... too many to list
    Founder: Guild of Amber (Mabar/Argo)

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