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  1. #1
    Community Member Valindria's Avatar
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    Default Valindria's - Hunter of the Dead

    The build has changed a lot since I planned it. I modified this post to close to what I have now. See other post (#7,#14) for History. Full TWF with Oversized, WSS, Quicken and Empower Heal, and extend. Incoming heals are multiplied by 4! DPS is not that best. Full ranks in Intim. Etc.

    Enjoy.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Valtieir_2 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 15 Paladin \ 3 Monk) 
    Hit Points: 336
    Spell Points: 160 
    BAB: 19\19\24\29\29
    Fortitude: 24
    Reflex: 17
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom                8                    10
    Charisma             16                    20
    
    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               2                    17
    Bluff                 3                     5
    Concentration         6                    24
    Diplomacy             3                     5
    Disable Device       n/a                    n/a
    Haggle                3                     5
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate            7                    32
    Jump                  2                     8
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -1                     0
    Swim                  2                     7
    Tumble                n/a                   4
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Human Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 3 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Monk Bonus) Power Attack
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    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 Lay on Hands II
    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 Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Improved Intimidate IV
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II

    Original concept:

    I wanted to make a paladin that used the Hunter of the Dead side of things. There are lots of DoS and KotC builds out there and I wanted to do something a little different. I have read the tier III HotD is not working correctly so I thought I would focus on at least tier II. This lead me down the healing Amp path.

    My original concept was going to be 14 paladin 6 monk. This would give me zeal, tier 2 windstance, and monk improved recovery I (so I would end up with the same as a HotD III). I would have to use Kamas, Fists, or QStaffs, but I was ok with kamas. I got done with the build and I was pretty happy with it except for 1 thing. I was really missing the UMD. My main is a bard, and my 1st alt is a rogue. I don't know what it is like to not have UMD and I didn't want to find out. So instead of my original plan I specced up something with 1 level of rogue for the full UMD. Then after looking at some other builds they mentioned full umd may not be needed. I still wanted DMIII so I needed 15 Paladin. I ended up with 15/3/2 as my breakdown.

    Here's the build, Discussion after it.


    Starting with level 1 of FVS gives access to cure light wounds, and 1 other spell from day one. It also gives a ton of spell points. From 1-7 the leveling will be a paladin. I'll wear heavy armor and advance that way. After getting HotD I, I'll switch to level a the monk. This will get me the stances, finishers, and healing amp. Then from 10 - 20 it will be paladin. There is little gain to 16 paladin or 4 monk so I will most likely take 2 fvs at level 20.

    Healing
    Self heals will be plenty and big. I will have lots of spell points due to 1 level of Favored Soul. I ended up switching some things around to take Devotion IV. Enhancements could be changed a little to get everything you need.

    Healing Amp:
    30 Human
    10 Monk
    20 Paladin HotD
    +items:
    30% Amp (Green steel kama)
    20% Amp (gs, dt robe, etc)
    10 % Amp (gs, dt robe, etc)
    25% Amp (Bracers in Sun Stance)

    Healing Boost:
    30%-40% Devotion (enhancements)
    50% Item
    50% Empower Healing


    Eventually I will move toward greensteel and dt.

    GS Long Swords (when mod allows whirling steel)
    Holy, Good Burst, Healing Amp 30% and Holy, Acid burst/blast Min II Long Sword

    Head - Minos (100% Fort 20hp)
    Neck - Torc/Adherent's Pendant/ToD Bard necklace
    Goggles - GS Goggles (9% crit chance on heal spells , greater regen (7 hp every 15 sec with amp), 6 wisdom, blindness immune, conc opp)
    Trinket - VoM, HoGF, Bloodstone, pouch of jerky (GFL)
    Cloak - GS Cloak (45 HP +6 Con earthgrab), Mantle, or +6 CHA Item
    Armor - DT (10%,20%,Greater Pot 7)
    Ring 1 - +6 CHA
    Ring 2 - ToD ring
    Belt - +6 CON (ToD with GFL ideal)
    Boots - +6 DEX, FF, Anchoring Boots
    Bracers - Jidz-Tet'ka (Bracers) - Armor Bonus +5, Will Save +2 (+25% amp in sun stance)
    Gloves - +6 STR


    Damage
    As far as damage, I will have DM III and plenty of Turn attempts to keep it active. I'll have some smites and ds as well. The plan is the healing curse of the monk to heal the DS damage. As far as I know you do not need to be centered to get the effects of the monks healing amp. For that reason if you wanted to go paladin mode and throw on heavy armor and a great axe you could. You would miss out on somethings and for sure be less effective then a full paladin, but I think it would be doable. Or probably more likely keep the robe for evasion and dual wield scimitars or holy weapons (via spell) or something.

    See post #14 for updated fighter version.

    I would say this is not really a new person friendly build since it requires +2 tomes in DEX (twf), CHA (DMIII), and INT(to max Concentration). Then you figure +2 STR and CON and WIS would be helpful in this build too. Pretty much a TR with +2 to all would be ideal.
    Last edited by Valindria; 02-24-2011 at 04:13 PM.

  2. #2
    Community Member Valindria's Avatar
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    Similar Build Concept: http://forums.ddo.com/showthread.php?t=238298

    Borrowing from his build theoretical Healing Amp with items:

    Healing Amplification:

    Here are its sources of healing amplification:
    30% - Human Racial Enhancements
    20% - Hunter of the Dead II
    10% - Monk Class Enhancements
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka ("Requires Sun Stance)
    30% - Greensteel/Dream Edge Kama


    (1.3 x 1.2 x 1.1) = 1.716 Standing no gear (172% better heals just standing around)
    (1.1 x 1.2 x 1.25 x 1.3) = 3.68 full gear and sun stance

    So it would be a 368% improvement on all heals coming in (if I did that correctly).

    UMD Heal scroll = 110 x 3.68 = 404.8 so 405 hp heal scroll.


    Note: it is possible I did the numbers wrong, so help me out if I did.
    Last edited by Valindria; 04-14-2010 at 11:30 AM.

  3. #3
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Valindria View Post
    Similar Build Concept: http://forums.ddo.com/showthread.php?t=238298

    Borrowing from his build theoretical Healing Amp with items:

    Healing Amplification:

    Here are its sources of healing amplification:
    30% - Human Racial Enhancements
    20% - Hunter of the Dead II
    10% - Monk Class Enhancements
    10% - Dragontouched Eldritch Rune
    20% - Dragontouched Tempest Rune
    25% - Jidz-Tet'ka ("Requires Sun Stance)
    30% - Greensteel/Dream Edge Kama


    (1.3 x 1.2 x 1.1) = 1.716 Standing no gear (172% better heals just standing around)
    (1.1 x 1.2 x 1.25 x 1.3) = 3.68 full gear and sun stance

    So it would be a 368% improvement on all heals coming in (if I did that correctly).

    UMD Heal scroll = 110 x 3.68 = 404.8 so 405 hp heal scroll.


    Note: it is possible I did the numbers wrong, so help me out if I did.
    I just ran the same numbers, with the same results. Good luck, hope you have fun with it.

  4. #4
    Community Member Valindria's Avatar
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    Quote Originally Posted by SolarDawning View Post
    I just ran the same numbers, with the same results. Good luck, hope you have fun with it.
    Thanks!

  5. #5
    Community Member Kralgnax's Avatar
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    Quote Originally Posted by Valindria View Post
    *SNIP*

    (1.3 x 1.2 x 1.1) = 1.716 Standing no gear (172% better heals just standing around)
    (1.1 x 1.2 x 1.25 x 1.3) = 3.68 full gear and sun stance

    So it would be a 368% improvement on all heals coming in (if I did that correctly).
    So long as the numbers are all mutliplied, your math is correct (at least, if it's wrong, I'm wrong in the same way). I thought some were additive, but what the hey, I've been wrong before.
    Currently active

  6. #6
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Kralgnax View Post
    So long as the numbers are all mutliplied, your math is correct (at least, if it's wrong, I'm wrong in the same way). I thought some were additive, but what the hey, I've been wrong before.
    They're all multiplied.
    All healing amp in the game except Finger Necklace works the same way.
    Finger Necklace only multiplies with effects activated/equipped after the finger necklace is equipped. If Finger Necklace is equipped last, it's merely an additive 10%.

  7. #7
    Community Member Valindria's Avatar
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    Edit: Dropped Rogue one here. This post will have Rogue and Fighter variations for reference.

    Quote Originally Posted by SolarDawning View Post
    I'm not really going for UMD on my character, just enough to use race restricted items, but not high enough for scrolls. I don't see a real need-
    For emergency instant heals, I already have Lay on Hands. For large heals, but not quite on demand, there's Healing Ki.
    And once you have a lot of healing amp, you'd be surprised at what numbers you can get from just a Cure Moderate or Serious Wounds wand... which paladin levels let you use with no UMD check.
    You make a good point. I thought about it and looked back at my 14/6. I decided I would rather have DM III more than windstance II and an extra monk feat. So I am looking at 15 paladin at the min. Plus I like the idea of my Paladin being able to teleport via scrolls.

    However that being said if I wanted to forget the UMD aspect of it I could go 15/3/2 Paladin/Monk/Fighter and have some fun things: Free Tower Shield (not sure if I would use it) 2 feats, fighter Str 1... Tough to decide. Maybe I'll spec it up to see.
    Two other options:

    Intim Fighter Version:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    palMonkFtr 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 15 Paladin \ 3 Monk) 
    Hit Points: 318
    Spell Points: 136 
    BAB: 19\19\24\29\29
    Fortitude: 26
    Reflex: 20
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            15                    17
    Constitution         14                    14
    Intelligence          8                    10
    Wisdom                8                     8
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    
    Concentration         4                    25
    Intimidate            7                    36
    Use Magic Device      n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Skill Focus: Intimidate
    Feat: (Human Bonus) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Least Dragonmark of Sentinel
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Feat: (Monk Bonus) Toughness
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Extra Turning
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Dodge
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Deneith Intimidation I
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Monk Improved Recovery I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    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 Lay on Hands II
    Enhancement: Paladin Extra Lay on Hands III
    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 Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Racial Toughness I
    Enhancement: Fighter Intimidate I
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Valindria's Hot D 
    Level 20 Lawful Good Human Male
    (15 Paladin \ 3 Monk \ 2 Rogue) 
    Hit Points: 310
    Spell Points: 180 
    BAB: 18\18\23\28\28
    Fortitude: 23
    Reflex: 24
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    20
    Dexterity            15                    18
    Constitution         14                    14
    Intelligence          8                    10
    Wisdom                8                    10
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Dexterity used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Charisma used at level 7
    +1 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    10
    Concentration         4                    25
    Use Magic Device      7                    31
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Rogue Haste Boost I
    
    
    Level 2 (Paladin)
    Skill: Use Magic Device (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Paladin)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Skill Focus: Use Magic Device
    Enhancement: Racial Toughness I
    Enhancement: Paladin Charisma I
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    
    
    Level 5 (Paladin)
    Skill: Use Magic Device (+1)
    Enhancement: Human Adaptability Charisma I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Energy of the Templar I
    Enhancement: Paladin Extra Turning I
    
    
    Level 6 (Paladin)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Human Improved Recovery II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Improved Turning I
    
    
    Level 7 (Paladin)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Hunter of the Dead I
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Exalted Smite I
    
    
    Level 9 (Monk)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Wisdom I
    
    
    Level 10 (Monk)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Human Improved Recovery III
    Enhancement: Monk Improved Recovery I
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Resistance of Good II
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Smite Evil III
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning II
    
    
    Level 14 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Divine Might II
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Paladin Resistance of Good III
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Extra Smite Evil IV
    
    
    Level 17 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Extra Lay on Hands III
    
    
    Level 18 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extra Turning
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Hunter of the Dead II
    
    
    Level 19 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Paladin Divine Might III
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Balance (+2)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Dexterity I
    Enhancement: Paladin Extra Turning III

    The leveling plan is to pretty much be a paladin from 1-7. At 7 I'll take HotD. Then I will work on my monk levels to get evasion, finishers and switch to robes and kamas. From there it will be Paladin to the end. Level 20 is still being debated in my mind. I ended up taking rogue and rogue Dex I to round out my numbers. I might take monk or paladin depending on what I want to go for at the end.

    This build will have a lot of healing amp and should be able to solo (minus traps). It should be able to UMD heal scrolls pretty easily and will have lots of healing amp to make them effective. Plus you will have LOH and be able to wand whip.
    Last edited by Valindria; 04-21-2010 at 12:30 PM.

  8. #8
    Community Member Valindria's Avatar
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    As an update:

    I started the Rogue version last night. Currently just 1/1 and completed Korthos. The fun thing is right now I am just playing him like a paladin who has 5 attack speed clicks and 1d6 SA. I am playing with a dedicated group so it will be a slow process. I got +1 Adamantine Full Plate and some min level 2 weapons (+1 seeker(2) rapier or pure good and flaming sickle) so he should be rocking at the current level. I went to bed before playing with the new gear.


    I am honestly leaning towards the FVS version once I unlock them. I am a little less then 500 favor on my main. I think some of the enhancements could be changed around, but I think it's close to what I want. I know for sure I want the best DM, Smites, and DS I can get. I want more of the devotion enhancements if I am going the spell healing route. I have a a +2 WIS and +2 CHA tome in storage. I will still need INT and DEX (required) and strongly want STR and CON.

    Edit: Does ayone know if you can take both FVS CHA 1 and Paladin CHA 1? The planner would not let me do it. Also is Extra turning needed? My thought process was I wanted to make sure I could keep DM up at all times but it is possbile with all the other things I will have plenty.
    Last edited by Valindria; 04-15-2010 at 02:01 PM.

  9. #9
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    Quote Originally Posted by Valindria View Post
    Edit: Does ayone know if you can take both FVS CHA 1 and Paladin CHA 1? The planner would not let me do it. Also is Extra turning needed? My thought process was I wanted to make sure I could keep DM up at all times but it is possbile with all the other things I will have plenty.
    I don't think the Extra Turning feat is required for anything, nor am I terribly sure how useful it would be when compared with all of your other options for feats. (Of course in the fighter splash build you've got extra feats to work with as compared to the others.) However among enhancements, I am pretty sure that Extra Turning I is required for HoTD I, and Extra Turning II required for HoTD II.

    If you don't mind, I'm curious as for the reason for the 3 monk levels in the rogue/monk splash version--for FoL?

  10. #10
    Community Member Valindria's Avatar
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    Quote Originally Posted by MithrilSoul View Post
    I don't think the Extra Turning feat is required for anything, nor am I terribly sure how useful it would be when compared with all of your other options for feats. (Of course in the fighter splash build you've got extra feats to work with as compared to the others.) However among enhancements, I am pretty sure that Extra Turning I is required for HoTD I, and Extra Turning II required for HoTD II.

    If you don't mind, I'm curious as for the reason for the 3 monk levels in the rogue/monk splash version--for FoL?
    The feat (not enhancements) is what I am curious about. It would give 4 more turns -> 4 more DM before resting. I sort of subscribed to the idea of making sure I could have enough DM to keep it up for most of the mission. Turning is 3 + CHA Mod + others.

    3 +5(CHA) + 4(HotD) +2 (Extra II Enhancement) = 14 total. 18 with the feat. Also by endgame I am assuming a +6 item so +8 due to CHA for a total of 17 without, 21 with the feat. So it's probably pretty safe to drop Extra Turning if I need another feat.


    3 Levels of monk is for FoL and Monk Healing Amp I. I haven't completely set my build yet. Since it is a work in progress I started with the idea of 14/6 Pal/Monk and kind of progressed to this point. At 1st the idea was 1 rogue for UMD but then after looking at a different healing amp build (12/7/1) he mentioned not needing UMD at all. That put me back to the drawing board with ideas (ie post #7). I think there is probably room for improvement in all the builds posted.

    Still wondering: Does anyone know if you can take both FVS CHA 1 and Paladin CHA 1? The planner would not let me do it.
    Last edited by Valindria; 04-21-2010 at 01:21 PM. Reason: fixed spelling

  11. #11
    Community Member nicro's Avatar
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    Quote Originally Posted by Valindria View Post
    Still wondering: Does anyone know if you can take both FVS CHA 1 and Paladin CHA 1? The planner would not let me do it.
    You cannot.

  12. #12
    Community Member Valindria's Avatar
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    Thanks for the response. I modified all the posts to get things back in order. I have started the FVS/Paladin. I will update as I go along.

    At level 2 it is pretty awesome. I have more then enough spell points to keep and extended Divine Favor on through the entire missions and heal up to full between battles with cure light wounds.
    Last edited by Valindria; 04-21-2010 at 01:24 PM.

  13. #13
    Community Member Valindria's Avatar
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    I'm almost level 4. Playing like a TWF paladin in Full plate.
    Last edited by Valindria; 03-25-2011 at 10:40 AM. Reason: removed picture

  14. #14
    Community Member Valindria's Avatar
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    I am really excited for the new stuff that is coming.

    http://forums.ddo.com/showthread.php...62#post2958062

    My build will be adjusted because of the changes. Specifically Whirling Steel Strike:

    Whirling Steel Strike
    Prereqs: Weapon Focus : Slashing; Proficiency in Longswords, Monk Level 1
    Benefit: You treat longswords as if they were monk weapons, remaining centered when you wield them.


    1 (FVS 1) Extend, Toughness or Empower Healing (Human Bonus)
    3 TWF
    6 WF: Slash
    8 (monk 1) Power Attack
    9 (monk 2) Whirling Steel, Toughness(monk bonus)
    10 (monk 3) Path of Harm. Balance
    12 Imp Crit: Slash
    15 ITWF
    18 GTWF

    I end up losing out on Empower Healing and 1 other feat. I gain +1 to hit with slashing weapons, GS longswords 1d10 with 17-20 crit range. While I have spend a bunch of money on Kamas, it is not a total loss because I can equip Long in main and Kama in off hand for best to hit (no room for OTWF).

    Edit: Actually you could keep Empower if its taken and 1 instead of toughness. You'll still have the monk toughness at 9 for the enhancements. Probably what I will do is at level 9 respec my level 1 toughness for empower healing. 50% better heal spells are probably better then the extra 22hp in this case. I guess as I play I'll need to determine if I am using the paladin heal spells to self heal or just using items. They way I envision the FVS version is lots of sp to be able to buff and self heal. I might come to find with fist of light and the healing finisher that I rarely need to cast spells to heal (making a 2nd toughness or otwf a better choice. 1 extend, twf 3 otwf).


    Also I might switch animal paths to get +1 ki on crits (lose 5 hp and 1 concentration). With a 17-20 crit, +4 base, +6 in sun stance on crit, I should have plenty of ki to keep attacks going.

    Fighter version Updated 08-31-10:
    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Valtieri TR 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 15 Paladin \ 3 Monk) 
    Hit Points: 341
    Spell Points: 160 
    BAB: 19\19\24\29\29
    Fortitude: 24
    Reflex: 17
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    24
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom                8                    10
    Charisma             16                    20
    
    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               2                     4
    Bluff                 3                     5
    Concentration         6                    27
    Diplomacy             3                     5
    Disable Device       n/a                    n/a
    Haggle                3                     5
    Heal                 -1                     0
    Hide                  2                     3
    Intimidate            5                    29
    Jump                  2                     7
    Listen               -1                     0
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -1                     0
    Swim                  2                     7
    Tumble                n/a                   4
    Use Magic Device      n/a                   n/a
    
    Level 1 (Paladin)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Feat: (Selected) Two Weapon Fighting
    Feat: (Human Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Feat: (Selected) Whirling Steel Strike
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 9 (Monk)
    Skill: Intimidate (+2.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Monk Bonus) Power Attack
    
    
    Level 10 (Monk)
    Skill: Intimidate (+2.5)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 14 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 17 (Paladin)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 18 (Paladin)
    Skill: Concentration (+3)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Paladin)
    Skill: Concentration (+3)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+3)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    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 Lay on Hands II
    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 Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Intimidate I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II

    02-24-11 Update: Moving FVS version to this thread for history purposes.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Valtieri_fvs 
    Level 20 Lawful Good Human Male
    (15 Paladin \ 3 Monk \ 2 Favored Soul) 
    Hit Points: 317
    Spell Points: 469 
    BAB: 18\18\23\28\28
    Fortitude: 25
    Reflex: 21
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    23
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom                8                    12
    Charisma             16                    20
    
    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               2                    14
    Bluff                 3                     5
    Concentration         6                    27
    Diplomacy             3                     5
    Disable Device       n/a                    n/a
    Haggle                3                     5
    Heal                 -1                     1
    Hide                  2                     3
    Intimidate            3                     5
    Jump                  2                     9
    Listen               -1                     1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -1                     1
    Swim                  2                     6
    Tumble                n/a                   4
    Use Magic Device      5                    16
    
    Level 1 (Favored Soul)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Selected) Extend Spell
    Feat: (Diety) Favored by the Sovereign Host
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Monk)
    Ability Raise: STR
    Feat: (Monk Bonus) Toughness
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Power Attack
    
    
    Level 10 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Whirling Steel Strike
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Favored Soul)
    Ability Raise: STR
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Paladin Item Defense I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    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 Lay on Hands II
    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 Hunter of the Dead I
    Enhancement: Paladin Hunter of the Dead II
    Enhancement: Racial Toughness I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Monk Wisdom I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    Enhancement: Paladin Extra Turning I
    Enhancement: Paladin Extra Turning II
    Enhancement: Paladin Improved Turning I
    Enhancement: Paladin Improved Turning II
    Last edited by Valindria; 02-24-2011 at 04:11 PM.

  15. #15
    Pirate Cursed axebender's Avatar
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    quick question ..but does empower healing work with the healing curse? my guess is it dont but wondering if anyone noticed.

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    Community Member Wickednisse's Avatar
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    I currently have a level 15 drow rogue that I plan on TRing, the builds posted above look extemely viable and a blast to play - my only question is what changes would you recommend? She will be staying Drow ( yeah yeah I know drow suck due to the con penalty but I'm bored of humans and I can't stand the missing link animations of halflings ), and has a decent selection of rapiers for leveling as well as gear I've accumulated in her 15 levels of adventuring.

  17. #17
    Community Member Dark-Star's Avatar
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    Quote Originally Posted by axebender View Post
    quick question ..but does empower healing work with the healing curse? my guess is it dont but wondering if anyone noticed.
    No.
    Guilds: Prophets of the New Republic & Revenents Khyber
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  18. #18
    Community Member Valindria's Avatar
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    Quote Originally Posted by Wickednisse View Post
    I currently have a level 15 drow rogue that I plan on TRing, the builds posted above look extemely viable and a blast to play - my only question is what changes would you recommend? She will be staying Drow ( yeah yeah I know drow suck due to the con penalty but I'm bored of humans and I can't stand the missing link animations of halflings ), and has a decent selection of rapiers for leveling as well as gear I've accumulated in her 15 levels of adventuring.
    It's pretty much a healing amp build so there is little reason to not be human. You could try to fit in the monk PrE and do it with short swords and drow enhancements. If you are going to do Drow paladin, you might consider pure paladin instead.

  19. #19
    Community Member LAWPRE's Avatar
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    Default Hmmm...

    Might want to check this out http://forums.ddo.com/showthread.php...62#post2958062

    I was doing the 14/6 (for zeal) but may have to go with 12/6/2 with the 12 being whichever on RS or HotD I think is better. Not sure what to do about missing FoL but something has got to give.

  20. #20
    Community Member Valindria's Avatar
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    Quote Originally Posted by LAWPRE View Post
    Might want to check this out http://forums.ddo.com/showthread.php...62#post2958062

    I was doing the 14/6 (for zeal) but may have to go with 12/6/2 with the 12 being whichever on RS or HotD I think is better. Not sure what to do about missing FoL but something has got to give.
    I'm not sure if that was directed at me, but I have looked at that thead and even mentioned it above.

    The cleric PrE's could be pretty cool mixed with paladin. The idea of the Turn Undeads recharging is awesome, sucks DMIII takes level 15. The healing amp + the cleric regen abilities has potential. I am not sure the best mix of the classes, but if you took the battle cleric approach and went 17 cleric 3 monk it could be interesting.

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