Due to significant changes to the old build's viability in Update 9, here is a completely remade version.
The name "Solar Phoenix" is chosen to represent this character build's choice of fighting in the monk's Sun Stance, and extensive self-healing ability.
The primary purpose of this build is to attain as much healing amplification as possible, while remaining a viable character for general play, without undue excessive measures such as Paladin Past Life feats.
This is not an exhaustive guide on what feats, skills, and enhancements to take at each level. There are a lot of aspects of the build which are open to be modified according to personal preference. As always, options are up to the individual player.
Goals of the build:
1: To reach a total percentage of healing amplification that is as high as possible while maintaining a viable character.
2: To create a very durable character that is well-suited to solo play at all levels of difficulty and content.
3: To be a valuable contributing member of any group, either as melee damage or a tank in raid situations.
Race and Class:
Half-Elf Paladin 18/Monk 2
Reasoning for Race and Class Level choices:
Half-Elf is selected for their easy access to healing amplification. As racial enhancements, they can take two enhancements, for a total of 20% healing amplification.
Starting with the Monk Dilettante feat will allow access to two more enhancements, for an additional 20% healing amplification.
Two levels in Monk will provide the following benefits:
- Two bonus feats.
- Wisdom modifier as a bonus to armor class when unarmored.
- Sun Stance, required for the bonus derived from Jidz-tet'ka.
Eighteen levels in Paladin provide the following benefits:
- All three tiers of the Hunter of the Dead prestiege enhancement.
- Stacking 10%, 10%, and 10% healing amplification from Hunter of the Dead.
- Immunity to Negative Levels from Hunter of the Dead II, which is greatly convenient for many quests.
- Full access to paladin spellcasting and powerful melee Smite abilities.
Starting Ability Scores: 36 Point Buy
15 Dexterity (With a +2 tome, this meets the requirement to take Greater Two-Weapon Fighting)
13 Wisdom (Required for Half Elf Monk Dilettante)
9 Intelligence (With a tome, this will allow for the use of Silver Flame favor healing potions without self-incapacitation from ability score damage.)
14 Charisma (With a +2 tome, this will allow for Paladin Divine Might II)
Final Unbuffed Ability Scores:
(Note: These scores include +2 tomes, and +6 from items, which are easy for most players to acquire. They do not presume higher tomes or Epic gear. If you have access to better gear, you can of course improve further. Only permanent scores are included, not temporary buffs.)
34 Strength: (16 base + 1 Racial Enhancement + 5 Level Up +2 Tome + 6 Item +2 Sun Stance, +2 Exceptional [on a ToD ring] )
24 Dexterity: (15 base, +2 Tome +1 Racial Enhancement +6 Item)
22 Constitution: (14 Base + 2 Tome +6 Item)
20 Wisdom: (12 base -2 Sun Stance +1 Class Enhancement +2 Tome +6 Item)
11 Intelligence: (9 Base +2 Tome)
24 Charisma: (14 base +2 tome +6 item +2 Class Enhancement)
Monk Stance: Sun Stance.
This build will remain in Sun Stance most, if not all, of the time. This will enable the Jidz-Tet'ka bracers to provide +25% Healing Amplification.
Feat and Level Advancement:
Level 1 - Monk: Two-Weapon Fighting
Level 1 - Monk Bonus Feat: Power Attack
Level 2 - Paladin
Level 3 - Paladin: Weapon Focus: Longsword (Requirement for Whirling Steel Strike)
Level 4 - Paladin
Level 5 - Paladin
Level 6 - Paladin: Whirling Steel Strike
Level 7 - Monk Bonus Feat: Toughness
Level 8 - Paladin
Level 9 - Paladin: Improved Two Weapon Fighting
Level 10 - Paladin
Level 11 - Paladin
Level 12 - Paladin: Greater Two-Weapon Fighting
Level 13 - Paladin
Level 14 - Paladin
Level 15 - Paladin: Improved Critical: Slashing
Level 16 - Paladin
Level 17 - Paladin
Level 18 - Paladin: Oversized Two-Weapon Fighting
Level 19 - Paladin
Level 20 - Paladin
This is the primary mechanic of the build.
Here are its sources of healing amplification:
20% - Half-Elf Racial Enhancements
20% - Half-Elf Monk Dilettante Enhancements
10% - Paladin Hunter of the Dead I
10% - Paladin Hunter of the Dead II
10% - Paladin Hunter of the Dead III
10% - Dragontouched Eldritch Rune
20% - Dragontouched Tempest Rune
25% - Jidz-Tet'ka
30% - Greensteel Triple Positive Longsword -or- Greensteel Concordant Opposition Longsword
Total: Approx. 411% total Healing Amplification.
-Dragontouched Vestments or Robe: 10% Healing Amplification from Eldritch Rune, 20% Healing Amplification from Tempest Rune, Sovereign rune property of your choice.
-Longswords: Main Hand: Greensteel Min II or Lit II for damage. Off Hand: Greensteel triple positive (Ideal would be Holy/Good Burst/30% Healing Amp)
Everything else is up to you!
Yes. I know they're not khopeshes.
They're not -optimal-, and that's alright.
Longswords, together with Whirling Steel Strike, allow you to stay centered while in Sun Stance to make use of the extra 25% healing amplification from Jidz-tet'ka. That's what we are really after here.
Up to personal preference.
Maximum Intimidate from your Paladin levels comes highly recommended if you wish to raid tank.
Also up to personal preference, these can easily be reset and re-allocated to find the perfect allocation.
The enhancements which are highly desired by the build are as follows:
Hunter of the Dead III and prerequisites.
Half-Elf Healing Amplification: I and II.
Half-Elf Monk Dilettante Healing Amplification: I and II.
Divine Might II
Feedback and commentary welcome as always, I'd love to refine this or fix any glaring flaws which may have slipped in.