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  1. #1

    Default Evasion Paladin for new players

    Updated version of this build for the enhancement pass.

    NOTE: This build was made largely obsolete by the Armor Up changes and paladin pass. I have a concept for what to convert this build into (15/5 paladin/rogue with trapping skills) but until I get that posted, consider this build obsolete.

    This THF melee build is focused on self-healing, high saves and evasion, with a nod toward DPS. It is not a tank.

    The only tome required is if you're a 28pt build, you'll need to get at least a +1 strength tome by level 24. Just grab one from the auction house; you'll easily be able to afford it by level 24.

    You only need a few ranks in Open Lock to get most of the locks in the game. If you have a +2 int tome, put the extra skill points into Heal for the extra devotion.

    Paladins are required to be Lawful Good, and this build really benefits from the human bonuses (extra feat and skill points). Gender is irrelevant.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Evasion Paladin
    Level 28 Lawful Good Human
    (15 Paladin / 3 Rogue / 2 Fighter / 8 Epic) 
    
    Abilities          28pt    32pt    34pt    36pt
    Strength            16      18      18      18
    Dexterity           12      10      12      14
    Constitution        14      14      14      14
    Intelligence        10      10      10      10
    Wisdom               8       8       8       8
    Charisma            14      14      14      14
    
    Skills              Ranks
    Concentration        23
    UMD                  23
    Heal                 12
    Jump                  6
    Open Lock             6
    Balance               4
    Intimidate            4
    Haggle                4
    Swim                  3
    Tumble                1
    
    Feats
     1 : Power Attack
     1H: Least Dragonmark of Passage
     2F: Cleave
     3 : Two Handed Fighting
     3P: Follower of the Sovereign Host
     6 : Great Cleave
     8P: Unyielding Sovereignty
     9 : Improved Critical: Slashing
    12 : Empower Healing Spell
    15 : Extend Spell
    18 : Improved Two Handed Fighting
    19F: Greater Two Handed Fighting
    21E: Quicken Spell
    24E: Overwhelming Critical
    26E: Toughness
    27E: Blinding Speed
    28E: Perfect Two Handed Fighting
    
    Fury of the Wild
    Primal Scream II
    Tunnel Vision III
    Acute Instincts III
    Constitution II
    Gird Against Demons I
    Overwhelming Force III
    Sense Weakness III
    Fury Eternal
    Unbridled Fury
    Twist 1: Lay Waste
    Twist 2: Momentum Swing
    Twist 3: Brace For Impact
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Swim (+3)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Skill: Heal (+2)
    Skill: Concentration (+2)
    Feat: (Selected) Power Attack
    Feat: (Human Bonus) Least Dragonmark of Passage
    Enhancement: Human Core: Human Versatility: Damage
    Enhancement: Human1: Orien Dragonmark Focus I
    Enhancement: Human1: Orien Dragonmark Focus II
    Enhancement: Human1: Orien Dragonmark Focus III
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Kensei Core: Heavy Blades
    Enhancement: Kensei1: Haste Boost I
    Enhancement: Kensei1: Haste Boost II
    Enhancement: Kensei1: Haste Boost III
    
    
    Level 3 (Paladin)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Feat: (Selected) Two Handed Fighting
    Feat: (Paladin Bonus) Follower of the Sovereign Host
    Enhancement: Human1: Improved Recovery
    Enhancement: Human2: Lesser Dragonmark Focus
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Enhancement: Sacred Defender Core: Holy Bastion
    Enhancement: SD1: Extra Lay On Hands I
    Enhancement: SD1: Extra Lay On Hands II
    Enhancement: SD1: Extra Lay On Hands III
    
    
    Level 5 (Paladin)
    Skill: Concentration (+2)
    Skill: Heal (+1)
    Enhancement: KotC Core: Hunter of the Dead I
    Enhancement: KotC1: Extra Smite I
    Enhancement: KotC1: Extra Smite II
    Enhancement: KotC1: Extra Remove Disease I
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Feat: (Selected) Great Cleave
    Spell (1): Cure Light Wounds
    Enhancement: KotC1: Extra Remove Disease II
    Enhancement: KotC Core: Courage of Heaven
    Enhancement: KotC2: Extra Smite I
    Enhancement: KotC2: Extra Smite II
    
    
    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Enhancement: KotC2: Divine Might I
    Enhancement: KotC3: Vigor of Life
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Feat: (Paladin Bonus) Unyielding Sovereignty
    Spell (1): Protection From Evil
    Enhancement: KotC Core: Hunter of the Dead II
    Enhancement: KotC3: Improved Restoration I
    Enhancement: KotC3: Improved Restoration II
    Enhancement: KotC3: Improved Restoration III
    
    
    Level 9 (Rogue)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+8)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: KotC3: Divine Sacrifice I
    Enhancement: KotC1: Extra Turn Undead I
    Enhancement: KotC3: Exalted Smite I
    
    
    Level 10 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: KotC4: Vigor of Life
    Enhancement: KotC2: Divine Might II
    
    
    Level 11 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Resist Energy
    Enhancement: KotC2: Divine Might III
    Enhancement: KotC3: Exalted Smite II
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: KotC1: Extra Turn Undead II
    Enhancement: KotC1: Extra Remove Disease III
    Enhancement: KotC5: Sealed Life
    
    
    Level 13 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Angelskin
    Enhancement: KotC5: Vigor of Life
    Enhancement: SD1: Armor Mastery I
    Enhancement: SD1: Armor Mastery II
    
    
    Level 14 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Cure Moderate Wounds
    Enhancement: SD1: Armor Mastery III
    Enhancement: SD2: Bulwark Aura I
    Enhancement: SD2: Bulwark Aura II
    Enhancement: SD2: Bulwark Aura III
    
    
    Level 15 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Spell (3): Prayer
    Enhancement: KotC Core: Improved Courage of Heaven
    Enhancement: SD3: Resistance Aura I
    Enhancement: SD3: Resistance Aura II
    Enhancement: SD3: Resistance Aura III
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Core: Human Adaptability: Strength
    Enhancement: Human Core: Human Versatility: Saves
    Enhancement: Assassin Core: Knife in the Darkness
    
    
    Level 17 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Divine Favor
    Spell (4): Cure Serious Wounds
    Enhancement: Human3: Improved Recovery
    Enhancement: Kensei1: Weapon Group Specialization
    
    
    Level 18 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Spell (4): Zeal
    Knight of the Chalice Tree Reset
    Enhancement: KotC Core: Fiendslayer I
    Enhancement: KotC1: Extra Remove Disease III
    Enhancement: KotC1: Extra Turn Undead II
    Enhancement: KotC1: Extra Smite Evil II
    Enhancement: KotC Core: Courage of Heaven
    Enhancement: KotC2: Divine Might III
    Enhancement: KotC2: Extra Smite Evil II
    Enhancement: KotC Core: Fiendslayer II
    Enhancement: KotC3: Improved Restoration III
    Enhancement: KotC3: Divine Sacrifice I
    Enhancement: KotC3: Vigor of Life
    Enhancement: KotC3: Exalted Smite II
    Enhancement: KotC Core: Improved Courage of Heaven
    Enhancement: KotC4: Vigor of Life
    Enhancement: KotC5: Vigor of Life
    Enhancement: KotC5: Sealed Life
    Enhancement: Assassin Tier 1: Sneak Attack Training
    Enhancement: KotC3: Exalted Smite III
    
    
    Level 19 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: SD3: Constitution
    Enhancement: Human Core: Greater Adaptability: Constitution
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Skill: Use Magic Device (+1)
    Skill: Concentration (+3)
    Skill: Heal (+1)
    Enhancement: Human4: Improved Recovery
    Enhancement: KotC3: Strength
    
    
    Level 21 (Epic)
    Feat: (Selected) Quicken Spell
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Overwhelming Critical
    
    
    Level 26 (Epic)
    Feat: (Selected) Toughness
    
    
    Level 27 (Epic)
    Feat: (Selected) Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Fighter Bonus) Perfect Two Handed Fighting
    
    <End of Build>
    The first fighter level is taken as early as possible to get you up and running with maxed haste boost + damage boost right out of the gate. Then six paladin levels for Ghost Touch on all weapons, followed by the second rogue level for evasion. Then it's pally all the way to 18 to get both zeal and cure serious by level 18, finishing off with the second fighter and third rogue levels at 19 & 20.

    We start off as Hunter of the Dead for the free Ghost Touch as well as extra damage to undead. At level 18 -- finished with necropolis and ready for vale -- we respec the KotC core abilities to Fiendslayer for all the devils. Once capped, go with whichever KotC core abilities you prefer.


    Here are the complete enhancements by tree for easy respecing in and out if you want to try out other enhancements. (This is also for easy reference if you're doing a LR.)

    Human (17 AP)
    Core: Human Versatility: Damage
    Core: Human Adaptability: Strength
    Core: Human Versatility: Saves
    Core: Greater Adaptability: Constitution
    Tier 1: Orien Dragonmark Focus III
    Tier 1: Improved Recovery
    Tier 2: Lesser Dragonmark Focus
    Tier 3: Improved Recovery
    Tier 4: Improved Recovery

    Knight of the Chalice (39 AP)
    Core: Slayer of Evil I
    Core: Courage of Heaven
    Core: Slayer of Evil II
    Core: Improved Courage of Heaven
    Tier 1: Extra Turn Undead II
    Tier 1: Extra Remove Disease III
    Tier 1: Extra Smite Evil II
    Tier 2: Divine Might III
    Tier 2: Extra Smite Evil II
    Tier 3: Improved Restoration III
    Tier 3: Divine Sacrifice I
    Tier 3: Vigor of Life
    Tier 3: Exalted Smite III
    Tier 3: Strength
    Tier 4: Vigor of Life
    Tier 5: Vigor of Life
    Tier 5: Sealed Life

    Sacred Defender (15 AP)
    Core: Holy Bastion
    Tier 1: Extra Lay On Hands III
    Tier 1: Sacred Armor Mastery III
    Tier 2: Bulwark Aura III
    Tier 3: Resistance Aura III
    Tier 3: Constitution

    Kensei (6 AP)
    Core: Kensei Focus: Heavy Blades
    Tier 1: Weapon Group Specialization
    Tier 1: Haste Boost III

    Assassin (3 AP)
    Core: Knife in the Darkness
    Tier 1: Sneak Attack Training

  2. #2

    Default

    Healing Amp
    10 human
    10 human
    10 human
    10 pally
    10 pally
    10 pally
    30 gloves
    20 bracers
    10 ship
    ----
    304%

    Devotion
    15 sacred defender
    24 heal
    75 empower healing spell
    120 item
    ----
    234

    Cure Serious
    31.5 base
    *3.34 devotion
    *3.04 amp
    -----
    320 HP for 22 SP (32 w/quicken)

    This is sufficient self-healing to not need rejuvenation cocoon, freeing up your twists for melee goodness from legendary dreadnought.


    Long Duration Buffs
    Protection from Evil

    Short Duration Buffs
    Zeal
    Divine Favor
    Divine Might
    Prayer
    Primal Scream
    Haste Boost
    Damage Boost

    Melee Attacks
    Divine Sacrifice
    Exalted Smite
    Cleave
    Great Cleave
    Momentum Swing
    Lay Waste

    As you can see, there are lots and lots of short duration buffs and clickie attacks. This is part of why extend is so attractive for this build; the less you have to keep re-applying buffs the better. CC is limited to adrenaline smites.

  3. #3

  4. #4

  5. #5
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    Excellent, and thank you - my attempt at following your previous build version quickly became one of my favorite toons. That one has gotten a +1 int tome, is there a place to pinch 1 build point to put into int for +1 skill point from l3 onwards after the LR?


    I note that there's no Force of Personality in this plan, is it just not needed any more?


    And I seem to recall some discussion on a ranger-splashed version too (which was scrapped due to EDs not playing nice with it?) - I personally like to have the tactical option of switching to ranged occasionally, would you consent to publishing some of your notes about that one even if with the caveat that it doesn't work in epics?
    No longer completely f2p as of November 2014. Father of 3 more DDO players so far (I do have more children than that).

  6. #6
    Community Member Munkenmo's Avatar
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    Default

    I'm really struggling to see the justification for magical training, Echoes of power isn't worth spending a feat on imo.

    I'd be looking into

    Stunning blow
    Improved sunder
    Least Dragon mark of passage (using enhancements to pick up ddoor)

    Before I'd ever consider taking magical training.

  7. #7

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    Quote Originally Posted by mna View Post
    That one has gotten a +1 int tome, is there a place to pinch 1 build point to put into int for +1 skill point from l3 onwards after the LR?
    Best bet is to grind out 1750 favor to upgrade it to a +2 int tome. (Or buy one off the ah or even grab an upgrade tome from the store.)

    I note that there's no Force of Personality in this plan, is it just not needed any more?
    It ends up being worth only +3 will saves in this version, compared to +4 in the previous version. I couldn't really justify it for a mere +3 will saves.

    And I seem to recall some discussion on a ranger-splashed version too (which was scrapped due to EDs not playing nice with it?) - I personally like to have the tactical option of switching to ranged occasionally, would you consent to publishing some of your notes about that one even if with the caveat that it doesn't work in epics?
    Yeah, I tried and tried to make that version but it just didn't work as well as I'd hoped. In the end, it became apparent that going the ranger splash route worked much, much better with a monk splash instead of rogue for the extra 2 feats. Which is a pyrene build.

  8. #8

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    Quote Originally Posted by fTdOmen View Post
    I'm really struggling to see the justification for magical training, Echoes of power isn't worth spending a feat on imo.

    I'd be looking into

    Stunning blow
    Improved sunder
    Least Dragon mark of passage (using enhancements to pick up ddoor)

    Before I'd ever consider taking magical training.
    The dragonmark is a solid suggestion, especially since I'm throwing points into the human tree to unlock healing amp anyway. That could be worthwhile. And I love the free expeditious retreat clickie.

    Neither stunning blow nor improved sunder would likely reach useful DCs. I suppose taking both (dropping extend) could let you stack up a bunch of improved sunder debuffs to help land a stunning blow, though.

    Magical Training is definitely useful. I've run quests before where I ran out of mana and it was super annoying being reminded of that fact every 3 seconds by divine sacrifice. Echoes gives you infinite sacrifices, plus a guaranteed ability to be able to cast (unmeta'd) cure serious, and even divine favor. The extra 80 mana is also definitely useful on a build that uses its bluebar both for combat healing as well as short-duration combat buffs.

    I rather like the dragonmark suggestion, though. Hmmm...

  9. #9
    The Hatchery
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    Looks like a very solid build.

    I have taken Magical Training myself on a build, but that was one with very low sp in and of itself. I found it very useful there. But with so many paladin levels, it may be less useful.

    On the other hand, for new players with likely not so great items, it may help after all.

    Still, I like the DD idea. It's a very useful ability. I think I would start out with MagTraining, though, and consider respeccing later when gear allows.
    It's definitely an N-word.

  10. #10
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    I followed your old build for my first character in DDO, and I have to say it was a blast to play.

    If possible, could you list out how different this new build is to your old one? I've been reading about some rather distressing news regarding Paladins and the new enhancement pass (like no longer having easy access to devotion enhancements), and I'd just like to know how much has changed.

  11. #11
    Community Member Zillee's Avatar
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    Thanks for updating your various builds so fast! I use quite a few of them so much appreciated.

  12. #12

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    Quote Originally Posted by Cythas View Post
    I've been reading about some rather distressing news regarding Paladins and the new enhancement pass (like no longer having easy access to devotion enhancements), and I'd just like to know how much has changed.
    Yeah, this paladin loses ~40 devotion from enhancements, which is a downer. And the 40 it keeps comes much more slowly, so the early-mid levels will hurt a bit more until the healing kicks in @ 14. (Which is also a level later than the previous version.)

    Quote Originally Posted by Dandonk View Post
    I have taken Magical Training myself on a build, but that was one with very low sp in and of itself. I found it very useful there. [...] On the other hand, for new players with likely not so great items, it may help after all.
    This is part of what played into my thinking.

    Still, I like the DD idea. It's a very useful ability. I think I would start out with MagTraining, though, and consider respeccing later when gear allows.
    I'm liking it more and more, so much so that I just redid the enhancements (on my spreadsheet) to fit it in and I'm about ready to commit to the change.

    Unfortunately, I have to log for a few hours so I can't update the thread quite yet. For anyone anxious to get in and use their LR+20, if you prefer Magical Training go with the build as written. If you want DDoor, here's the changes:

    1: Dragonmark of Passage
    1H: Power Attack
    2F: Cleave
    3: THF

    The only enhancement changes are to the human tree:

    Drop Action Surge II and Fighting Style III, take Dragonmark Focus III and Lesser Dragonmark. (5 DDoors/rest, woot!)

  13. #13
    Founder & Hero Uska's Avatar
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    Interesting and looks like it could be fun

    The ANTI-Realms FANBOI NUKE THE REALMS ITS THE ONLY REAL WAY TO BE SURE

  14. #14
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    Quote Originally Posted by EllisDee37 View Post
    This THF melee build isn't focused on offense (dps) or defense (tanking) but rather survivability: self-heals, high saves and evasion. It is my main; he is the alt I always solo new content with first for the joy of not having to worry about hirelings, spell point management, or really anything. I confidently turn blind corners with the knowledge that he'll survive just about anything by himself.

    This was the 1st build / 1st character I chose when I started DDO a few of months ago and I still play him each login.

    After an intermission with a Druid, Ive started my 3rd Character: your Pale Trapper build (only just realizing it's also yours )

    Thank you for providing these builds and updating them so quickly.
    Now I can (re)spec quickly and get on with playing rather than muddling / grinding through each little unfamiliar box / menu

  15. #15

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    I have a 18 pally /2 monk with 2 weapon fighting (very similar to the other version of this build, but I traded thieving skills for feats). I am curious why you switched to 2 handed fighting on this build - did something change to make it better, is it a stat thing?

    I know this is a newbie friendly build, but I have +4 to every stat, would that make a difference?

  16. #16

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    Quote Originally Posted by Himkano View Post
    I have a 18 pally /2 monk with 2 weapon fighting (very similar to the other version of this build, but I traded thieving skills for feats). I am curious why you switched to 2 handed fighting on this build - did something change to make it better, is it a stat thing?
    The other build was also THF.

    I know this is a newbie friendly build, but I have +4 to every stat, would that make a difference?
    A +4 tome on every stats is a huge help for any build. For this build specifically you get +4 to all saves (very nice!) and 19 extra skill points. Those skill points are almost as tasty as the +4 saves since it will let you max out heal and toss a few extra in either balance or open lock, as you prefer.

    There are two main draws to this build compared to the monk splash: full ranks in UMD and F2P. Once you own monks it ends up being UMD vs 2 feats. Even though I own monk, I still prefer the easy UMD of rogue. Plus I like to be able to open locks, particularly in shroud.

  17. #17

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    You're right, of course; I thought one was 2h fighting and one was 2 weapon fighting. My question about the tome was, considering a +4 tome was available, would you still pick 2 handed fighting, or would you fo 2 weapon fighting.
    I know there was
    a time when 2 weapon fighting was unquestionably more damage on a paladin, because of the double bonuses from various Paladin weapon boosts. What I was trying to ask, poorly, is - Is 2 handed now better for paladins, or did you choose 2 handed to keep the build newbie friendly (because without some tomes its hard to get all the stats needed for 2 weapons)

  18. #18

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    Oh, gotcha.

    Well, divine might was nerfed mightily for TWF, but breaks even for THF thanks to getting 1.5 strength bonus to damage. Smites and sacrifices still work better for TWF but honestly I think the spamming of cleave and great cleave more than offsets that, since those do better with THF.

    I would be staying THF regardless; I have a ranger for my TWF experience. But I think right now THF has a slight edge in general, for pallies they're probably both about even. Player's choice, I think.

    EDIT: Actually, when you factor in zeal I think THF might be ahead for pallies, too.

  19. #19

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    Just curious, do you use a Bastard Sword / DA and shield, or a true 2handed weapon? I used to be BS and shield, but ran into problems against healers in elite content - in solo mode I couldn't kill them faster than they could heal themselves, especially if there were 2 of them healing each other.

    As a solo evasion paladin yourself, have you experienced this problem yourself? I had this problem at lvl 16, so maybe the problem solved itself as I leveled. I never it tested again, because the feats were expensive to respec, but now I have this 20+ reincarnation burning a hole in my pocket...

  20. #20

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    I updated the build to swap out Magical Training (bye bye, echoes! *sniff*) to bring in the dragonmark of passage. Hello, DDoor! Woot! Thanks much for the suggestion, fTdOmen. This is a good change.

    Besides which, while grinding out the endless destiny points to twist in Lay Waste I can always twist in Endless Faith if I really want echoes.


    Quote Originally Posted by Himkano View Post
    Just curious, do you use a Bastard Sword / DA and shield, or a true 2handed weapon? I used to be BS and shield, but ran into problems against healers in elite content - in solo mode I couldn't kill them faster than they could heal themselves, especially if there were 2 of them healing each other.

    As a solo evasion paladin yourself, have you experienced this problem yourself? I had this problem at lvl 16, so maybe the problem solved itself as I leveled. I never it tested again, because the feats were expensive to respec, but now I have this 20+ reincarnation burning a hole in my pocket...
    My paladin doesn't have a shield; he exclusively uses falchions and mauls. I don't recall insurmountable issues with self-healing bosses, though some of them can be annoying for sure.

    Adding in cleave and great cleave early should help a lot. For later heroic levels there are enough melee attacks and short duration buffs you can bring to bear that dps should be acceptable.

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