Atomm's Paladin Respec

Started by Atomm · 44 posts · 5,020 views

  1. #1
    Ok, I think I have some of it figured out. Skills are easy to redo, so I left them out for now.

    Here is my current level respec, then the final level respec. I need to take a look at STR as I sacrificed 2 pts initially to get INT up for extra skill points early.

    --- Through Level 14 ----

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    Atomm Ve'Dragonne
    Level 14 Lawful Good Elf Male
    (2 Fighter \ 12 Paladin)
    Hit Points: 204
    Spell Points: 115
    BAB: 14\14\19\24
    Fortitude: 19
    Reflex: 13
    Will: 10

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1)

    (Level 14)

    Strength 15 20
    Dexterity 15 17
    Constitution 12 14
    Intelligence 10 12
    Wisdom 8 10
    Charisma 16 18


    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 14)

    Balance 4

    11.5
    Bluff 3 5
    Concentration 1 2
    Diplomacy 3 5
    Disable Device n/a n/a
    Haggle 3 5
    Heal -1 0
    Hide 2 3
    Intimidate 3 5
    Jump 2 8
    Listen -1 2
    Move Silently 2 3
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 0 1
    Search 0 3
    Spot -1 2
    Swim 2 4
    Tumble n/a n/a
    Use Magic Device 5 16.5

    Level 1 (Fighter)
    Skill: Balance (+2)


    Skill: Use Magic

    Device (+2)

    Feat: (Selected)

    Skill Focus: Use Magic Device

    Feat: (Fighter

    Bonus) Two Weapon Fighting



    Level 2 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 3 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Toughness



    Level 4 (Paladin)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 5 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 6 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Extend Spell



    Level 7 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 8 (Fighter)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Jump (+1)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Fighter

    Bonus) Improved Two Weapon Fighting



    Level 9 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 10 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 11 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 12 (Paladin)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Improved Critical: Slashing Weapons



    Level 13 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 14 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)


    ---- Through Level 20 -----

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    Atomm Ve'Dragonne
    Level 20 Lawful Good Elf Male
    (2 Fighter \ 18 Paladin)
    Hit Points: 282
    Spell Points: 205
    BAB: 20\20\25\30\30
    Fortitude: 22
    Reflex: 15
    Will: 12

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (32 Point) (Level 1)

    (Level 20)

    Strength 15

    22
    Dexterity 15 17
    Constitution 12 14
    Intelligence 10 12
    Wisdom 8 10
    Charisma 16 18


    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 4

    14
    Bluff 3 5
    Concentration 1 2
    Diplomacy 3 5
    Disable Device n/a n/a
    Haggle 3 5
    Heal -1 0
    Hide 2 3
    Intimidate 3 5
    Jump 2 13
    Listen -1 2
    Move Silently 2 3
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 0 1
    Search 0 3
    Spot -1 2
    Swim 2 5
    Tumble n/a n/a
    Use Magic Device 5 19

    Level 1 (Fighter)
    Skill: Balance (+2)


    Skill: Use Magic

    Device (+2)

    Feat: (Selected)

    Skill Focus: Use Magic Device

    Feat: (Fighter

    Bonus) Two Weapon Fighting



    Level 2 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 3 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Toughness



    Level 4 (Paladin)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 5 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 6 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Extend Spell



    Level 7 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Use Magic

    Device (+0.5)



    Level 8 (Fighter)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Jump (+1)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Fighter

    Bonus) Improved Two Weapon Fighting



    Level 9 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 10 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 11 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 12 (Paladin)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Improved Critical: Slashing Weapons



    Level 13 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 14 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 15 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Greater Two Weapon Fighting



    Level 16 (Paladin)
    Ability Raise: STR


    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 17 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 18 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)

    Feat: (Selected)

    Power Attack



    Level 19 (Paladin)
    Skill: Balance

    (+0.5)

    Skill: Jump (+0.5)


    Skill: Use Magic

    Device (+0.5)



    Level 20 (Paladin)
    Ability Raise: STR


    Skill: Jump (+1.5)



    Feats

    DPS: 44 AP
    Drow Melee Damage I - something else?
    Divine Might I-III
    Divine Sacrifice I-III
    Extra Smite Evil I-IV
    Exalted Smite I-IV
    Knight of the Chalice I-III
    Weapons of Good

    HEALING/UTILITY/PRE-REQS: 28 AP
    Follower of the Sovereign Host (need for U.Sov)
    Unyielding Sovereignty
    Courage of Good I-II (need for KotC)
    Devotion I-II (need for Redemption)
    Redemption I
    Extra Lay on Hands I-III
    Charisma I
    Extra Turning I
    Energy of the Templar I-II (need for KotC)

    DEFENSE: 8 AP
    Bulwark of Good I
    Resistance of Good I
    Drow Racial Toughness I-II
    Paladin Toughness I-II
  2. #2
    My .02 from looking it over.

    Move feat selection UMD level 1 to 18 and put Feat Power Attack from 18 to 1
    There is a break over point that you no longer miss the +5 to hit and the extra +5 dam goes along way at low levels.... and if you find you can not hit well, turn it off.

    Why UMD? Most good UMD items take a 25 - 32 to bypass restrictions. I'd put the .5 in to Jump to get 1 point per level.... Jump allows you to get out of tight spots and center of mobs.... carry cure critical pots - no UMD

    Also I'd bump up Heal, nothing worse than shrining and still needing healing afterward.... try bringing it up to the 10 ~ 12 range and see how you heal when your down to 10% health.


    Ability Raise - Drop 2 points from Strength and put them to Constitution get +6 items for both to make Str 26 and Con 23 add Minos for another 20 HP (Some people will use Myddo,com to check you out before allowing you in to a quest (called dress up) ~300+ HP for fighter types is the minimum)


    Skip Enhancement Follower of the Sovereign Host to get a +1 bonus to hit with longsword or Follower of the Undying Court to get a +1 bonus to hit with scimitars (Elf only) at level 1 - Although at level 6 Undying call can raise dead - you're lvl 14 the 5 Enhancement points can be used better else where.

  3. #3
    More food for thought - maybe look over your stats and see if you can get by moving things around to get the best Charisma you can get.....

    Charisma: Charisma is incredibly important to the paladin in all areas of combat. In addition to getting their charisma modifier added to all saves (Divine Grace), Lay on Hands heals (10 + paladin level) * charisma modifier hit points instantly and with no interrupt chance.
    You can have as many as 4 (5, as a defender) lay on hands.

    Lastly, the most important paladin damage-dealing enhancement depends on your base charisma.
    Only starting statistic, tomes and level up points count towards qualifying for Divine Might, which adds 2/4/6/8 to every attack's damage for 1 minute for a turn undead attempt.

    The charisma requirements are very steep: 14, 16, 18 and 20, and the level requirements are also steep (5, 10, 15 and 20).
    Pure paladins seeking for Divine Might 4 consequently must start with very high base charisma statistics to reach 20 even with the addition of a tome. Drow paladins have a significant advantage in this area.
    It is important to keep in mind that per point spent, Divine Might gives more damage per build point than Strength, until you qualify for the highest DM your level split permits.
    It is a critical statistic, and making a paladin that starts with Charisma as its highest stat is quite realistic and even likely.



    So to me at lvl 15 you'll need a 18 Cha - so at level 4 and 8 take 1 pt Cha to get to 18 (?) the +2 tome will give the extra +2 to put you at 20. Then your choice lvl 12 and 16 divide to con and then Str?
  4. #4



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  5. #5
    Yep, I got it for 25% off.

    I originally had the 20 CHR with the points coming from STR. But I reread that section a few times and realized that for a multiclass, the recommended natural CHR is 18 as I will only be able to get Divine Might III. If I was a pure class Paladin, I would change it and get the natural 20. So I'm good there.

    I've struggled with the CON vs STR. Everything I've read in the builds says to take the STR over the CON. I even found where a CON 12 was specifically addressed and deemed to be OK. I'll have another 40 HP's from Enhancements and another 60 from +6 CON item.

    Heal is a good point. I may trade Jump for Heal. I only did Jump because I had extra points. I think Heal will actually give me a full point instead of .5.

    UMD is all new to me, so I'm trying to understand it. From what I've read, everyone seems excited if you get UMD over 15 on a Pally. UMD appears to be a big part of the Paladin build, with Rogue being just a popular a splash. It's all about the wands and scrolls since my limited Spell Points will go to damage buffs. By going UMD level 1, I get about 5 points automatically in Skill. If I understand you correctly, by taking it later, I can respec my skills and still come up with the same numbers, while having Power Attack now? Is it easy to respec skills?

    Thanks for the help. It's given me something else to dig into.
  6. #6
    Magical items will have a UMD restriction, like Ian (the old Bard) had a sword made for Humans (he's Drow) but a UMD of 18 - he has a UMD of 22 so passes the restriction and does not take the -4 penality to hit.

    Also wands and scrolls will show No UMD if (Cleric, Wizard etc etc) UMD 22 for Pal, Ranger so if your UMD is great enough you can use the wand or scroll.

    Maybe get online and look at some of those things, Wand of Stone Skin some weapons or armor or shields......

    My kick ASS scimitars are Trait good or UMD 20 to bypass restriction as an example.


    EDIT
    Power Attack is a Feat so you'll do the exchange through Fred the Mind Flayer in House J (I think there is a Feat Change Gem in DDO store now too)
    Fred needs Syberies Dragonshards and Plat to exchange feats.
  7. #7
    It looks like UMD gets some benefits from a high Charisma.

    While Use Magic Device is not a class skill for paladins, they tend to have very high charisma, so with some effort, a use magic device skill into the 30s is quite feasible.


    I think that is why everyone says to get it.
  8. #8
    Ahhh so - maybe UMD is boosted by Cha.... that would make perfect sense.... and non of my builds needed Cha so I passed by most UMD adders... makes more sense now.
  9. #9
    BTW, if you have any Holy scimitars, let me know. I have to switch out all of my longswords for scimitars now. This should be interesting as I've built up a nice collection of swords.

  10. #10
    My absolute favorite pair (and I match pair all my swords) +5 Wounding (-1 Con per hit) of Pure Good (1d6 per hit) and I just added the Icy Burst 1d6 Cold + 4d10 Cold on Crit.

    Dduck has 6 hits per sequence Durrzo has 9 so on a normal attack I'm taking 6 Constitution per round from the enemy... They die REAL FAST with this pair.


    + 5 Metaline of Greater Construct Bane

    +3 Vorpal (I think one Pure Good the other Holy)

    +5 Ghost touch of Greater Undead Bane

    Those are my Four favorite pairs that will get me through anything anywhere.

    Durrzo also has a pair of Tier 2 Green Steel Acid Burst / Acid Blast / Stone skin clicky waiting for more Lg. Scales to complete Tier 3 on both.

    And earlier today I posted about what I'm thinking of doing with Dduck - but can not make up my mind.


  11. #11
    LOL!

    I meant if you had anything extra..... Don't think you'll be giving any of those up anytime soon.....

  12. #12
    OK I do have about 9 ~12 pair of Scimitars - we'll get together and see what I can give you for starters.

  13. #13
    Sweet! Thanks Duck.

    BTW, I found out something really cool through all of this. I can drop the Hunter of the Undead prestige and pick up the Knight of the Chalice prestige (KoTC).

    Apparently, KoTC is for Devils and Evil Outsiders, but due to a bug, also works against Undead. It's been there for a while and doesn't appear to be a priority fix for Turbine. Woohoo! I can keep fighting undead and get bonuses on the Devils.

    KoTC also free's up a few points as it's cheaper to acquire.

    This research stuff can be cool once you start to get a feel for it.
  14. #14
    Was going to mention that... cuz' once your out of say level 11 - 13 area It's all Evil Outsiders and Devils from there on up.
  15. #15
    To borrow - I may need them back some day when I TR (User level)

    +2 Shocking Burst Scimitar of Greater Giant Bane. (12)
    +3 Icy Burst Scimitar of Greater Giant Bane. (14)

    +3 Scimitar of Greater Undead Bane (10)
    +1 Crippling Scimitar of Greater Undead Bane (8)

    +2 Ghost Touch Scimitar of Pure Good (6)
    +5 Ghost Touch Scimitar of Pure Good (12)

    +1 Vorpal Byeshk Scimitar of Righteousness (12)
    +1 Vorpal Byeshk Scimitar of Backstabbing (12)
  16. #16
    Duck, that would be awesome! It will give me something to use while I try to build up my own sets. If you need them back before too long, let me know. As I replace them, I'll get them back to you.

    Big thanks!
  17. #17
    OK, I ran through reincarnation tonight. Almost got tripped up. It seems that if you want to change your first level, you have to do it on the character selection screen. I almost didn't do that and decided to research before continuing. So, I chose Fighter instead of Paladin and it warned me that it would use my +1 on the Greater Heart of Wood.

    A few things didn't turn out like I expected. I had one ability point left over at the beginning. Anything worth while cost two points, so I threw it into INT. When my +2 tome hit the first +1, I started getting an extra 1 skill point about 4 levels earlier than I would have without the extra +1. That gave me a nice little boost on Jump.

    Also, since I took Fighter at Level 1 and 8, I received 4 Feats instead of the standard 2 I would have received as a Paladin. I wasn't planning for both levels giving me an extra Feat, so now I can add one more Feat that I do not have in my build. I'm going to research that and see what I can do to help my Spell side since I believe I have all of my fighting side covered. I have all three levels of Two Weapon Fighting plus Improved Crit on Slashing Weapons. That rocks!

    I didn't go through my enhancements yet, so there is still work to be done. I managed a +3 paralyzing Scimitar fairly cheap and I got a steal on a +2 Evil Outsider Greater Bane Scimitar for 11k Plat. I think that was a typo.

    I put a bid on a +2 Vorpal Scimitar for 94k Plat. That leaves me with 32k Plat until I sell my best longswords. Then I can start building up my scimitar collection again. Metalline looks like it is going to be the toughest. If I can get my UMD up over 22, I might be able to pick up a racial based Metalline slightly cheaper. Otherwise, those things are expensive.

    The only thing I don't care for on this build is my AC sucks big time. I'm at 29 with +4 Full Plate. I really need to figure out how to rework that. Any suggestions Duck?

    So, I'm a 12 Paladin/2 Fighter now. Need 2 more levels to get my Holy Sword and Zeal spell.
  18. #18
    Sounds like root canal to me... oh the fun of a full respec..... I think I'm the only one that has not done a full one yet - I think.

    Anyway - sounds like you've done well so far..... (what about studying for the SUPER TEST? - all done w/school?) - Do us all a favor and kind of follow what we've done in this thread.

    /forums/dungeons-and-dragons-online/good-bad-or-indifferent-6550/" target="_blank">Good Bad or Indifferent

    It will help us all help you -

    Metaline IS expensive as it covers all types of metal bypasses - try not to sell your self short on it either, as in don't go for just Metaline - Try to get-fix's of Holy, Acid, Shocking (BIG bonus if you can score Holy Burst, Acid Burst, Shocking Burst of (Bursts make a HUGE difference)) and also look for suffix of Righteousness, Pure Good, (Greater) Construct Bane, Smiting, Banishing.

    /forums/dungeons-and-dragons-online/weapon-abilitys-explained-6389/" target="_blank">Weapon ability's explained


    So something like a +3 Metaline Scimitar of Pure Good. Ik now it will be more expansive but well worth the time it takes to get them. At out level Fire and Cold are all but unimportant Fire particularly I say Icy as it's Burst and the normal damage is negated and but the amount over "burst" will have effect on critters.

    Remember - Vorpals are killers on NON-MODIFIED Natural 20's only so do not get fooled by any "+" value. A 100K +1 is no better than a 900K +5 there both Vorpal and both insta-kill on a Nat 20, difference being when you hit the +5 is only doing +4 more natural damage to creature over your +1 at a cost of 800K plat.

    While on subject - try not to be too fooled by the + value of the Scimitar it's the "OF'S" that will make the sword more powerful, at your level your Enhancements and Feats are playing a big roll in damage, your strength modifier, you Base Attack Bonus is helping, your improved Critical modifier is really helping, so again the +2 over the +5 is only +3 damage when your already adding +41 to each hit - really is no big deal.
    (To see your natural damage go to Inventory screen and look at Primary and Secondary hand weapons when equipped)


    My very very very favorite pair are +3 Wounding Scimitars of Pure Good. I talk about them a lot - every swing they take -1 con damage - I get 9 attacks per round that's -9 Con every round.... they drop like dry wheat.

    Armor..... Will know better once you fill out your inventory thing for us to see, but I guess are you looking at being more DPS or Tank related with your Pal? If DPS... 40, 45, 50 may be your max AC - find some +7 or +8 AC bracers and get some +15 Plate.

    Dragontouched Armor

    On a positive note We three have just started running around out there and have NOT done any quests, so we all could use that area to craft our own DT armor with the added benefit of adding ability at the Eldritch Rune, Tempest Rune, Sovereign Rune alters out in Reavers Refuge (lvl 13 area)

    I need Coffee.....

  19. #19
    Still need to figure out the last bonus Feat. I'm looking at

    Mental Toughness (may get this one free)
    Dodge
    Luck of Heroes
    Force of Personality

    What I can decide is what is better? +1 AC, +1 Saves or +8 Will Saves.

    If I don't get Mental Toughness free, I may take it to offset the loss of spell points.

    Thoughts?

  20. #20
    If you think your going to cast a lot Mental Toughness hands down. if free then take Dodge too.
  21. #21
    That's sort of what I was thinking. Thanks Duck!

  22. #22
    OK, I got to play this a bit last night. One thing is very apparent. I'm rusty as hell.

    Also, I don't have this clicky thing down at all. I think I spent more time trying to click than actually fighting. Overall, I'm still hitting in the 20 - 60 range. But, I did have a moment where I pulled off the clicky thing somewhat and hit two crits in a row. About 180 damage each. There is potential.

    One side affect of the clicky stuff is I don't pay near enough attention to my health and watching anyone else is completely out of the question.
  23. #23
    Atomm wrote:One side affect of the clicky stuff is I don't pay near enough attention to my health and watching anyone else is completely out of the question.


    That;s ok once we are running as a group, that is my job... really at these higher levels, its nice to have backup redundancy, but everyone having a primary focus seems to do the best. I rarely fight now a days... I watch health bars.

  24. #24
    Yea. I kind of figured as much.

    My biggest issue is I like the ability to be self reliant so you can focus on the other guys. I guess it's better for me to save my 3 lay of hands to use for resurrection in case you get killed.

  25. #25
    Nahh our little Cleric has grown up and does a Hell of a good job now.
  26. #26
    Atomm it may help to map a couple of your hotbar keys to other keys on the keyboard. As a monk, my character is extremely clicky. I set my elemental strikes all in the same hotbar as numbers 1-4, my dark strike is 5 and the finisher is 6. I keep that hotbar active as it is what I use most of the time. In another hotbar, I remapped the first four numbers to be R,T, G, and one of my mouse thumb buttons. On those I put Quivering Palm, Touch of Death, Iron Fist, and Abundant Step respectively. With that setup, I can hit almost all my strikes without looking at the keyboard or removing fingers from WASD.
  27. #27
    Sounds good Sarge. Thanks.

    Once I have a better idea on what order these need to be done in, I'll give that a shot. Right now, my 3 main heals are 1 - 3.
  28. #28
    Could it simply be that you think your the healer and not the fighter?
    Next time you get a Cleric hireling put him on defend you - not attack and see if that helps while your getting back in the saddle - another thing to do is to pick a less demanding area for content so the baddie hit not so hard or are not so toungh to beat down, to work out the kinks.

    We're pretty well sorted out for our selves, depending on who I play I can heal the crap out of a 12 man raid alone w Durrzo or typically never get too close to be hit with Dduck,

    Sarge is all set with Wholeness of body to regain all of his HP with only the need of a break in the fighting for 30 seconds or so.

    Bubba is mana loving Silver Flame spoon fed healz-all (now with teeth)

    Don't know... just thinking "out loud".
  29. #29
    Man I've been reading on the Paladin - wow what a bad choice to try on your first toon and 28 point to start - holy smokes - you've done well to get to where you have with him.

    It's a very stat intensive line that looks like it could overwhelm someone if they did not know the game mechanics well.

    On your re-spec did you go straight Pal or keep the Ftr splash?
    Looks like it gets much more viable at level 14 and above when you can start making Holy swords and some of your Paladin ability really come on line in that level range also.

    Wow - tough class.
  30. #30
    That is part of the reason why I gave up on my lvl 10 pally.... he wasn't good at anything and I wasn't willing to spend the time to figure out how to make him good.
  31. #31
    I kept the 2 levels of Fighter. I splashed them at the levels that gave me 2 feats instead of 1. I actually will have a free feat from the build I picked.

    I'm at 32 pts now and I managed to make a viable build, but as you said, after 14 is where it shines. I am 12 Paladin, so I haven't had the chance to really enjoy it. I'll keep plugging along and see where it takes me.


    BTW, my UMD at 14 is 20.5 and I still have 5 levels to put .5 point a level into it. Not to mention that I can get a UMD boosting item. I am already using a cheaper UMD based belt for a dwarf. So it's had some pay off. I need to look into Wands and see if I can get any additional benefits.

  32. #32
    OK I still like the idea of Paladins - Atomm your spec are with in one point of what I'm thinking of rolling.
    (Note not TR'd Durrzo a straight new 32 point roll - with a 34 point build I think I'd add 2 more to Cha for 19 to start OR Str 16 and Cha 18)

    Me You
    Str 15 15
    Dex 15 15
    Con 12 12
    Int 8 10
    Wis 8 10
    Cha 17 16

    What did you not like? What do you think was wrong with the class?
    I know Bubba thought the class was oatmeal at lvl 10 but also admits that it may have been a bad creation with less thought in stats then needed to be put in to the class.

    I read that Paladins actually come in to power (depending on stat allocation) from level 11 to 13 - When I play a new toon I always give it to level 12 before I decide to kill it or keep it so I understand the issues a head, I'd just like your thoughts on Paladin.

    I may do some real hard thinking on TR'ing Dduck he's a 32 point build Elf - has all the swords / armor to allow him to survive and TR'ing him would make him a 34 point build Paladin..... it would be hard to give up the Ranger - Actually I think Durrzo is a better TR than Dduck and the same race / stats...... hmmmmm looks like that may work.... I need to read more on TR also..... but will still be a 34 point Elf Paladin...

    Any way. What's the Good and the Bad in your opinion?

  33. #33
    I don't know that I can answer this as I just suck.......


    But I'll think on it....

  34. #34
    Are you deleting your Paladin?
  35. #35
    Duck,

    I added the feats to the first post. They are at the bottom. There is a 28 pt and 32 pt build. If it's missing something, let me know. I have a lot of notes and I'll have to pull out whatever is missing.

  36. #36
    Rich uncle Duck is going shopping for you Atomm.

    Your armor now is +8 Your getting +25 with +125 spell points in it (level 18 so get to it!)
    We're replacing your:
    Goggles: *Blindness ward + ?
    Bracers: Don't know yet
    Belt: +5 ac and Greater false life or Heavy fort
    Necklace: +6 protection
    Helmet: Replace yours with Minos from Orchard - (Need to run taps for all three of you actually)

    So with your OK I'll start getting them for you.
  37. #37
    Ok, Duck. I'm a bit confused. What exactly are you saying?

    Also, changing out my stuff isn't as easy as changing this and that. My Belt is Con with Spell Resistance. I actually have a new belt I need to put on. I think that gives me 17 Spell Resistance with a Con bump, which I really, really like having.

    The armour sounds cool. I'll lose my DR -3 and my +2 Charisma Check Bonus. My bracers are only good against undead and I could probably lose them for the most part.

    I can't get it to load because Turbine's web servers suck big time, but here's my public character list.

    my.ddo.com/character/argonnessen/atomm

    Keep in mind the belt is wrong. And the Goggles are way wrong. They actually give me a +2 attack bonus, which I thought was one of the better goggles I could find. I'm open to something better though.

    Minos Legens sounds perfect. That armour would allow me to dump my current helm. Since I'm working on Orchard, I hope I'll have these soon. If anyone has any extra, send them my way.

    BTW, I hit 1500 Slayers in Orchard last night. I need 4 more Rares and I'll have them done. I'll keep hitting it when I'm solo to try to reach 18 quickly.
  38. #38
    Yes I was using your My DDO page to look at your equipment - I do know it can lag up to two weeks before it shows ....

    Remember your armor is Command which only provides a +2 bonus to items that require a Charisma check - and those are: Bluff, Diplomacy, Haggle, Intimidate, Perform, and Use Magic Device

    The armor will allow you to dump your helm as it adds the 125 SP (bonus!) drop the Minos to get fortification which prevents critical hits (100%) and back stabs.

    We can find you better goggles - but take a look at your attack value on your weapons, if its already high.... +2 is a rain drop in the sea.... I was thinking of a blindness ward goggle (maybe)

    Was going to bump you to +5 con belt to get you to an even number and a +6 necklace of protection for one more AC on top of the armor.

    Bracers..... maybe etheal bracers which give you ghost touch and a +1 insight bonus to your AC from parrying (stacks) for one more point of AC

    That should get you to 53 AC and I believe Paladins are looking for 50 ~ 55 AC at this level.
  39. #39
    Ok, I had +5 Con, Spell Resist 17 Belt waiting for lvl 17. I put it on last night. The HP boost was nice as it evened me out. At this point, I'll need a +4 Con Tome and a +6 item to get any more bonuses.

    I had Blindness Ward goggles at one point, but got rid of them. Drats!

    I'm just shy of half way to lvl 18. I'll put some time in the Orchard the next few nights and see if I can hit 3K slayers. I'm running pots 66% slayer bonus, so I need about 600 kills. I'm clearing a few hundred a night.

    Do experience bonuses stack with the XP for Slayers? Also, if the group is split up, do we get credit for each others kills? I was thinking this is a good way to get slayer counts quickly. Even if this doesn't work, I do get bonuses from your kills when running slayer pots. I've watched it happen.
  40. #40
    EXP Stacking - Potions stack with (but don't stack with each other, a 10% over shadows a 5% pot - you get 10% not 15% if you drank both).

    Items (Voice, Cloak worldshaper) stack with Potions (but not with each other ~ 5% voice and ~5% cloak are only 5% not 10%), stack with guild buffs, stack with bonus XP that Turbine gives us on special events stack with the new exp tomes (10%, 25% or 50%)

    I believe the best you can do is 30% pot +5% item + 5% ship buff +30% Turbine boost +50% EXP tome.

    What I can't tell you is if it is 30% +5% + 5% +30% +50% additive - OR +120% combined.

    And when we're talking 5,000 slayer in the vale 49,500 EXP with string is 138,344 EXP compared to 108,900 EXP if it is 120%

    Yes a group doing slayer in any wilderness area share a common kill count. Splitting up is MUCH more effective than roving as a group, and their kills work towards your slayer pot bonus also.

    Yes all of the EXP bonus stacking listed above do effect the total exp you earn when you hit slayer count benchmarks.

    *I for some reason have always kept slayer open in the Vale so I can solo slayer kill in to level 20. (even now that the cap is 25 Timmie still went solo in to the vale for his level 20)
  41. #41
    Just to add to the confusion I'll add the bravery streak bonus information for running quests on Hard or Elite for the first time:
    (From DDO WIKI)

    ______________________________________________________________________

    Bravery and Streak bonus
    The quest portal UI shows your current Bravery Streak

    The Bravery bonus and Streak bonus are a new kind of experience point bonus added to the game in Update 11, in order to encourage players to run a larger variety of quests on harder difficulty.

    These bonuses only apply for the first completion of a quest, on top of the first time completion bonus. However, these can only be awarded once per a quest, unlike the first time difficulty bonus which can be awarded multiple times per a quest. Running the same quest additional times will not give these bonuses again or affect the bravery streak. After the first run, you may run the quest on any difficulty and it will not break your bravery streak.

    Players often abbreviate these together as BB or Streak on LFM panels. For example, "elite for BB" or "for elite Streak" and such.

    Prerequisites

    In order for the bravery bonus to apply, all of the following conditions must be met:

    It must be the first completion of the quest for that character. True Reincarnation resets your completion status of all quests.
    You must run the quest on Hard or higher difficulty.
    Running the quest on Hard makes you eligible for "Hard Streak"
    Running the quest on Elite makes you eligible for both "Hard Streak" and "Elite Streak"
    The highest character level in the party cannot be greater than 2 levels above the base level of the quest.

    XP calculation

    XP report as you enter a quest on Hard, with above status
    On Elite

    Bravery bonus - This bonus is a flat +10% on Hard and +20% on Elite, and is applied for being brave enough to do a quest for the first time and choosing a harder than normal difficulty.

    Streak bonus - This bonus is +5% on Hard and +10% on Elite
    Streak bonus stacks with itself up to 5 times, to a maximum of +25% for Hard, and +50% for Elite.

    The bravery and streak bonuses stack with each other, but also stack with the standard "first time" bonus. Together, these bonuses can provide up to +75% on Hard and +150% on Elite when the maximum streak is obtained.

    Hard (75%) = First time bonus (40%) + Bravery (10%) + Streak (25%)
    Elite (150%) = First time bonus (80%) + Bravery (20%) + Streak (50%)

    (Add to that the above EXP bonus 30% +5% + 5% +30% +50% additive - OR +120% combined - and you see why TR characters only run BB Elite streaks - Duck)

    (Example Vault of Night Level 10 Elite EXP 12,699 with all streaks and bonus EXP 88,729 completion EXP one quest will take a base level 10 in to base level 11)

    When determining which streak bonus (Hard or Elite) will be applied, the higher number of the two streak bonuses takes precedence.

    For example:

    You are running a standard CR10 quest on Elite (Effective quest CR is thus 12)
    Your character is lvl 12
    This is your first time running the quest
    Your current Hard streak is 5 (+25%)
    Your current Elite streak is 1 (+10%)

    Your final XP calculation will be: First time bonus on Elite (80%) + Bravery on Elite

    What breaks Streaks and what doesn't

    All streaks are broken when both the following are true:

    You are running a quest for the first time
    The quest difficulty is Casual or Normal (breaks both Hard and Elite streak) or Hard (breaks Elite streak)

    Exception:

    Your streak will not be broken if you personally would qualify for breaking your bravery streak, but someone else in the party is over level which prevents you from qualifying. Thus you can do at-level quest on normal or hard the first time without breaking it, simply by inviting a over-level character. Your streak will be paused and not applied, but not broken.

    For example:

    You run The Shroud (CR17) on normal at level 17.
    If everyone else was level 19 or lower, your streak would be broken.
    If you have a level 20 in the group, no one qualifies anymore and thus it will neither break your streak nor extend it.

    Note:

    You can verify whether or not your streak will progress or be broken by examining the XP report. Be sure to examine it after all party members are in the dungeon, as it could change based on who's inside.

    Solo-only quests

    Running solo-only quests doesn't affect your streak in any way.
  42. #42
    Can you die in a quest to keep your streak?

    When I go to a quest for the first time, Hard and Elite are locked.
  43. #43
    Yes if you die you still keep the streak - only thing to break it was outlined above.

    If you are not VIP then the quest is default Normal... you need to complete Normal to unlock Hard.... complete it on Hard then Elite is available.

    You can go in on Elite if someone in your party is VIP or they have completed it already on Elite (VIP or standard account)
    (VIP accounts have all three difficulties available to them on all quests)

    Example Heffty and I - 2 manned An Offering of Blood, Tomb of the Astrologer, Tomb of the Physician on Elite today.

    So being F2P I have unlocked them on Elite and any time I want to go back to them I can now choose Normal, Hard or Elite.
  44. #44
    I see why you keep wanting to do the undead stuff now Atomm.
    My last attempt I went straight to KOTC - this time I decided to go hunter of the Dead until I reach level 15 or so..

    What a difference