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Post by loathinginvegas on Jan 21, 2009 1:59:21 GMT
ok here it is i have to take this to nesses and it has done amazing so far.
Pharlan
/@subby (xx) @60 str 12/18 (56) dex 8/8 (20) con 14/14 (24) int 14/14 (24) wis 12/16 (28) cha 16/20 (46)
first 8 skill points go into charisma the rest str. max disipline, taunt, tumble (after LSA tumble), the rest you can split into craft weapon and armor.
feats you take pre leg lvls Blooded weapon focus extended spell extra smiting blind fighting imp crit Power attack great smite 1-10 Epic weapon focus armor skin divine sheild
read enchantment book
leg feats great charisma 1-2 epic prowess leg weapon focus LSA tumble leg spell foc enchantment epic reflexes
I used the con arty on this build to help out fire smite on some eneimes and helps you hp a little.
Pros- around 100 ab great dmg is a solid tank great ac 127 with cania armor (can get with a total of 80 craft armor. mine sits at 65, so it is posible to hit 128 with song) can hit 135 with a deflection asmo arti and girding.
Cons- limited on some gear for spells is not a very good tank agsint malbs/erin with out bard epic
Well there it is let me know what you think. i ahve not seen many pally builds on here so i thought i would post mine. Gimme all the things you think are wrong/any help to make this tank even thougher.
ill get scren shots up once i figger out how to do it.
Loathing
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Post by loathinginvegas on Jan 23, 2009 23:06:44 GMT
Subrace: pharlan
skillz: discp, listen, tumble, and rest split into craft armor and weapon. 20 or so points in to conc. start(xx) after sub ((xx)) @40 @ 60 @x2 str (12) ((18)) 18/\42/\46 dex (12) ((12)) 12/\12/\16 con (10) ((10)) 10/\10/\14 wis (12) ((16)) 16/\16/\20 int (140 ((14)) 14/\14/\18 cha (16) ((20)) 30/\34/\38
arti: con pandect: blind fighting
1) blooded 3) W.F. (I recomend some thing like light flail or morningstar) ( is possible to take exotic if you shift feats around and drop one.) 6) P.A. 9) imp. crit 12) extra smiting 15) cleave 18) great cleave 20-35) great smite 1-10 36) E.W.F (epic weapon foc) 38) epic prowess 39) divine sheild
Leg lvls
LSA listen LSA Tumble leg weapon foc over crit dev crit leg skill foc listen armor skin
pros: Now is most of the way erin prof ^.^ AB little lower than first build but still in the 100s still that nice 134 ac (asmo cloak and Strong heart) con arti + fire smite pwns! (dont care what mish says smite is amazing and should all most be taken on all divine tanks.) can have 25% divine imm with out any rings ^.^ max 127 listen so hits more often than first build
cons: little less hp than first build (in the 900s after x2 and arti) still kinda weak around malbs but better than before =D no extended spell (unless you want to drop a feat) less str
let me know what you think of this one! has done a lot better in hell than the first one. (in damage any way)
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Post by niarte1 on Jan 24, 2009 0:23:03 GMT
Loath,
I would drop legendary spell focus enchant and epic reflexes. (Your saves are going to be good enough and you wont ever have to worry about an enchantment on your weapon unless soloing and with your epic spell focus enchant from the book....you wont have a prob with that anyways.)
Replace them with overwhelming and devistating critical.
Also...drop armor skin and replace with cleave. (With girding in hells you will still hit 130ac np)
Your damage curve will increase with these changes and you will also not lose any defenses in any great margin.
With those adjustments you will increase your damage potential by about 15%.
Just my thoughts.
Niarte Pureheart
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Post by chirikov on Jan 24, 2009 1:11:07 GMT
to get dev crit he needs to drop at least 4 feats, and you only offered 3
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Post by loathinginvegas on Jan 24, 2009 6:03:08 GMT
the thing about this build is it is ment to taunt a crit imm enemy and drop ac by 6 and just pound on it with all the dmg it all rdy dose. i was hitting asmo tonight for 80+ easy and not worrying about a thing. and i have found that with the leg spell foc i get +14 gmw and when the cleric dose not ahve IoF it is nice to not have to relay on bard for weapon buffs. The reflex save puts my saves all most all ever it puts it to about 67. all the saves on this toon around 71/65/65. i know that it is not needed but it is nice and well nothing else to really take on this build tbh.
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Post by starlandra on Jan 26, 2009 16:19:57 GMT
why did you keep getting more chr after you hit 25 for your smite feats? I agree with niarte (hey it had to happen some time) I took dev crit and do a ton of smacking when I play my pure paladin... so dump the 2 Great Char feats in LL and now you have 5 feats... take dev crit, and you can keep your legendary spell focus if you want it still.
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Post by loathinginvegas on Jan 26, 2009 20:26:50 GMT
why did you keep getting more chr after you hit 25 for your smite feats? I agree with niarte (hey it had to happen some time) I took dev crit and do a ton of smacking when I play my pure paladin... so dump the 2 Great Char feats in LL and now you have 5 feats... take dev crit, and you can keep your legendary spell focus if you want it still. The reason you keap taking is so pre demi you end up with a 18 mod for Cha. By doing that after demi x2 you hit the cha cap of 20 so your divine might has max dmg and to do that you need that much. The reason i dont really think dev crit is needed is becouse when you are hitting a boss or a crit imm monster it dose not help. there are times when i am not saying it would be nice but hey i dont have to worry about cleaving in to a tear/machine. =D Loathing
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Post by starlandra on Jan 26, 2009 20:36:30 GMT
meh... smite is nice but only done a few times per map... I think you are much more effective if you are tanking for a ton of damage in between smites. and a smite with base 26 charisma still does 400+ which is pretty sweet.
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Post by loathinginvegas on Jan 26, 2009 21:13:21 GMT
thats just the thing not taking cha for the smite taking it for the divine might/sheild. when you hit the 20 cap it helps with your buffs also allwaing you to take 20% or what ever to stuff. Having the 20 cap will also let your divine might and sheild last longer, with the extra cha you are going to be able to hit crit imm mobs harder imo. Because having ove/dev cits not really going to help when hitting any boss/mini/crit imm random.=P But that is where i am going on this build i want to do a consistant dmg to every thing so i dont crit as often or as hard as some. ehh oh well ill do the same dmg to some thing you cant crit that you can crit =P
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Post by niarte1 on Jan 26, 2009 23:07:16 GMT
Something to keep in mind ~
Paladins recieve a bump to their Cha and Str feats in legendary levels for going pure. I forget what the bonus is but I remember that I didnt need to worry about maxin cha.
As it stands... I have a 44 cha doing 660 damage with AOE smite.
I dunno if this helps....but you might want to look into the legendary ability increases from pure pally. Might help figure your ending stats.
Niarte
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Post by starlandra on Jan 27, 2009 1:34:59 GMT
you get +4 str +4 chr in LL for free
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Post by loathinginvegas on Jan 27, 2009 2:16:32 GMT
yes but the thing is even if you stop at a 26 or 25 you still only end up with a 29 or 30 so that is only a 42 and that is only a 16 mod and i just think that a 18 is kinda needed for a pally if it is pre demi. not that it helps your smite or any thing like that it helps you divine mights and sheild duration also.
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Post by BigStick on Jan 27, 2009 13:42:25 GMT
I'm working on my own version of a paladin. I was wondering if Extra turning is needed for more uses of Divine Might & Shield, or are there enough with the 30-ish CHA?
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Post by starlandra on Jan 27, 2009 15:52:18 GMT
extra turning mainly makes your cool down timer much faster for smiting
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Post by BigStick on Jan 27, 2009 15:59:19 GMT
Actually, Extra Smiting does that. Extra Turning goes into powering more Divine Might and Divine Shield uses per rest by adding an additional 6 turn uses per rest.
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