2H Non-Smiter CHA-Paladin [4 Fighter/31 Paladin/5 Harper]
Aug 25, 2016 14:02:19 GMT
sabregirl, kusin111, and 1 more like this
Post by Deleted on Aug 25, 2016 14:02:19 GMT
I built Gold Poliwhirl as my first primary tank toon and played it a lot over the last few months; in that time I received many questions about the build from people who saw it in action. Now that I've reincarnated and am no longer using the build, I figured I'd post it up along with some basic advice on how to make the most of it.
Mileage will vary greatly based on skill/gear/levels. Compared to other viable 2Hers, IMO this build takes a fair amount of extra effort/focus to pull off. For my part, I've played this build heavily through all endgame areas and have found it extremely effective as a melee-damager everywhere from Hell to Limbo.
The first obvious hurdle is that there are relatively hefty minimum requirements. Like most 2Hers, this build NEEDS Paragon levels and a couple of demi-iterations to work. There are a fair few Paragon builds on the forums that attempt to tweak their stats to 'work' as a Level 60 x0, but that is simply a terrible idea and only adds fuel to the 'tanks suck' argument. Big, red text for clarity:
DO NOT CREATE THIS BUILD FROM SCRATCH.
The original Gold Poliwhirl was tailored for a minimum of Level 74, though I've also attached a variant that should come to life at around Level 70. You certainly need at least x2 Demi for both options, but you will get hit often enough that more demi-iterations are extra helpful. In terms of required items:
TL;DR - if you don't have a Level ~70 x2 Demi CC-Paladin toon, with a spare Strongheart + 18 AC Solar Forged Plate with 2x Level 5 slots ready to go, DO NOT try to make this build as posted.
-> Pre-emptive answer to: "Can I build this without Pharlan?" The answer is NO! The build is *extremely* feat-tight and stat-tight and needs LSA: Listen, in my opinion using any race other than Pharlan is crippling for the toon.
-> If you lack the required high-end gear, make/play/master a Cleric or Druid to carry runs and get rich quick.
-> If you already have the required high-end gear but need to create a toon from scratch, make a 1H Paladin-CC Uni-Tank (I'd advise focusing on a Bludge weapon, to be effective against Pit Fiends). Get it to Level 70+ with as many demi-iterations as you can, then reincarnate. [Edit: Added a build for this, see Post #3]
-----
DEFENCES
The most important determinant of 2Her viability is whether you can survive the defensive drop from not having a shield. Surviving Hell is generally simple, but areas such as Elysium/Abyss and especially Limbo will put any toon's defence to the test. With high levels + good gear + smart play this build is sturdy, but not a true face-tank for challenging areas. Relative to other viable 2H classes:
Having said all that, you DO have:
*Overall high immunities, especially to Exotic damage
*AC of ~134, borderline passable when combined with your immunities - I would not plan to go any lower though
*Critical hit immunity - similar to other 2Hers, though yours is arguably more limited in flexibility
*Stellar saves, though lacking Evasion slightly limits how useful this is
*Easy access to Greater Restoration potions
In short, this isn't a Leeroy tank that you can play while you're doing school-work in another window, but if you play and gear with awareness and intelligence (more on that later), you really shouldn't be dying much.
PROS
DAMAGE:
The main reason you choose this build. In terms of DPS, you are absolutely top-tier against crit-immune targets (aka: many 'tank targets'), and still deal very respectable damage to crit-vulnerable mobs as well.
Holy Sword:
The effectiveness of on-hit Dispel varies from run to run, but in some places it is a *really* nice bonus.
CONS
Harper Boots:
These get a special mention, since they are a MAJOR frustration and a large part of why I've reincarnated out of the original build. The effect is amazing... when it's active. At 2 uses/day and a 5 minute duration, it is very common to see it go to waste. Usability will vary from party to party, but PUG-style runs are notorious for burning your buff's duration.
Get familiar with activating them and then seeing the Bard or Druid type "amni'd, gonna rest", or "brb bio". Simply take a deep breath and type "RIP boots" while you resist the urge to punch your monitor.
Short-duration buffs:
Very similar to the above Harper Boots example, though usually a little more forgiving since you tend to have more casts/uses per day. Even so, there is a lot of stuff for you to cast and none of it lasts very long. Divine Shield, Divine Might, Divine Favor, Holy Sword, Death Ward, Wrap of the Dark Prince, Harper Boots...
Make sure you stagger the buffs, or you're going to be standing still for 30+ seconds rebuffing every ~5 minutes mid-run. You are very mediocre without your buffs, so you have to be very on the ball about never letting yourself get dispelled.
Low Dexterity:
'Low' might be an exaggeration (you have effective 40 Dexterity for checks at Level 80), but it definitely isn't high. You can make the basic checks, but any Dex-check big boys will cause you trouble - don't even dream of facing a Balor head-on.
Have a Greater Nimble Circle quick-slotted and ready to swap whenever you need it. Asmo Belt is a wearable option, but IMO the lazy-mode gain does not justify the loss of immunities from Asmo Gloves.
Low AB:
You are the quintessential "Paragon toon in a non-Paragon run", needing levels in the high 70's to achieve acceptable AB. It's easily sufficient for Hell, but sometimes in the Abyss and often in Limbo you will be feeling the burden of low AB, especially with so many attacks per round. You can't really Disarm anything worth Disarming, though you're so feat-tight that its very hard to fit it in anyway.
In slated future areas (ie: EE's), the AB will almost certainly be build-breakingly low.
No Self-Cast Conceal:
Not a major issue, and it's one that many other 2Hers face as well. Conceal makes a big difference to your survival, so get used to bugging the Bard for Displacement (though the good ones will give it to you before you ask). Alternatively, stock up on Gnomish Exploration Goggles.
Weapon Selection
The previous patch introduced changes to weapon stats, along with the removal of dual-damage weapons and the addition of Paragon Weapon Alternate. This has made weapon selection much more diverse, with the ability to focus in multiple types (though one of them will be weaker). The 'best combination' is subjective and depends on where you want to play.
I chose to focus in Slash with PWA Bludge (Greatsword + PWA Maul) and haven't regretted my decision at all. For players who plan to spend a lot of time in Abyss/Elysium, there is probably a decent argument to focus in Pierce with PWA in Bludge (or vice-versa). Overall, I think having *any* two of the three will make you much more effective, though I would probably advise that one of the two is Bludge.
Remember: the 'best' weapons are always in high demand and thus much harder to acquire. If you aren't a richboy, don't be afraid to use a 'low tier' weapon. For example, Falchion has a tiny disadvantage when compared to Greatsword, but is 10x easier to find a seller for.
-----
BUILD
At Level 80 in appropriate gear, Gold Poliwhirl ends with:
The original build relies on having earned *both* Paragon stat points for Charisma and Strength, which requires at least Level 74 (or more if you rolled poorly). I've also added a 'younger' version which comes to life at around Level 70 instead (the difference between Level 70 and 75 is ~30 million XP). I feel that the younger version ends up slightly inferior, but it's not necessarily build-breaking.
Both versions end up with a spare Paragon feat at Level 78. Apart from Greater Weapon Focus mentioned earlier, Inherent Waterbreathing can be pretty useful if you are going to be playing a lot of Abyss/Aboleths, while Environmental Adaptivity is a generic safe choice which will always be useful in Hell/Abyss/Limbo.
Gold Poliwhirl (Level ~75+)
---
'Young' Gold Poliwhirl (Level ~70+)
*Ends with +1-2 AB at the cost of -1 AC (also -1 Damage, -2 Saves, -2% Divine/Positive, -1% Phys... but those are minor). I personally value AC significantly more than AB, even though I have highlighted 'low AB' as a downside.
-----
Wondrous Tome:
Enchantment - Lets you access +13 Self-GMW. You will probably never cast it.
Artifact:
CON - Safe decision if you will play mostly Hell/Abyss.
STR - Stun immunity is really frustrating to gear; if Poison isn't going to be an issue then you can happily use this one. You will probably want to shuffle your feats around a little (eg: drop 2x Great Strength and pick up Greater Weapon Focus + 1 extra feat)
Pandect:
Spell Resistance - Safe option for a Pharlan, taking you to a handy 79 SR by Level 60.
Craft Armor - Depends on gear/typical party composition/demi-iterations/where you play. As mentioned earlier, if you are confident that ESF will guarantee hitting 120 Craft Armor, this is a great choice for +1 AC.
Sneak Attack - Small amount of bonus damage to the Sneaks granted by Asmo Gloves/Crown of Corruption.
Disarm - I don't really recommend it (your AB is very mediocre), but if you're a Disarm addict and have a spare copy sitting around then go for it.
-----
HOW TO SET UP/PLAY
As with any other tank, staying alive is an acquired skill based on positioning, judicious heals/restorations (luckily Harper Scout can easily do both at once), and clever gearing + gear-swaps - dealing effective damage is also an acquired skill based on intelligent weapon crafting, well-timed weapon swaps, and deep knowledge of target mobs.
Make sure you have read Raj's Guide to Crafting Weapons.
Buff Management:
You are *very* dependent on your buffs to be effective. In theory Divine Shield by itself makes up a large portion of your defence, but Death Ward/Aura of Glory/Endure Elements also add a lot if you're actually taking heavy fire. In terms of offence, you get a significant amount of bonus damage from Divine Might and Divine Favor, and a lot of your APR comes from Harper Scout and Wrap of the Dark Prince.
Rule #1 is "DON'T LOSE YOUR BUFFS" - you aren't a Battle-Cleric with Augury, so keep Mord/Breach/Dispel options ready to hot-swap whenever you need them. Get a feel for the timing of Raja MSDs and make sure they hit the rest of your party instead of you (lol).
Rule #2 follows very closely, and is "KEEP TRACK OF YOUR BUFFS" - many of them have slightly different durations, stay on top of them and make sure they're up and running as much as possible. Use a !voicebind or macro for !effects, or add timers to HGX.
Sample Spellbook:
This is not set in stone at all, and will vary by personal preference and specific needs on a run-to-run basis.
Other spells you might use include Deafening Clang, Greater Magic Weapon, Freedom of Movement, Life's Grace, Lionheart and quick-cast (Lesser)/Restorations.
Sample Gearset:
In most cases your gear choices will be based on what randomized gear you have, but a Paladin like this is quite inflexible with regards to gear. I dislike giving specific gearing advice, so this is only a general suggestion. I use mostly Set Loot on mine, so you don't necessarily need uber randomized stuff (though some Set Loot pieces are arguably rare enough already).
If you don't have a Wrap of the Dark Prince, you can use Baator's Embrace (Asmo Cloak) instead for +16 CHA, which also covers Elemental Resists but unfortunately costs you % immunities and extra Sneak Attack damage.
Main helm options include Visor of Vigilance for poor-boys - if you have an Augmenter of the Salamander for SF/ESF: Listen you can fit in something like Crown of Corruption, Visage of Elemental Chaos, Lifebane Crown etc., depending on the area. Alternatively you can use Helm of Zeal for reliable Elemental Resists (I typically use an Energy Buffer augmenter, since anything else is hard to fit).
For Rings, I often use a Quaternary Exotica + whatever ring is best suited for the run. Regardless of your 'standard setup', ALWAYS keep Breach/Mord/Dispel Rings ready to hot-swap if required.
The Mote doesn't really matter, but Solar Mote gives you easy +16s, as well as some free Immunity %.
-----
CONCLUSION
This ended up being a lot longer than I expected, but hopefully that means it'll be informative. Kudos if you made it this far! I typed the bulk of this in one sitting, so will probably be tidying up the post over the next few days. The actual builds were quickly adapted from my old notes, so please let me know if you spot any errors there (most likely in the 'younger' variant which was typed on the fly).
Thanks for reading - I certainly enjoyed learning to play this build effectively over the last few months, and hopefully you will too!
Happy to answer any questions or give further advice if you need it, simply post below.
Mileage will vary greatly based on skill/gear/levels. Compared to other viable 2Hers, IMO this build takes a fair amount of extra effort/focus to pull off. For my part, I've played this build heavily through all endgame areas and have found it extremely effective as a melee-damager everywhere from Hell to Limbo.
The first obvious hurdle is that there are relatively hefty minimum requirements. Like most 2Hers, this build NEEDS Paragon levels and a couple of demi-iterations to work. There are a fair few Paragon builds on the forums that attempt to tweak their stats to 'work' as a Level 60 x0, but that is simply a terrible idea and only adds fuel to the 'tanks suck' argument. Big, red text for clarity:
DO NOT CREATE THIS BUILD FROM SCRATCH.
The original Gold Poliwhirl was tailored for a minimum of Level 74, though I've also attached a variant that should come to life at around Level 70. You certainly need at least x2 Demi for both options, but you will get hit often enough that more demi-iterations are extra helpful. In terms of required items:
*You need to be tagged with the Pharlan BUR subrace.
*You NEED a Strongheart and a decent Solar Forged Plate (ie: randomized to 18 AC + at least x2 Level 5 slots).
*I HIGHLY RECOMMEND having access to Wrap of the Dark Prince and Abyssal Vestiges/Solar Mote.
*Temporal Autocaster and Augmenter of the Salamander are luxury options which can make playing/gearing a lot smoother.
*You NEED a Strongheart and a decent Solar Forged Plate (ie: randomized to 18 AC + at least x2 Level 5 slots).
*I HIGHLY RECOMMEND having access to Wrap of the Dark Prince and Abyssal Vestiges/Solar Mote.
*Temporal Autocaster and Augmenter of the Salamander are luxury options which can make playing/gearing a lot smoother.
-> Pre-emptive answer to: "Can I build this without Pharlan?" The answer is NO! The build is *extremely* feat-tight and stat-tight and needs LSA: Listen, in my opinion using any race other than Pharlan is crippling for the toon.
-> If you lack the required high-end gear, make/play/master a Cleric or Druid to carry runs and get rich quick.
-> If you already have the required high-end gear but need to create a toon from scratch, make a 1H Paladin-CC Uni-Tank (I'd advise focusing on a Bludge weapon, to be effective against Pit Fiends). Get it to Level 70+ with as many demi-iterations as you can, then reincarnate. [Edit: Added a build for this, see Post #3]
-----
DEFENCES
The most important determinant of 2Her viability is whether you can survive the defensive drop from not having a shield. Surviving Hell is generally simple, but areas such as Elysium/Abyss and especially Limbo will put any toon's defence to the test. With high levels + good gear + smart play this build is sturdy, but not a true face-tank for challenging areas. Relative to other viable 2H classes:
-> You lack the last few points required for it's AC to be considered 'decent' (eg: Ranger/Monk/Barbarian)
-> You lack high conceal options (eg: Staffmaster/Warchanter/Monk/Fighter)
-> You lack a good Expertise/Disarm option (eg: Weapon Master/Fighter/CoT)
-> You lack Epic Dodge (eg: Rogue/Fighter/Battle-Cleric)
-> You lack huge Soak/auto-restore (eg: Battle-Cleric/CoT)
-> You lack high conceal options (eg: Staffmaster/Warchanter/Monk/Fighter)
-> You lack a good Expertise/Disarm option (eg: Weapon Master/Fighter/CoT)
-> You lack Epic Dodge (eg: Rogue/Fighter/Battle-Cleric)
-> You lack huge Soak/auto-restore (eg: Battle-Cleric/CoT)
*Overall high immunities, especially to Exotic damage
*AC of ~134, borderline passable when combined with your immunities - I would not plan to go any lower though
*Critical hit immunity - similar to other 2Hers, though yours is arguably more limited in flexibility
*Stellar saves, though lacking Evasion slightly limits how useful this is
*Easy access to Greater Restoration potions
In short, this isn't a Leeroy tank that you can play while you're doing school-work in another window, but if you play and gear with awareness and intelligence (more on that later), you really shouldn't be dying much.
PROS
DAMAGE:
The main reason you choose this build. In terms of DPS, you are absolutely top-tier against crit-immune targets (aka: many 'tank targets'), and still deal very respectable damage to crit-vulnerable mobs as well.
Holy Sword:
The effectiveness of on-hit Dispel varies from run to run, but in some places it is a *really* nice bonus.
CONS
Harper Boots:
These get a special mention, since they are a MAJOR frustration and a large part of why I've reincarnated out of the original build. The effect is amazing... when it's active. At 2 uses/day and a 5 minute duration, it is very common to see it go to waste. Usability will vary from party to party, but PUG-style runs are notorious for burning your buff's duration.
Get familiar with activating them and then seeing the Bard or Druid type "amni'd, gonna rest", or "brb bio". Simply take a deep breath and type "RIP boots" while you resist the urge to punch your monitor.
Short-duration buffs:
Very similar to the above Harper Boots example, though usually a little more forgiving since you tend to have more casts/uses per day. Even so, there is a lot of stuff for you to cast and none of it lasts very long. Divine Shield, Divine Might, Divine Favor, Holy Sword, Death Ward, Wrap of the Dark Prince, Harper Boots...
Make sure you stagger the buffs, or you're going to be standing still for 30+ seconds rebuffing every ~5 minutes mid-run. You are very mediocre without your buffs, so you have to be very on the ball about never letting yourself get dispelled.
Low Dexterity:
'Low' might be an exaggeration (you have effective 40 Dexterity for checks at Level 80), but it definitely isn't high. You can make the basic checks, but any Dex-check big boys will cause you trouble - don't even dream of facing a Balor head-on.
Have a Greater Nimble Circle quick-slotted and ready to swap whenever you need it. Asmo Belt is a wearable option, but IMO the lazy-mode gain does not justify the loss of immunities from Asmo Gloves.
Low AB:
You are the quintessential "Paragon toon in a non-Paragon run", needing levels in the high 70's to achieve acceptable AB. It's easily sufficient for Hell, but sometimes in the Abyss and often in Limbo you will be feeling the burden of low AB, especially with so many attacks per round. You can't really Disarm anything worth Disarming, though you're so feat-tight that its very hard to fit it in anyway.
In slated future areas (ie: EE's), the AB will almost certainly be build-breakingly low.
No Self-Cast Conceal:
Not a major issue, and it's one that many other 2Hers face as well. Conceal makes a big difference to your survival, so get used to bugging the Bard for Displacement (though the good ones will give it to you before you ask). Alternatively, stock up on Gnomish Exploration Goggles.
Weapon Selection
The previous patch introduced changes to weapon stats, along with the removal of dual-damage weapons and the addition of Paragon Weapon Alternate. This has made weapon selection much more diverse, with the ability to focus in multiple types (though one of them will be weaker). The 'best combination' is subjective and depends on where you want to play.
I chose to focus in Slash with PWA Bludge (Greatsword + PWA Maul) and haven't regretted my decision at all. For players who plan to spend a lot of time in Abyss/Elysium, there is probably a decent argument to focus in Pierce with PWA in Bludge (or vice-versa). Overall, I think having *any* two of the three will make you much more effective, though I would probably advise that one of the two is Bludge.
Remember: the 'best' weapons are always in high demand and thus much harder to acquire. If you aren't a richboy, don't be afraid to use a 'low tier' weapon. For example, Falchion has a tiny disadvantage when compared to Greatsword, but is 10x easier to find a seller for.
-----
BUILD
At Level 80 in appropriate gear, Gold Poliwhirl ends with:
AB: +104/+99/+94/+89/+104/+99/+94/+89 (8 APR including Harper Boots/Wrap of the Dark Prince)
AC: 134
Saves: 92F/87R/88W
Damage: Depends on how you calculate it, but it's always a lot
-> If you can hit 120 Craft Weapon/Armor, you gain +1 AB/AC respectively
-> If you choose Greater Weapon Focus as your 'spare feat', you gain a further +1 AB
AC: 134
Saves: 92F/87R/88W
Damage: Depends on how you calculate it, but it's always a lot
-> If you can hit 120 Craft Weapon/Armor, you gain +1 AB/AC respectively
-> If you choose Greater Weapon Focus as your 'spare feat', you gain a further +1 AB
Both versions end up with a spare Paragon feat at Level 78. Apart from Greater Weapon Focus mentioned earlier, Inherent Waterbreathing can be pretty useful if you are going to be playing a lot of Abyss/Aboleths, while Environmental Adaptivity is a generic safe choice which will always be useful in Hell/Abyss/Limbo.
Gold Poliwhirl (Level ~75+)
4 Fighter/31 Paladin/5 Harper Scout, Lawful Good
Half-Elf:
STR 16
DEX 14
CON 8
WIS 8
INT 14
CHA 15
-> Pharlan (Free Great Strength 1/2, Divine Might)
STR 22 <- Add 1 point here
DEX 14
CON 8
WIS 12
INT 14
CHA 19 <- Add 19 points here
*From Levels 1-60, put 1 point into Strength and 19 points into Charisma
Skills:
You need a little bit of Discipline/Lore/Persuade/Search to unlock Harper Scout.
After that, you definitely want to max Discipline/Listen, take at least 60 Tumble, and then divide the rest between Craft Armor/Craft Weapon with a little Concentration. The specific distribution will vary from player to player.
*Tumble can be left at only 60, but there are a few mobs with Tumble checks where the extra 3 points might be useful.
*In theory, you only need enough Craft Weapon/Armor to hit 80 points. The exact amount you need will depend on how much you get from your gear or typical parties/penalties.
*The amount of required Concentration is personal preference, based on the rest of your gear and where you are going to play. I have seen successful tanks with 0-40 Concentration points.
Sample Skills @ 70: (Don't feel the need to copy these exactly)
Concentration 15
Craft Armor 63
Craft Weapon 63
Discipline 63
Listen 63
Lore 6 (Harper Scout)
Persuade 8 (Harper Scout)
Search 4 (Harper Scout; costs 8 due to cross-class)
Tumble 63
*You get another 30 Paragon points by Level 80, if you aren't hitting the +50 cap to anything (notably Listen and Craft Armor) then you can pad them with the Paragon points instead. Definitely a case-by-case decision to make for yourself.
*If you can hit the +50 cap to Craft Armor and are a high-demi toon, consider using the Craft Armor Pandect to hit 120 for an extra +1 AC.
-----
Pre-Epic Leveling/Feats:
1-2 Fighter
3-20 Paladin
1 Blooded
1 Power Attack [Bonus Fighter Feat]
2 Cleave [Bonus Fighter Feat]
3 Weapon Focus
6 Iron Will
9 Alertness
12 Great Cleave
15 Divine Shield
18 Improved Critical
Epic Leveling/Feats:
21-20 Paladin
23-24 Fighter
25-29 Harper Scout
30-40 Paladin
21 Epic Weapon Focus
24 Weapon Specialization
24 Epic Weapon Specialization [Bonus Fighter Feat]
25 Great Charisma 1 [Bonus Harper Feat]
27 Armor Skin
29 Great Charisma 2 [Bonus Harper Feat]
30 Great Strength 3
32 Epic Prowess [Bonus Paladin Feat]
33 Great Strength 4
35 Overwhelming Critical [Bonus Paladin Feat]
36 Great Strength 5
38 Devastating Critical [Bonus Paladin Feat]
39 Great Strength 6
[Note: you can actually shuffle the feats around a little and take Great Smiting feats instead of Great Strength, just to have the 'style' factor of a weak Greater Smite. I didn't post this variant since it's a bit clunkier to type/build, but there is no disadvantage to it.]
Legendary/Paragon Feats:
42 LSA: Tumble
45 LSA: Listen
48 Legendary Weapon Focus
51 Legendary Weapon Specialization
54 Great Strength 7
57 Great Strength 8
60 Great Strength 9
---
63 Paragon Weapon Specialization
66 Paragon Weapon Alternate
69 Paragon Balance
72 Metamagic: Extend Spell
75 Paragon Weapon Focus
78 +1 [eg: Greater Weapon Focus, Inherent Waterbreathing, Adaptivity]
^ I took Greater Weapon Focus on mine
Half-Elf:
STR 16
DEX 14
CON 8
WIS 8
INT 14
CHA 15
-> Pharlan (Free Great Strength 1/2, Divine Might)
STR 22 <- Add 1 point here
DEX 14
CON 8
WIS 12
INT 14
CHA 19 <- Add 19 points here
*From Levels 1-60, put 1 point into Strength and 19 points into Charisma
Skills:
You need a little bit of Discipline/Lore/Persuade/Search to unlock Harper Scout.
After that, you definitely want to max Discipline/Listen, take at least 60 Tumble, and then divide the rest between Craft Armor/Craft Weapon with a little Concentration. The specific distribution will vary from player to player.
*Tumble can be left at only 60, but there are a few mobs with Tumble checks where the extra 3 points might be useful.
*In theory, you only need enough Craft Weapon/Armor to hit 80 points. The exact amount you need will depend on how much you get from your gear or typical parties/penalties.
*The amount of required Concentration is personal preference, based on the rest of your gear and where you are going to play. I have seen successful tanks with 0-40 Concentration points.
Sample Skills @ 70: (Don't feel the need to copy these exactly)
Concentration 15
Craft Armor 63
Craft Weapon 63
Discipline 63
Listen 63
Lore 6 (Harper Scout)
Persuade 8 (Harper Scout)
Search 4 (Harper Scout; costs 8 due to cross-class)
Tumble 63
*You get another 30 Paragon points by Level 80, if you aren't hitting the +50 cap to anything (notably Listen and Craft Armor) then you can pad them with the Paragon points instead. Definitely a case-by-case decision to make for yourself.
*If you can hit the +50 cap to Craft Armor and are a high-demi toon, consider using the Craft Armor Pandect to hit 120 for an extra +1 AC.
-----
Pre-Epic Leveling/Feats:
1-2 Fighter
3-20 Paladin
1 Blooded
1 Power Attack [Bonus Fighter Feat]
2 Cleave [Bonus Fighter Feat]
3 Weapon Focus
6 Iron Will
9 Alertness
12 Great Cleave
15 Divine Shield
18 Improved Critical
Epic Leveling/Feats:
21-20 Paladin
23-24 Fighter
25-29 Harper Scout
30-40 Paladin
21 Epic Weapon Focus
24 Weapon Specialization
24 Epic Weapon Specialization [Bonus Fighter Feat]
25 Great Charisma 1 [Bonus Harper Feat]
27 Armor Skin
29 Great Charisma 2 [Bonus Harper Feat]
30 Great Strength 3
32 Epic Prowess [Bonus Paladin Feat]
33 Great Strength 4
35 Overwhelming Critical [Bonus Paladin Feat]
36 Great Strength 5
38 Devastating Critical [Bonus Paladin Feat]
39 Great Strength 6
[Note: you can actually shuffle the feats around a little and take Great Smiting feats instead of Great Strength, just to have the 'style' factor of a weak Greater Smite. I didn't post this variant since it's a bit clunkier to type/build, but there is no disadvantage to it.]
Legendary/Paragon Feats:
42 LSA: Tumble
45 LSA: Listen
48 Legendary Weapon Focus
51 Legendary Weapon Specialization
54 Great Strength 7
57 Great Strength 8
60 Great Strength 9
---
63 Paragon Weapon Specialization
66 Paragon Weapon Alternate
69 Paragon Balance
72 Metamagic: Extend Spell
75 Paragon Weapon Focus
78 +1 [eg: Greater Weapon Focus, Inherent Waterbreathing, Adaptivity]
^ I took Greater Weapon Focus on mine
---
'Young' Gold Poliwhirl (Level ~70+)
4 Fighter/31 Paladin/5 Harper Scout, Lawful Good
Half-Elf
STR 16
DEX 14
CON 8
INT 14
WIS 8
CHA 15
-> Pharlan (Free Great Strength 1/2, Divine Might)
STR 22 <- Add 4 points here
DEX 14
CON 8
INT 14
WIS 12
CHA 19 <- Add 16 points here
*From Levels 1-60, put 4 points into Strength and 16 points into Charisma
Skills:
You need a little bit of Discipline/Lore/Persuade/Search to unlock Harper Scout.
After that, you definitely want to max Discipline/Listen, take at least 60 Tumble, and then divide the rest between Craft Armor/Craft Weapon with a little Concentration. The specific distribution will vary from player to player.
*Tumble can be left at only 60, but there are a few mobs with Tumble checks where the extra 3 points might be useful.
*In theory, you only need enough Craft Weapon/Armor to hit 80 points. The exact amount you need will depend on how much you get from your gear or typical parties/penalties.
*The amount of required Concentration is personal preference, based on the rest of your gear and where you are going to play. I have seen successful tanks with 0-40 Concentration points.
Sample Skills @ 70: (Don't feel the need to copy these exactly)
Concentration 15
Craft Armor 63
Craft Weapon 63
Discipline 63
Listen 63
Lore 6 (Harper Scout)
Persuade 8 (Harper Scout)
Search 4 (Harper Scout; costs 8 due to cross-class)
Tumble 63
*You get another 30 Paragon points by Level 80, if you aren't hitting the +50 cap to anything (notably Listen and Craft Armor) then you can pad them with the Paragon points instead. Definitely a case-by-case decision to make for yourself.
*If you can hit the +50 cap to Craft Armor and are a high-demi toon, consider using the Craft Armor Pandect to hit 120 for an extra +1 AC.
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Pre-Epic Leveling/Feats:
1-2 Fighter
3-20 Paladin
1 Blooded
1 Power Attack [Bonus Fighter Feat]
2 Cleave [Bonus Fighter Feat]
3 Weapon Focus
6 Iron Will
9 Alertness
12 Great Cleave
15 Divine Shield
18 Improved Critical
Epic Leveling/Feats:
21-22 Paladin
23-24 Fighter
25-29 Harper Scout
30-40 Paladin
21 Epic Weapon Focus
24 Weapon Specialization
24 Epic Weapon Specialization [Bonus Fighter Feat]
25 Great Charisma 1 [Bonus Harper Feat]
27 Armor Skin
29 Great Charisma 2 [Bonus Harper Feat]
30 Great Strength 3
32 Epic Prowess [Bonus Paladin Feat]
33 Great Strength 4
35 Overwhelming Critical [Bonus Paladin Feat]
36 Great Strength 5
38 Devastating Critical [Bonus Paladin Feat]
39 Great Strength 6
Legendary/Paragon Feats:
42 LSA: Tumble
45 LSA: Listen
48 Legendary Weapon Focus
51 Legendary Weapon Specialization
54 Great Strength 7
57 Greater Weapon Focus
60 Metamagic: Extend Spell
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63 Paragon Weapon Specialization
66 Paragon Weapon Alternate
69 Paragon Balance
72 Paragon Weapon Focus
75 Great Strength 8
78 +1 [eg: Inherent Waterbreathing, Environmental Adaptivity]
*You will end up at Level 80 with an odd number of Charisma (63 buffed ) - you can spend the final feat on Great Charisma 3 to gain +1 damage, +1% Divine/Positive and +1 Saves, but IMO this is a waste of the feat.
Half-Elf
STR 16
DEX 14
CON 8
INT 14
WIS 8
CHA 15
-> Pharlan (Free Great Strength 1/2, Divine Might)
STR 22 <- Add 4 points here
DEX 14
CON 8
INT 14
WIS 12
CHA 19 <- Add 16 points here
*From Levels 1-60, put 4 points into Strength and 16 points into Charisma
Skills:
You need a little bit of Discipline/Lore/Persuade/Search to unlock Harper Scout.
After that, you definitely want to max Discipline/Listen, take at least 60 Tumble, and then divide the rest between Craft Armor/Craft Weapon with a little Concentration. The specific distribution will vary from player to player.
*Tumble can be left at only 60, but there are a few mobs with Tumble checks where the extra 3 points might be useful.
*In theory, you only need enough Craft Weapon/Armor to hit 80 points. The exact amount you need will depend on how much you get from your gear or typical parties/penalties.
*The amount of required Concentration is personal preference, based on the rest of your gear and where you are going to play. I have seen successful tanks with 0-40 Concentration points.
Sample Skills @ 70: (Don't feel the need to copy these exactly)
Concentration 15
Craft Armor 63
Craft Weapon 63
Discipline 63
Listen 63
Lore 6 (Harper Scout)
Persuade 8 (Harper Scout)
Search 4 (Harper Scout; costs 8 due to cross-class)
Tumble 63
*You get another 30 Paragon points by Level 80, if you aren't hitting the +50 cap to anything (notably Listen and Craft Armor) then you can pad them with the Paragon points instead. Definitely a case-by-case decision to make for yourself.
*If you can hit the +50 cap to Craft Armor and are a high-demi toon, consider using the Craft Armor Pandect to hit 120 for an extra +1 AC.
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Pre-Epic Leveling/Feats:
1-2 Fighter
3-20 Paladin
1 Blooded
1 Power Attack [Bonus Fighter Feat]
2 Cleave [Bonus Fighter Feat]
3 Weapon Focus
6 Iron Will
9 Alertness
12 Great Cleave
15 Divine Shield
18 Improved Critical
Epic Leveling/Feats:
21-22 Paladin
23-24 Fighter
25-29 Harper Scout
30-40 Paladin
21 Epic Weapon Focus
24 Weapon Specialization
24 Epic Weapon Specialization [Bonus Fighter Feat]
25 Great Charisma 1 [Bonus Harper Feat]
27 Armor Skin
29 Great Charisma 2 [Bonus Harper Feat]
30 Great Strength 3
32 Epic Prowess [Bonus Paladin Feat]
33 Great Strength 4
35 Overwhelming Critical [Bonus Paladin Feat]
36 Great Strength 5
38 Devastating Critical [Bonus Paladin Feat]
39 Great Strength 6
Legendary/Paragon Feats:
42 LSA: Tumble
45 LSA: Listen
48 Legendary Weapon Focus
51 Legendary Weapon Specialization
54 Great Strength 7
57 Greater Weapon Focus
60 Metamagic: Extend Spell
---
63 Paragon Weapon Specialization
66 Paragon Weapon Alternate
69 Paragon Balance
72 Paragon Weapon Focus
75 Great Strength 8
78 +1 [eg: Inherent Waterbreathing, Environmental Adaptivity]
*You will end up at Level 80 with an odd number of Charisma (63 buffed ) - you can spend the final feat on Great Charisma 3 to gain +1 damage, +1% Divine/Positive and +1 Saves, but IMO this is a waste of the feat.
*Ends with +1-2 AB at the cost of -1 AC (also -1 Damage, -2 Saves, -2% Divine/Positive, -1% Phys... but those are minor). I personally value AC significantly more than AB, even though I have highlighted 'low AB' as a downside.
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Wondrous Tome:
Enchantment - Lets you access +13 Self-GMW. You will probably never cast it.
Artifact:
CON - Safe decision if you will play mostly Hell/Abyss.
STR - Stun immunity is really frustrating to gear; if Poison isn't going to be an issue then you can happily use this one. You will probably want to shuffle your feats around a little (eg: drop 2x Great Strength and pick up Greater Weapon Focus + 1 extra feat)
Pandect:
Spell Resistance - Safe option for a Pharlan, taking you to a handy 79 SR by Level 60.
Craft Armor - Depends on gear/typical party composition/demi-iterations/where you play. As mentioned earlier, if you are confident that ESF will guarantee hitting 120 Craft Armor, this is a great choice for +1 AC.
Sneak Attack - Small amount of bonus damage to the Sneaks granted by Asmo Gloves/Crown of Corruption.
Disarm - I don't really recommend it (your AB is very mediocre), but if you're a Disarm addict and have a spare copy sitting around then go for it.
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HOW TO SET UP/PLAY
As with any other tank, staying alive is an acquired skill based on positioning, judicious heals/restorations (luckily Harper Scout can easily do both at once), and clever gearing + gear-swaps - dealing effective damage is also an acquired skill based on intelligent weapon crafting, well-timed weapon swaps, and deep knowledge of target mobs.
Make sure you have read Raj's Guide to Crafting Weapons.
Buff Management:
You are *very* dependent on your buffs to be effective. In theory Divine Shield by itself makes up a large portion of your defence, but Death Ward/Aura of Glory/Endure Elements also add a lot if you're actually taking heavy fire. In terms of offence, you get a significant amount of bonus damage from Divine Might and Divine Favor, and a lot of your APR comes from Harper Scout and Wrap of the Dark Prince.
Rule #1 is "DON'T LOSE YOUR BUFFS" - you aren't a Battle-Cleric with Augury, so keep Mord/Breach/Dispel options ready to hot-swap whenever you need them. Get a feel for the timing of Raja MSDs and make sure they hit the rest of your party instead of you (lol).
Rule #2 follows very closely, and is "KEEP TRACK OF YOUR BUFFS" - many of them have slightly different durations, stay on top of them and make sure they're up and running as much as possible. Use a !voicebind or macro for !effects, or add timers to HGX.
Sample Spellbook:
Level 5: Extended Death Ward (Crit Immunity) <- These slots come from Solar Forged Plate, hence the need for good randomization mentioned at the start
Level 4: Holy Sword (On-Hit Breach)
Level 3: Extended Aura of Glory (Phys% + Pos% Immunity)
Level 2: Extended Divine Favor (+Damage)
Level 1: Endure Elements (Ele% Immunity) + Bless Weapon (Divine Dice Buff)
Level 4: Holy Sword (On-Hit Breach)
Level 3: Extended Aura of Glory (Phys% + Pos% Immunity)
Level 2: Extended Divine Favor (+Damage)
Level 1: Endure Elements (Ele% Immunity) + Bless Weapon (Divine Dice Buff)
Other spells you might use include Deafening Clang, Greater Magic Weapon, Freedom of Movement, Life's Grace, Lionheart and quick-cast (Lesser)/Restorations.
Sample Gearset:
In most cases your gear choices will be based on what randomized gear you have, but a Paladin like this is quite inflexible with regards to gear. I dislike giving specific gearing advice, so this is only a general suggestion. I use mostly Set Loot on mine, so you don't necessarily need uber randomized stuff (though some Set Loot pieces are arguably rare enough already).
Mainhand/Offhand: Weapon
Armor: Solar Forged Plate + AUG
Helm: [Situational]
Gloves: Reaching for Damnation (Asmo Gloves)
Cloak: Wrap of the Dark Prince
Boots: Harper Boots
Belt: Coil of Grabduk + AUG
Amulet: Strongheart
Ring1: [Situational]
Ring2: [Primary Breach OR Mord Immunity Ring]
Mote: Solar Mote (WIS/INT)
Armor: Solar Forged Plate + AUG
Helm: [Situational]
Gloves: Reaching for Damnation (Asmo Gloves)
Cloak: Wrap of the Dark Prince
Boots: Harper Boots
Belt: Coil of Grabduk + AUG
Amulet: Strongheart
Ring1: [Situational]
Ring2: [Primary Breach OR Mord Immunity Ring]
Mote: Solar Mote (WIS/INT)
If you don't have a Wrap of the Dark Prince, you can use Baator's Embrace (Asmo Cloak) instead for +16 CHA, which also covers Elemental Resists but unfortunately costs you % immunities and extra Sneak Attack damage.
Main helm options include Visor of Vigilance for poor-boys - if you have an Augmenter of the Salamander for SF/ESF: Listen you can fit in something like Crown of Corruption, Visage of Elemental Chaos, Lifebane Crown etc., depending on the area. Alternatively you can use Helm of Zeal for reliable Elemental Resists (I typically use an Energy Buffer augmenter, since anything else is hard to fit).
For Rings, I often use a Quaternary Exotica + whatever ring is best suited for the run. Regardless of your 'standard setup', ALWAYS keep Breach/Mord/Dispel Rings ready to hot-swap if required.
The Mote doesn't really matter, but Solar Mote gives you easy +16s, as well as some free Immunity %.
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CONCLUSION
This ended up being a lot longer than I expected, but hopefully that means it'll be informative. Kudos if you made it this far! I typed the bulk of this in one sitting, so will probably be tidying up the post over the next few days. The actual builds were quickly adapted from my old notes, so please let me know if you spot any errors there (most likely in the 'younger' variant which was typed on the fly).
Thanks for reading - I certainly enjoyed learning to play this build effectively over the last few months, and hopefully you will too!
Happy to answer any questions or give further advice if you need it, simply post below.